The Difinitive Guide To The Sukro Rim Sector (c)Eric Lichtenstein 1997 ***************************************************************************** Table Of Contents ~~~~~~~~~~~~~~~~~ 1) Introduction 2) The Empire A) Government B) Army & Navy C) Customs 3) The Rebellion A) The Orkin Rebels B) Nora Zova's Repulsor-Rebellion 4) Independants A) Mercenary Armies B) Blue Prism C) Trillium Izeca 5) The Force A) The Light Side B) The Dark Side C) The Sith D) New Force Powers 6) The Underworld A) The Twin Hutts B) Orvork The Ruthless C) The Dark Circle Syndicate - The Imperial Crime Network 7) Major Systems and Planets A) Tan System B) Sorebbe System C) Zadarak System D) Querrek System E) XT system F) Ibeam System G) Koran System H) Dorlock System I) The Orkin Platform J) Naffa System K) Karkerkrash System L) Astrogation Gazeeteer 8) New Ships A) Imperial Sales B) Edsel Engineering 9) New Equipment A) Tarr Industries B) Other Gear ***************************************************************************** Introduction ~~~~~~~~~~~~ Welcome to the Sukro Rim Sector of space. This is esentially the universe that the people I GM for live in. I set up this sector for the purpose of running a specific campaign, the details of which I will publish later. In any event, it is a fully functional sector of space. Anyway, this sector is one of those poor, unfortunate sectors that is just far enough away from the Slice to be forgotten about and left alone, but just close enough for both the Empire and the Rebellion to have taken interest. This sector is extremely far from the places that exist in the movies, but not far enough away that the journey can't be made. It is not exactly an 'Outer Rim' territory, maybe more like an isolated 'Innerish Rim' territory. This sector is far enough away that events of the movies do not have an effect until well after they really happened. For instance, the announcement of the Empire's new superweapon, the Death Star, probably will not reach the Sukro-Rim until some time after the second one is destroyed. Also, because of the lack of coherent information transfer systems, some information may or may not even get to this sector. But, on to a little background. Long before the Empire existed, a Republic drone scout ship wandered upon a small system of planets in a far off region of space. Landing on several of the planets in this system, it noted that these planets were little more than giant spheres of mineral ore just waiting to be refined. As per it's programming, it sent this information and it's coordinates back to the Republic, and continued on its merry way. The information was, in time, recieved and processed by clerks in the Republic beaurocracy. Then, due to some tired clerk's mistake, several thousand colony ships were sent there by mistake, instaed of the mining expedition that was supposed to be sent there.(The mining expedition, incidently, was accidentally sent to the scrap yards.) A few million colonists then found themselves in a system full of lifeless floating balls of stone. While some of the colonists decided to stay on there and try their hand at mining, most of the others continued on their merry way, eventually colonizing some neighbooring systems. And thus a small sort of multi-system colony was formed. Food went from some of the systems to the mining system, and mineral and manufactured goods traveled the other way. The system worked quite well for thousands of years, with each of the colonies slowly expanding and exploring the other systems. The sector was not without it hardships, however. On many of the newly discovered planets, there were hostile alien environments and species. Also there were several instances of a highly hostile alien race attempting to invade the small sector. Thankfully, these invasions were met by the forces of the Republic with the aid of the Jedi, and each was successfully turned away. Eventually, exploration slowed down in this area of space, and it was nothing more than another region of space. Then the Empire arrived. And with it came the Rebellion and several million more colonists, crime lords, and all sorts of new problems. Though under Imperial control, the newly named Sukro Rim Sector became known as a safe haven for Jedi. The Rebellion slowly took hold, as a separate Rebellion from the one active in the rest of the universe. The Imperial forces grew in this sector, and then Empire simply forgot about this tiny sector of space. Aside from the periodic shipments of supplies from the central Core Worlds, the Sukro Rim was virtually forgotten about. Moff Himnel Presor, the Imperial in charge of the Sukro Rim sector, took the isolation from his Grand Moff as a chance for economic gain. Imperial ships and equipment quickly and not-so quietly found their way to the black market. A personal TIE fighter became the one of the most common personal ships in the sector. For the right price, anything could be bought. But still, the Empire rules Sukro Rim with an iron fist. Jedi are abundant in the Sukro Rim. They can be found on almost every planet, but of course, they don't make themselves noticed, as the Empire is in the Jedi hunting business. There are, though, 4 well hidden schools of Jedi, training under one or two Jedi Masters. There are also a good number of Dark Jedi wandering around about through the sector. For the rich, Sukro Rim is a place to settle down for retirement with a planet of your very own. Moff Presor is always willing to sell planets to those with enough money, and quite a few of the planets in the systems of the Sukro Rim are privately owned. Most of the rest of the sector will be 'fleshed out' in the chapters detailling the planets and the major organizations. This is just a very brief overview. Some facts about the Sukro Rim Sector: On Imperial charts, the sector covers an area that contains 87 different systems. Of these, only 26 of those systems have been discovered. Of those 26, only 5 systems have been fully explored, with a total of 10 of those 26 colonized in any form, and 16 systems unexplored. The Sukro Rim sector contains 61 systems that have yet to be discovered. ***************************************************************************** The Empire ~~~~~~~~~~ GOVERNMENT The Empire has entrenched itself in this system soley for the purpose of mining it's extensive mineral resourses dry. The entire sector is filled with mineral rich planets, a prize too large to let fall into rebel hands. Also, the sector is filled with the estates and planets owned by some of the richest beings in the galaxy, and the Empire wants these rich benefactors to know who is providing them with protection from raiders, pirates, and rebels. The man in charge of Imperial operations for the sector is Moff Himnel Presor, a corrupt, greedy, lanky looking man who views the entire sector as his own. He is a quiet but determined man. He is happy with his isolation from the mainstream galaxy, and has worked hard to build Imperial productin facilities in his sector so as to become self-sufficient, and as a result, forgotten about by Imperial buearocrats, with the exception of the occasional shipment of new supplies from the galactic core and the transportation of Jedi prisioners. Presor's obvious competance, loyalty and his want to stay out of the way of the rest of the galaxy has won him the attentions of Lord Darth Vader himself, and some special projects of Vader's personal design are being carried out in secret Imperial bases throughout the sector. Vader recognizes Presor's use, and as a result tolerates the Moff's corrupt actions, and has further helped to isolate the forgotten sector. While Presor has built the Empire into a self-sufficient machine, he has also brought it to a new low in corruption. Imperial equipment is commonly sold, on the sly, to anyone with the credits. TIE fighters are almost as common as any other personal ship, and can normally be found without too much difficulty in a used or modified condition. Even some of the larger craft, such as shuttles and transports, can be bought. Imperial speeder bikes, Imperial-made swoops, and repulsorcraft are also readily available to any who want them. Presor also makes extensive use of smugglers, bounty hunters, and merc groups, although he stays away from direct contact with the crime syndicate of Narl and Kenda the Hutts. Presor has a small crime syndicate of his own, and he will commonly fund new smugglers with ships and equipment in return for their services. The bounty hunter Trillium Izeca is extensively funded by the Moff, and is to some extent, Presor's presonal assasin. Trillium also serves from time to time as the leader of Presor's private army. This small army has no official name, but is known unofficially throughout the sector as the Grey Troopers. []Moff Himnel Presor Type: Corrupt Imperial Moff DEXTERITY 3D Blaster 4D, Dodge 4D+2 KNOWLEDGE 4D Bureaucracy 8D, Business 7D, Con 6D, Law Enforcement 5D, Streetwise 5D Streetwise: Dark Circle 7D MECHANICAL 3D+2 PERCEPTION 3D+1 Command 5D, Persuasion 5D+1 STRENGTH 2D TECHNICAL 2D First Aid 3D+1 Character Points: 6 Force Points: 1 Dark Side Points: 2 Move: 10 Equipment: Imperial Blaster Pistol(4D), Resources of the Empire The planet Limn, a moon in the Sorbbe System, is where the Imperial Sector Command base is located, and is where most of the Imperial forces are garrisoned. Moff Presor's personal estate is located here in a protected town. The entire sector is governed by standard Imperial rules and regulations, with some additions and deletions that Presor has deemed necessary due to what he calls "...the highly independant nature of the citizens of this sector." []Imperial Offense Code Descriptions Use of Illegal Talents(Jedi) - Minimum 25,000 credit bounty, Wanted Dead or Alive, Incarceration and Transportation to Byss Breaking Imperial Weapons Codes - Fines: 1000(breaking Class 1 Permit) through 10,000 credits(breaking Class 5 Permit), and/or Imprisonment (1 week for breaking Class 1 through 25 years for breaking Class X) Starship Theft - 5 years through life imprisonment, Death Piracy - 25 years through life imprisonment, Death Unauthorized Review of Imperial Data Files - 10 years through life imprisonment, Death Membership in an Illegal Organization - 10 years through life imprisonment, Death Treason - Life Imprisonment, Death High Treason - Death []Sector Wide Imperial Weapons Codes Class 0 = No Permit Necessary Covers: Vibro/Non-Powered blades, Stun Blasters, Sting-Beams Concealment Allowed Class 1 = Civillian Blaster Permit Covers: Blaster Pistols, Hold-Out Blasters, Hunting Blaster Rifles No Concealment Allowed Class 2 = Civillian Security Force Blaster Permit Covers: Military Blaster Rifles, Stun Rifles Class 1 Weapons Concealable Class 3 = Civillian Militant Organization Weapons Permit Covers: Crew Served Weapons, Repeating Blasters, Grenades, Explosive Charges Includes Blaster Pistols, Blaster Rifles No Concealment Allowed Class 4 = Bounty-Hunter/Exotic Weapons Permit Covers: Modified Weapons, Slugthrowers, Exotic Weapons Class 1 Weapons Concealable Includes Class 1 - 2 Permits, Light Repeating Blasters Class 5 = Imperial Weapons Permit Covers: Heavy Blaster Rifles, Chemical Weapons, Thermal Detonators Class 1 Weapons Concealable Includes Class 1 - 4 Permits Class X = Illegal Weapons NOT A PERMIT Covers: Lightsabers, Bowcasters, Alien Weapons Personal Weapons With a Power Rating Of 5(5D) or Greater ARMY & NAVY The main force of the Imperial Navy and Army usually keeps to themselves and doesn't get involved with the day to day workings of the sector. Their main job is to let themselves be seen, as a deterrent to rebellion. They are actively involved in parades and demonstration, both to keep themselves in shape and to increase interest and support for the Empire. Moff Presor encourages the parades and demonstration, often granting tours of facilities or starships to especially important, influential, or rich people. Presor commands a standard Sector Group worth of Imperial ships and personelle, although because of his corrupt starship selling business, he usually cannot call upon the entire 2,500 ship fleet at once. Ships usually sell quicker than he can be resupplied. []Breakdown of Sukro-Rim Sector Imperial Troops Combat Naval Ships: 1,670 (Actual: 1,451) 25 Star Destroyers (10 Victory II, 6 Victory, 3 Imperial, 6 Imperial II) 245 Carrack Light Crusiers 285 Dreadnaught Crusiers 35 Interdictor Crusiers 105 Strike Crusiers 55 Lancer Frigates 230 Nebulon-B Frigates 75 Skipray Blastboats 180 Assualt Shuttles 215 Corellian Corvette Gunboats 1 Torpedo Sphere Imperial Customs: 270 (Actual: 225) 20 Light Corvettes 15 Imperial Customs Frigates 8 Nebulon-B Frigates 162 System Patrol Craft(IPVs) 65 Imperial Customs Guardian Light Crusiers Support Ships: 830 (Actual: 670) 80 Imperial Star Galleons 12 Escort Carriers 5 Imperial Dungeon Ships 166 Lambda Class Imperial Shuttles 93 Corellian Corvettes 85 Modular Taskforce Crusiers 115 Container Ships 104 Bulk Freighters Army: 1,180,310 total personelle 774,576 Combat Troops 405,733 Support Personelle 66,640 Repulsorcraft 13,992 Heavy Tanks 104,960 Stormtroopers 240 TIE/In 80 TIE Bombers In regards to the Navy, most of the heavier ships are generally in orbit around Limn and Tan-Erinyin. The ships belonging to the Customs division(the smaller ships for the most part, but they do have several Nebulon-Bs and a few Corvettes) can be found all over the sector. There are never more than 3 Dungeon ships in the sector at a time, as they are constantly traveling between the sector and Byss delivering Jedi prisoners. These are the only ships with constant contact with the rest of the galaxy, and their crews take a great deal of pride in this. They often keep news of the rest of the galaxy and only sell it those who care enough to pay for the information. The Rikke and the Pirahana are the two most widely known and feared ships in the Imperial fleet. They are both Victory II class Star Destroyers, and they are Presor's favorite ships. They see the most combat, have the most experienced crews, and recieve the best repairs. These two ships are in constant motion around the sector. When the Moff travels, it is on one of these ships. Presor began his career on a Victory II, and later served as a commander of one, and uses them in preference to the bigger and more powerful Imperial class destroyers. As a result, only the most skilled people are posted to these ships, and it is generally known through the sector that when the Rikke or the Pirahana are called into a battle, the other side has lost. []The Rikke/The Pirahana Craft: Rendili StarDrive's Victory II Type: Modified Victory-Class Star Destroyers Scale: 900 meters Crew: 5,904, gunners xxxx, skeleton 2,134/+5 Crew Skill: Astrogation 5D, Capital Ship Gunnery 6D+1, Capital Ship Piloting 7D, Capital Ship Shields 5D+2, Sensors 5D+1 Passengers: 1,400(troops) Cargo Capacity: 7,600 metric tons Consumables: 4 years Hyperdrive Multiplier: x1 Hyperdrive Backup: x7 Nav Computer: Yes Manueverability: 1D+2 Space: 7 Hull: 6D Shields: 3D Sensors: Passive 50/1D Scan 100/3D Search 200/4D Focus 6/4D+2 Weapons: 40 Turbolaser Batteries Fire Arc: 20 Front, 10 Left, 10 Right Crew: 3 Skill: Capital Ship Gunnery Fire Control: 1D Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 km Damage: 7D 25 Quad Laser Cannons Fire Arc: 10 Front, 5 Left, 5 Right, 5 Rear Crew: 2 Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 km Damage: 3D 10 Ion Cannons Fire Arc: 2 Front, 3 Left, 3 Right, 2 Rear Crew: 2(2), 3(2), 4(6) Skill: Capital Ship Gunnery Fire Control: 4D Space Range: 1-10/25/50 Atmosphere Range: 2-20/50/100 km Damage: 4D 10 Tractor Beam Projectors Fire Arc: 6 Front, 2 Left, 2 Right Crew: 2(2), 4(2), 10(6) Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1-5/15/30 Atmosphere Range: 2-10/30/60 km Damage: 6D CUSTOMS The Imperial Customs branch of the Imperial Navy is almost an entirely separate organization, even though it still falls under the jurisdiction of the Moff and the sector command staff. Where the Imperial Navy and Army is corrupt and lax in their training, the Customs branch are exacting, sneaky, diciplined, and they follow Imperial laws and codes to the letter. There is virtually no corruption within the Imperial Customs branch, and there is a very active internal security organization to assure that things remain that way. While small compared to the bulk of the Imperial forces, the Customs branch works it's hardest to tighten the Empire's grip against smugglers, pirates, and other such space hazards. Imperial Customs craft can be found in any of the colonized systems at all times, and any colonized planet, with the exception of privately owned planets, will have a Customs patrol vessel in orbit at all times. Customs agents regularly order surprise boardings for the purposes of searching a vessel whenever they feel, and are generally known to be pushy and aggressive and fiercely loyal to the Empire and their jobs. They enjoy the thrill of the chase hunting down smugglers, and have some of the best pilots and best equipment and technology that the Empire can offer. They usually have their own bases separate from the normal Imperial bases, but they are usually very close to each other. The Customs people tend to consider themselves better Imperials than the people in the normal Army and Navy, and there is a bit of contention between the Customs branch and the other branches. Barfights between Customs personelle and men of the other branches are not uncommon, and there have been rumors of actual open battles between Customs starcraft and regular Imperial Navy craft. These are only rumors, however, as General Helter Rye, the highest commanding officer for the Customs branch, will not allow or condone open fighting against their, even if corrupt, Imperial bretheren. Rye is a very exacting man who follows very defined patters, from the moment he wakes in the morning to the time he turns down the lights to sleep. He is very methodical, and always on time, and expects the rest of those in his command to be so as well. It is well know that he and Moff Presor do not like each other, and Rye has been harboring his hatred, waiting for a moment when he can stage a coup, and wipe the corruption and laziness out of the Empire's forces in this sector. Already he has spies planted within the other branches, and he is aware that Presor has spies planted within his own branch. Rye is confident that through subtlty and political intrigue, and maybe a brief show of force at the appropriate moment, that he will be able to successfully remove Presor and usurp control of the sector for himself. []Customs General Helter Rye Type: Over-Dedicated Imperial General DEXTERITY 3D Blaster 4D+2, Dodge 5D, Grenade 3D+2 KNOWLEDGE 3D+1 Bureaucracy 6D, Business 5D, Con 6D, Law Enforcement 8D, Streetwise 4D+2 Intimidation 4D MECHANICAL 3D+2 PERCEPTION 3D+1 Command 5D+2, Persuasion 5D+1, Search 5D STRENGTH 2D+2 Brawling 4D TECHNICAL 2D Computer Prog/Repair 3D+1, Security 4D+1, First Aid 3D+1 Character Points: 3 Move: 10 Equipment: Imperial Blaster Pistol(4D), Comlink, Datapad, Resources of the Empire ***************************************************************************** The Rebellion ~~~~~~~~~~~~~ The Rebellion in the Sukro-Rim sector is not much more than a painful nuisance. Because of the fervent attempts and fanatic actions of the Imperial Customs Branch, the several small units of rebel resistance have not had much communication with each other and act individually with little or no coordination with each other. Generally, these rebel groups can be as small as 4 or 5 people with a single ship to the somewhat organized and well equipped Orkin Rebels. In most cases, these smaller rebel groups have grown up around a Jedi who has been found and forced out of hiding. THE ORKIN REBELS The largest rebel group in the sector is also the best hidden. These rebels, who in private call themselves the Orkin Rebels, make their base on the giant flaoting space station called the Orkin Platform. These rebels formed up around Kervill Frey, a ship mechanic who on the side does illegal repairs and modifications to starships. For a long time, without his knowledge, Frey had been modifying rebel ships with illegal hardware. At that time, the rebels were a mostly unorganized band of mercenaries working under the command of a supposed Jedi. During a certain battle, the rebels main flagship, a converted passenger transport, was damaged greatly. Left with no where to run, the Jedi approached Frey with his problem. Frey aggreed to help, and the flagship was docked with the station and then quickly disguised to appear as part of the station itself, an easy enough task given the rag-tag way the rest of the station is built. Frey took over command of the ship and converted it into a larger repair shop where he could effect repairs on the flagship without being noticed. The rag-tag rebels then moved onto the Orkin platform, and shortly thereafter the Jedi disappeared. Without their leader, the mercenary/rebels were going to disband when Frey, unhappily, stepped in and held them together. Since then, Frey, nicknamed Orkin, has been running the Orkin rebels, pulling off several successful hit-and-fade raids on Imperial bases and making a general nusisiance of themselves to Imperial patrol ships. Over the years, most of the repairs have been done to the old rebel flagship, renamed the 'Orkinator', and several new modifications have been added. It has been throughly disguised as part of the station, although it could be separated and fight on it's own if the situation calls for it. The Orkinator, currently, is little more than a repair bay for rebel ships. The rebels have no standard ship, and their fleet consists of all types of ships, ranging from Y-Wings(a pilot favorite), to refitted captured Imperial shuttles to TIE fighters to luxury yachts. Beings of all races, ages, and even a few Jedi count themselves as members of the Orkin Rebels. []Kervill 'Orkin' Frey Type: Rebel Leader/Ship Mechanic DEXTERITY 2D+1 Blaster 4D, Dodge 4D+2 KNOWLEDGE 3D Alien Species 5D, Bureaucracy 5D+1, Business 4D, Languages 4D+2, Law Enforcement 3D+2, Planetary Systems 4D+2, Streetwise 5D+2 MECHANICAL 3D+2 Capital Ship Piloting 4D, Space Transports 4D PERCEPTION 3D+1 Command 6D STRENGTH 2D TECHNICAL 4D Capital Ship Repair 6D+1, Capital Ship Weapon Repair 4D+1, Space Transport Repair 5D, Starship Repair 5D+2, Starship Weapon Repair 5D Force Points: 3 Character Points: 16 Move: 10 Equipment: Heavy Blaster(5D), mechanics overalls, tool belt complete with hydrospanners, laser welder, datapad/diagnositc computer []The Orkinator Craft: Losoo-Blatt "Comfti" Luxury Transport Type: Highly Modified Luxury Craft/Rebel Flagship Scale: Capital Ship Length: 510 meters Skill: Capital Ship Piloting: "Comfti" Transport Crew: typical crew 650-800, gunners: 162, skeleton 425/+15 Crew Skill: Varies Incredibly - Astrogation 6D, Capital Ship Gunnery 8D, Capital Ship Piloting 7D, Capital Ship Shields 6D, Sensors 5D, Starship Gunnery 7D Passengers: 850 (troops, passengers, repair techs-200) Cargo Capacity: 10,000 metric tons Main Docking Bay: 12 fighters, 4 light freighters, 3 Lambda class shuttles Repair Bay: Can hold a maximum of 15 small ships, but 9 light freighters will fill up the area Consumables: 1 year Hyperdrive Multiplier: x2 Hyperdrive Backup: x10 Nav Computer: Yes Manueverability: 1D Space: 4 Atmosphere: 330, 950 KMH Hull: 4D Shields: 2D Sensors: Passive 40/1D Scan 75/2D Search 150/3D Focus 5/4D Weapons: 24 Turbolaser Batteries Fire Arc: 5 front, 9 left, 9 right, 1 back Crew: 3 Scale: Capital Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 3-15/35/75 Atmosphere Range: 600-3KM/6KM/13KM Damage: 4D 14 Quad Laser Cannons Fire Arc: 2 front, 5 left, 5 left, 2 back Crew: 2 Scale: Starfighter Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-500/2KM/4KM Damage: 4D The Orkinator is the flagship/base of the Orkin Rebels. It(and the rebels) are safe where they are-annonymous on the Orkin Platform. It is unlikely the the Orkinator will separate from the station, but in a desperate need or in the event that the rebels are discovered, Frey is quite willing to take the ship into hyperspace and see his crew to safety. The Orkinator is fully equipped to repair and modify any ship in any way. There is a full staff of techs on hand to do repairs, and all the necessary equipment. Don't forget, while not a rebel base, the Orkinator is the location of a very open-to-the-public ship repair business. In recent years, the Orkin Rebels have been able to capture, or more correctly salvage, a rotting hulk of a Calamari Crusier. The capital ship will never move under it's own power again, or at least not without a great deal of expensive repairs, and has since been named the Freedom Gimp, and has become a safe place for weary rebels and a repository for weapons and parts. It is well hidden in an uncharted region of space between two officially unknown systems within the Sukro sector. Only those who's loyalties are unquestioned and who have proved their dedication to the rebel cause are given it's coordinates. The Freedom Gimp is well equipped with medical bays, and ship repair facilities, and places set up for relaxation. The Freedom Gimp is not a base of operations, it is far to underarmed and underarmored. Most of the missions the Orkin Rebels launch are out of the Orkinator, or from several less important places of operation. The Freedom Gimp is well suited for rest and relaxation and post-mission debreifings, but not for launching combat missions. []The Freedom Gimp Craft: Mon Calamari MC80 Star Cruiser Type: Derilict Star Crusier Scale: Capital Length: 1,200 meters Skill: Capital Ship Gunnery 4D Crew: Gunners Only: 53 Passengers: 5,000 Cargo Capacity: 12,000 metric tons Consumables: 8 years Hyperdrive Multiplier: Non-Functioning Hyperdrive Backup: Non-Functioning Nav Computer: Yes Manueverability: 0D Space: 1 Hull: 2D Shields: 2D(the shield generators still operate, but no backups) Sensors: Passive 40/0D Scan 60/1D Search 120/2D Focus 5/3D Weapons: 12 Turbolaser Batteries Fire Arc: 9 left, 1 right, 2 back Crew: 1 Skill: Capital Ship Gunnery Fire Control: 1D+1 Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 km Damage: 4D 3 Ion Cannon Batteries Fire Arc: 3 left Crew: 12 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 1-10/25/50 Atmosphere Range: 2-20/50/100 km Damage: 3D 1 Tractor Beam Projector Fire Arc: Front Crew: 5 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1-5/15/30 Atmosphere Range: 2-10/30/60 km Damage: 4D In addition to scores of normal troops and techs, Frey also has several more colorful beings in his band, some of which he recruited himself, and most of whom just sort of fell into the rebellion for one reason or another. One of the most well-liked and interesting of the Orkin Rebels is Morlogg the gamorrean. As a young boar on Gamorr, Morlogg's unusual intelligence made him an outcast in the Roralkk tribe. He was beaten and sold into slavery before he could cause too much trouble. For the better part of his life he was then the presonal property of a rich Imperial general who had retired to the Sukro Rim sector. The Imperial had bought Morlogg from a slave ship, and forced Morlogg to fight in a private arena the Imperial had constructed. After many years and many victories, Morlogg managed to escape, killing several guests of the general's and stealing one of the guest's Y-Wing. Luckily for Morlogg, who didn't know a thing about flying, the owner had left the astromech droid in the fighter, and after several threats had been made, the firghtened droid flew Morlogg out of the system. Almost a year later, in the midst of a small fight between Orkin Rebels and the Empire, Morlogg, who was simply leaving one planet for another, got caught up in the fight when several TIE's, thinking he was with the Rebels, attacked him. Morlogg and RB-26(the droid), who had become a dangerous team in the Y-Wing, retalliated. After the battle(the Rebel's were victorious), Morlogg was invited to join the Rebellion. With a grunt, he agreed. He has been with the Orkin Rebels for a few years now, and is probably one of their best, if not the best, fighter pilot. RB-26 and the Y-Wing have undergone some modifications since they joined up with Morlogg. RB-26 had a voice modulator installed in himself, and it is all too common to hear Morlogg's gutteral voice barking at the droid, threating to dismantle it, and RB-26 chirping back in his high pitched voice. RB is the only droid Morlogg tolerates, and he has been known to smash droids when they even mildly annoy him(which is another thing RB yells at Morlogg for). But despite their constant arguments and the way RB-26 talks back to Morlogg and his constant threats of dismantaling, the two are quite good friends, but neither shows it. []Morlogg the Gamorrean Type: Brash Pilot DEXTERITY 3D+2 Dodge 5D, Melee Combat 8D+1, Thrown Weapons 5D+2 KNOWLEDGE 2D Intimidation 4D+1 MECHANICAL 1D+2 Sensors 2D, Starfighter Piloting 6D+1, Starship Gunnery 5D, Starship Shields 2D PERCEPTION 3D STRENGTH 5D Brawling 9D, Stamina 5D+2 TECHNICAL 1D+2 Starship Weapon Repair 2D Move: 8 Force Points: 1 Character Points: 11 Special Abilities: Voice Box: Morlogg cannot speak Basic, but can understand it. Stamina: Morlogg may make a second Stamina check if one is failed. Story Factors: Droid Hate: Due to the influence of RB-26, Morlogg has learned to restrain his hate of droids, but likes to indulge himself when RB isn't looking. Equipment: Blaster Pistol(4D), Vibro-Axe(STR+3D+1, Max 7D), 13 Throwing Knives(STR+1D), 4 Hatchets(STR+1D), Vibropick/Power Prybar(STR+2D), Droid Parts Necklace, 780 Credits, Gamorr Armor(+1D physical/+1 energy, +1D Intimidation) []RB-26 Type: Modified R2 Astromech Droid DEXTERITY 2D Dodge 2D+2, Vibrosaw 4D+1 KNOWLEDGE 2D Planetary Systems 4D MECHANICAL 3D Astrogation 5D, Sensors 3D+1, Starfighter Piloting 5D, Space Transports 3D+2, Starship Gunnery 3D+2 PERCEPTION 2D STRENGTH 2D TECHNICAL 3D Computer Prog/Repair 4D, Droid Programming 4D+1, Droid Repair 5D+2, Starfighter Repair 6D+1, Starship Weapon Repair 3D+2 Equipped With: *3 Wheeled Lege(1 retractable) *Retractable Heavy Grasper Arm(Lifting skill at 2D) *Retractable Fine Work Grasper Arm *Extendable .3 meter long video sensor(360 rotation) *Small Electric Arc Welder(1D-5D damage, .3 meter range) *Small Circular Vibrosaw(4D damage, .3 meter range) *Video Display Screen *Holographic Projector/Recorder *Fire Extinguisher *Small Internal Cargo Area(20 cm by 8 cm) *Voice Modulator Unit *Body Armor(+1D physical/+1D energy) *Repair Tools(+1D to all Repair rolls) []The Airborne Pig Craft: Koensayr BTL-S3 Y-Wing Type: Modified Attack Starfighter Scale: Starfighter Length: 16 meters Skill: Starfighter Piloting: Y-Wing Crew: 1, 1 Astromech droid(can coordinate) Crew Skill: See Morlogg and RB-26 Cargo Capacity: 80 kilograms Consumables: 2 weeks Hyperdrive Multiplier: x1 Hyperdrive Backup: None Nav Computer: RB-26 Maneuverability: 3D Space: 7 Atmosphere: 350, 1000 Kmh Hull: 4D+2 Shields: 2D Sensors: Passive 20/0D Scan 35/1D Search 30/2D Focus 2/3D Weapons: 1 Turbolaser Cannon Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1-4/15/30 Atmosphere Range: 100-400/1.5/3 km Damage: 7D 2 Proton Torpedo Launchers Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1/3/7 Atmosphere Range: 50-100/300/700 meters Damage: 9D 2 Blaster Cannons Fire Arc: Turret(Droid), Front(Pilot) Crew: Droid or Pilot Skill: Starship Gunnery Fire Control: 3D(Droid), 1D(Pilot) Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D NORA ZOVA'S REPULSOR-REBELLION Before her accident, Nora Zova was a welcome member within the high-class circles, and even the Imperial circles, of Ahnrav. Owner of a profitable repulsorcab company, the tall, sensuous, attractive and rich Twi'lek traveled through all the politically correct circles, both Imperial and private. After her accident, in which an Imperial speeder sideswiped her own speeder and left her with one arm, her attitude to the Empire changed. The Empire offered no compensation, and Nora was forced to pay for her own medical bills and replacement limb. She continued to travel through her high-class circles, plotting. Years later, after careful planning, several craft from Nora's company vanished, unnoticed. Weeks after that, a renegade band of highly modified speederbikes and repulsorcraft attacked a small Imperial outpost, leaving it in ruins. Over the years, the Nora's repulsor-rebellion has grown, and yet it remains undiscovered that Nora is involved. She is very careful about who she accepts into her company, and is careful to rotate her drivers from the armored company to normal cab duty to keep her drivers from getting too tired or losing morale. Despite Nora's own carefree, flirtatious attitude, she runs a very tight, diciplined armored company. She is strict and demanding, and very hard to talk to. Yet, she risks her life as a driver in her armored company, and is very good, and in this way earns respect from her soldiers. She has never left anyone to die, and always offers compensation for any injured in the line of duty. However, in regards to anyone she considers her enemy, she can be very brutal. Nora's attitude and the attitude of those fighting for her is slightly less moral than normal rebellions. Imperial sympathizers, even if normal citizens, are considered fair game, armed or not when the repulsor-rebellion is hunting. Nora has also been known to take mercenary contracts, although she is very picky about her clients. []Nora Zova Type: Twi'lek High Class Rebellion Leader DEXTERITY 3D Blaster 4D, Dodge 4D+2, Vehicle Blasters 5D KNOWLEDGE 3D Bureaucracy 5D, Business 7D, Politics 6D+1, Streetwise 4D+2 MECHANICAL 2D+1 Jet Pack Operation 3D, Repulsorlift Operation 7D, Swoop Operation 5D+1 PERCEPTION 4D+2 Command: Repulsor-Rebellion 6D+1, Con 5D, Persuasion 5D+2, Seduction 7D Search 5D+1, Sneak 5D+2 STRENGTH 2D TECHNICAL 3D First Aid 3D+2, Repulsorlift Repair 5D+1 Force Points: 1 Character Points: 5 Special Abilities: Tentacles: Nora can use her head-tentacles to communicate in secret with other Twi'leks. She has also perfected their use as a seductive tool, granting her +1D to Persuasion or Seduction when in use in this manner. Move: 10 Equipment: Hold-Out Blaster(3D), Exotic/Expensive wardrobe, 4000-10000 credits, Zova Repulsorcab Company The legal side of the Zova Repulsorcab Company employes almost 700 drivers, technicians and officeworkers, and nearly twice as many droids. They offer travel accommodations all across the planet, and operate several city-travel-only cabs. They act as a courrier service for secure documents, and are often hired for funerals or parades. Their craft include speederbikes, speedertrucks, skiffs(both luxury and spartan), party sail-barges(for rent), landspeeders(for use as cabs and also for rent), and numerous types of airspeeders. The illegal side of Zova's company, the Repulsor-Rebellion, has around 150 active members, all drivers pulled from the legal side of the operation. They use their own repulsorcraft, that have been upgraded with heavier armor, weapons, and in some cases, shields. They favor light, hit-and-fade attacks using speederbikes and airspeeders, but occasionally they will attack an AT-AT or AT-ST patrol using armed speedertrucks. Nora's is a fast war - often conducted at speeds past 600 kmh through a busy city at 150 meters above the ground. Her soldiers are trained hard for what they do and understand and accept the risks: a single mistake means a high-speed colission and death. ***************************************************************************** Independants ~~~~~~~~~~~~ MERCENARY ARMIES The Grey Troopers The Grey Troopers are probably the most highly skilled and effective mercenary company in the Sukro Rim sector, and, if they were known outside the sector, would likely be among the best in the galaxy. As such, they fetch a high price. So high a price in fact, that they rarely seem to work at all, and when they do, almost never is the whole company hired. The Troopers have approximately 275 members, and they charge roughly 3000 cerdits per man, per week. The Troopers never hire out less than 10 soldiers for a job, making the minimum cost 30,000 credits! Then if heavier ground support(tanks, artillery) or space support(TIEs, TIE Bombers) is wanted, the price goes even higher. However, their reputation is not without it's grounds: these soldiers are best at what they do, and you get every credit of what you pay for. The Troopers are very picky about who they work for, only taking jobs for those loyal to the Empire or when the job to be performed is in the Empire's best interests. Not so surprising since they are well funded by Moff Presor himself, and they are equipped as well if not better than the stormtrooper units that are a part of the normal Imperial Army. In most cases, the members of the company are picked personally from the ranks of the normal Army and Navy by Presor himself to insure total loyalty. Presor uses them to enforce his own versions of Imperial Law when he needs to, and the Grey Troopers have been secretive enough so that few actually know or even suspect of the Moff's involvement; the general belief is that the Grey Troopers are simply a merc company like any other. The Greys have also, from time to time, disquised themselves as normal Imperial soldiers or Stormtroopers at Presor's urging, to take part in battles for the Empire that Presor could not afford to lose. No one besides Presor and Greys know about this tactic, and while the Greys have only been used in this manner three times, their extra skill has turned the tide in favor of the Empire every time. Because of all the favor given to them by the Moff, even if in secret, the Gray's fanatically loyal to him. []Average Grey Trooper DEXTERITY 3D Blaster 8D+1, Dodge 6D+1, Grenade 4D+2, Melee 5D+2 KNOWLEDGE 2D Survival 5D MECHANICAL 2D Beast Riding 4D, Repulsorlift Operation 3D+2 PERCEPTION 3D Search 6D, Sneak 6D+2 STRENGTH 4D Brawling 5D+2 TECHNICAL 3D Armor Repair 3D+1, Blaster Repair 4D+1, First Aid 4D+2, Security 4D+2 Character Points: 2 - 5 Move: 10 Equipment: SoroSuub Blaster Carbine(5D+2), Blaster Pistol(4D), Concussion Grenades(6D/4D/2D), Stormtrooper Utility Belt, Survival Kit, Grey Trooper Armor(+1D+2 energy/physical, no DEX penalties, same internal equipment as normal Stormtrooper Armor) The Blaster and Dagger Mercenary Unit The Blaster and Dagger is at the low end as far as mercenary companies go. The soldiers in this unit are mostly untrained and undiciplined beings looking for excitement or quick money. The owners of The B&D will hire anyone into service, even if only for a single mission or campaign. As a result the unit has very little coherence and teamwork is in short supply. New recruits are put through a 2 week training course, designed to give an unskilled being barely enough confidence to go into battle. Not suprisingly, this unit has a high death rate. The B&D has three things going for them: there are lots of them, they never refuse a job, and they come cheap - 500 credits per man per week. The cost is not much more for speeder or tank support(TIE Tanks). Desperate men sign up with The B&D, and The B&D take missions of desperation. Occasionally, The B&D will be contracted to do an especially dangerous job, and then the unit ups it's pay rate, often to as high as 1700 per person per week, or as one lump sum, that any survivors get to split upon completion. In general, the fighting(and to a lesser extent) the support personelle, bring with them all the equipment they will ever have. Of course, The B&D can offer some limited medical services, and limited supplies in the way of weapons and armor. The manegment likes to keep some supplies around, just in case, and of course, their meager supply of TIE Tanks, TIE fighters and Z-95s they don't expect their hirees to bring with them - although some do. The symbol of The B&D is a green oval with a gold blaster crossed with a gold dagger. For this reason they are also known as the Green & Gold. []Average Blaster and Dagger Soldier DEXTERITY 2D Blaster 3D+2, Dodge 3D+1, Grenade 2D+2 KNOWLEDGE 2D MECHANICAL 2D PERCEPTION 2D Sneak 3D+1 STRENGTH 2D Brawling 3D+2 TECHNICAL 2D Blaster Repair 3D, First Aid 3D Character Points: 0 - 2 Move: 10 Equipment: Blaster Pistol(4D), Blaster Rifle(5D), Blast Vest(+1D phy/+1 en), Blast Helmet(+1D physical/+1 Energy)* *The average soldier will have some or all, or none, of this equipment. B&D soldiers often bring their own equipment, sometimes high-quality, sometimes none at all. BLUE PRISM Occasionally someone does something totally selfless and for reasons other than profit. Thus is the case with the benefactors of the Blue Prism. A small group of well-intentioned beings began the organization on their home planet during a global civil war. At considerable risk to themselves, they wandered across battlefields helping the wounded from both sides, preserving lives. Both sides officially ignored the small groups of beings that wandered through active battlezones, because they acted neutrally, helping both sides equally. After a series of battles in which the good samaritens were killed, the helpers adopted the symbol of a blue prism on a white circle, which they wore as a giant patch on their backs and on any vehicles they had to let the combatant know not to shoot at them. The Blue Prism was born. After that, they received donations from beings who wanted to help. The Blue Prism set up medical facilities, and provided manpower and some of their limited funds in the rebuilding effort. The Old Republic supported them fully, and soon the Blue Prism grew, taking only volunteers and donations and operating all across the sector. They have a public com-channel, and any in need of help, be it medical or repairs to a stranded ship, can call. However, as manpower for Blue Prism has always been low, help does not always arrive. The Blue Prism does most of it's work in combat zones. During the time of the Old Republic, they would follow Republic warships, helping with the clean-up after a battle, no matter who was the victor. With the rise of the Empire, things have changed slightly, but the Empire has not totally closed down their function. Every Blue Prism ship or groundbase is required to have an Imperial Security Bureau agent, must obey guidelines for the recovery of combat personelle, are not allowed to aid known criminals, and must obey orders given to them by the highest ranking Imperial officer in the area. However, when there are no Imperials present, the Blue Prism tends to do what it likes in the interest of humanitarian aid, regardless of the ISB agent. While it mostly operates within the Sukro Rim sector, it does have limited operation outside the sector. There are 4 Taskforce Cruisers with hospital modules that serve as flagships for Blue Prism, along with 2 stripped-down Nebulon-Bs and a host of smaller freighters and corvettes. Blue Prism also employees some light fighters, TIEs and Z-95s, and some armed ground troops, for their own defense against pirates and other problems. TRILLIUM IZECA Bounty hunters are often the most feared and well-known scum in the galaxy. Some hunters are known widly on a single planet, in a system, or some, like the infamous Boba Fett, are known and feared throughout the galaxy. Trillium Izeca, while only known within the Sukro Rim, is feared no less. Once an Imperial Storm Commando, Trillium was selected by Moff Presor to be freed from Imperial service and become the Moff's personal assassin. In doing so, Trillium gained freedoms he never had before, in addition to working for the Moff, he set himself up as a bounty hunter. Through a mix of natural talent and Storm Commando training, he excelled, and soon he was known and feared through the sector with over 200 captures or kills, including 21 Jedi, and 17 captures of space vessels. Moff Presor treates Trillium almost like a son, and the bounty hunter is totally loyal, sometimes acting on his own to see to the Moff's safety. Trillium often tags along with the Grey Troopers under an assumed ID, either as a commanding officer or as a normal soldier. He has connections with the twin Hutts, and is reported to be a very likeable person, though with a dark personality. Trillium has no asperations beyond that of bounty hunting and preserving the Empire. He is happy to do his job, and enjoys the company and support of Moff Presor and his family. Trillium oftens spends holidays and special occasions with the Presor family, and is considered a son by Mrs. Presor. The Moff funds and supplies Trillium extensively, but Trillium has been successful enough to more than adequately fund his activities. In recent years, Trillium has taken to going after small capital ships - pirates and smugglers. His own craft, a modified TIE Bomber "The Reclaimer", is also known and feared in the spaceways. Trillium has proven himself to be an excellent pilot, and in addition to his captures of light and heavy freighters, he has a few corvettes and pirate gunship captures to his credit. []Trillium Izeca Type: Bounty Hunter DEXTERITY 4D Armor Weapons 5D+2, Blaster 8D, Dodge 7D+1, Grenade 5D+1, Melee Combat 6D+2, Missile Weapons 5D KNOWLEDGE 3D Alien Species 4D, Bureaucracy 5D+1, Planetary Systems 3D+2, Streetwise 6D, Survival 6D+2 MECHANICAL 2D+2 Beast Riding 5D, Hover Vehicle Operation 5D+1, Repulsorlift Operation 5D+2, Jet Pack Operation 4D+2, Starfigher Piloting 5D, Starship Gunnery 5D+1, Starship Shields 3D+1 PERCEPTION 3D Command 5D+1, Hide 7D, Investigation 8D, Search 7D, Sneak 7D+2 STRENGTH 3D Brawling 5D+2, Climbing/Jumping 4D, Stamina 4D+2 TECHNICAL 2D+1 Armor Repair 5D, Blaster Repair 5D, First Aid 4D+1, Demolitions 5D, Security 5D Force Points: 3 Dark Side Points: 5 Character Points: 16 Move: 10 Equipment: Modified Blaster Carbine(6D+1, +1D Blaster skill), Heavy Blaster Pistol(5D), Hold-Out Blaster(4D), Vibroknife(STR+1D), Modified Storm Commando Armor, "The Reclaimer" []Trillium Izeca's Armor Model: Imperial Munitions Storm Commando Armor Type: Modified Lightweight Personal Battle Armor Cost: Not For Sale Availability: Unique Game Notes: Basic Suit: Provides +2D physical/+2D energy to resist damage. Covers the entire body. No DEX penalties. UV Night-Sight: When in darkness provides +3D Search and PER checks. Reflec Polymer: Supresses sound and light. Provides +2D Sneak, +1D Hide Sealed Body Glove: Keeps the body cooled and dry, avoiding overheating. Jet Pack: Has a Move of 100 meters horizontally, 60 vertically. Uses Jet Pack Operation skill, has 20 charges. Repeating Slugthrower: An ancient weapon, firing small durasteel slugs at high velocities. Uses Armor Weapons skill. Damage 4D+1. Ranges 3-7/20/40 Sealed Enviro Filter: Filter systems can block out harmful molecules, or in case of insufficient or deadly atmosphere, the suit can completely seal, drawing upon a 2 hour oxygen supply. []The Reclaimer - Trillium Izeca's Ship Craft: Sienar Fleet Systems TIE Bomber Type: Modified Space Bomber Scale: Starfighter Length: 9.6 meters Skill: Starfighter Piloting - TIE Crew: 1 Passengers: 4(3 prisoners) Cargo Capacity: 1 metric ton Consumables: 2 days Cost: Not For Sale Nav Computer: Yes Hyperdrive Multiplier: x2 Hyperdrive Backup: x15 Manueverability: 2D Space: 6 Atmosphere: 295, 850 Kmh Hull: 5D Shields: 2D Sensors: Passive 25/1D Scan 40/2D Search 75/3D Focus 4/3D+2 Weapons: 2 Ion Cannons Fire Arc: Front Skill: Starship Gunnery Fire Control: 3D Space Range: 1-3/10/30 Atmosphere Range: 100-300/1.0/3.0 km Damage: 4D 2 Laser Cannons Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D Concussion Missiles Fire Arc: Front Skill: Missile Weapons Fire Control: 3D+2 Space Range: 1/3/7 Atmosphere Range: 50-500/1.0/5.0 km Damage: 9D /| [#] |\ Back _______ | | / \ | | / \ < Side View / | / \ | \ | =====>- O |= 0 =| 0 \_______/ Top View > #\ | \_/ \_/ | /# # \/ \/ # V V ' ' Front ***************************************************************************** The Force ~~~~~~~~~ The Force is very strong and well known in the Sukro-Rim sector. Throughout the time of the Old Republic, this sector was known to only a few Jedi and their students. Off the beaten path, it was known amongst the Jedi knights of the Old Republic as a quiet place for meditation, relaxation, and learning. All forms of Jedi knowledge were taught and tolerated. Dark and Light Jedi alike learned from each other and meditated with one another and traded thoughts on the Force as they might trade lightsabre strikes during a practice. The two sides of the Force, for the first time, came togther as closely as possible, and not so much as opposing sides of the same coin, but as differing schools of thought. Light was allowed to learn about the Dark, and Dark about the light. It was not uncommon for Masters to lose students in both directions. It was a strange marriage of Dark versus Light, but strangely enough, rarely was it referred to as Good versus Evil. Indeed, in some cases, those of the Dark schools were more pious and caring and moral than those of the Light. Feuds between competing schools were not uncommon, and there was always the temptation of the Dark Side for everyone to contend with. Schools could be found in every system. Some were large, housing great libraries and databases and focused on the ancient Jedi lore and history. Some were small and private with only four or five students and a Master. Some taught only the meditative skills of the Jedi, some Jedi healing, and some taught the more physical and worldy affecting Jedi talents. And then came the time of the Empire, and the Sukro-Rim sector suffered heavily. Jedi hunters, using tools unique to their trade and seeking the expensive bounties that Jedi demanded, came to the system by the hundreds. Young Jedi and Jedi apprentices, new to their skills, fell first, dying or being captured and shipped off to the heart of the Empire for uncerimonius executions. Masters and students, Dark and Light, hid or fought to their deaths. The Jedi population, the schools, the vast databases of knowledge and museums of ancient artifacts, were destroyed or taken by the Empire in only a few short years in a brief and brutal war. However, some the hardiest Jedi were able to survive, and having proclaimed themselves as Masters, have begun to rebuild the schools of their old Masters, rasising a new breed of Jedi to combat them Empire. THE LIGHT SIDE The details and teachings of the Light Side of the Force are already well known, and need not be reiterated here. It is enough to say that the Light Side respects the ages old treaty of the Sukro-Rim Sector: All manner of Force Users are free to use this area of space for a place of retreat, solace, and learning. Those of the Light recogonize and carry out their role as the final gate between all those who study the Dark ways and the citizens of the sector. It is their belief that they must be the gaurdians against the Darkness, and that they must also at the same moment be aware of the Dark Side's temptations, and refuse them. With the coming of the Empire, there are no schools of Jedi learning left, and all of the older, wiser Masters are dead, captured, or in deep hiding. The most prominent Master still known to be in the sector is Master L'Sarith Orin, an 87 year old human male, with a build more athletic than his age would suggest and white hair. L'Sarith does not tolerate the Dark, although he is quick to find any Light within anyone, and will relentlessly try to help the Light surface. With no school and no students, he wanders around the galaxy, keeping ahead of the Imperial bounty hunters and filling the role he believes that he must of protecting the galaxy from those of the Dark. When he finds those with Force aptitude, he takes them with him on his journies, training them to a level of compentence. In most cases, he is forced to abandon his students early, as the hunters close in. L'Sarith strictly adheres to the Jedi code, and teaches it to all his students, and requires that even the non-Jedi that he travel with follow it. His only goal is to hold off the Darkness for as long as he can. He believes that the Empire and the Darkness is too great to be defeated, but he will not die easily. Every student he can train, every being that he can help, puts the Darkness that much further from it's goal. []L'Sarith Orin Type: Jedi Master DEXTERITY 2D+1 Blaster 3D+2, Dodge 4D, Lightsabre 6D+1 KNOWLEDGE 4D Alien Species 4D+1, Law Enforcement 5D+2, Languages 4D+2, Streetwise 4D+1 MECHANICAL 2D Astrogation 2D+2, Sensors 3D+2, Space Transports 4D+1, Starship Gunnery 4D, Starship Shields 3D PERCEPTION 4D Persuasion 5D+2, Search 4D+2, Sneak 4D+2 STRENGTH 2D+2 TECHNICAL 3D Space Transport Repair 3D+2, Security 4D Special Abilities: Force Skills: Control 12D, Sense 13D+1, Alter 10D+2 Control: Absorb/Dissipate Energy, Concentration, Control Pain, Emptiness, Enhance Attribute, Hibernation Trance, Reduce Injury, Remain Conscious Sense: Combat Sense, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force Potential Alter: Telekinesis, Warp Matter Control/Sense: Farseeing, Lightsaber Combat, Projective Telepathy Control/Alter: Accelerate Another's Healing, Control Another's Pain, Force Lights* Control/Sense/Alter: Affect Mind This character is Force-Sensitive. Force Points: 17 Dark Side Points: 0 Character Points: 39 Move: 10 Equipment: Blaster Pistol(4D), Lightsaber(5D) THE DARK SIDE Generally considered the opposite side of the credit, this too is a subject that has been dealt with in other materials. But what must be understood is the general teachings that Dark Side students are given, for in the Sukro Rim sector, those that walk on the Dark Side are difficult to spot, and they are less "the opposite side of the credit" than walking on it's rim. Those that teach the Dark Side in this sector are not evil beings, at least, not any more evil than their Light Side counterparts. Most Dark Side Masters follow the teaching methods that their Light Side counterparts do, and in most cases, teach the Jedi Code as a foundation for learning. However, a Dark Side Master would make the following changes: 1) We are different from our fellow being. We are powerful, and thus deserve power, and thus are responsible for our actions and inactions. We are ultimately accountable only to the higher powers of the Force. 2) We do not command it, but the Force *is* our ally. Those who seek to do our kind harm can and should experience the full range of our powers. Use of the Force must never be held in check when it is needed. 3) We are sentient beings with feeling and emotions. We are not unfeeling machines. Those emotions should not be contained, they should be harnessed, for they are a part of the Force. Of course, individual Masters will make further changes depending on their own personal views. One of the more respected and powerful Masters of this way of teaching is Nic Tahoe. Another aging human, Nic once trained with the same master that taught L'Sarith, but left because of his differing philosophical beliefs about the Force. Nic teaches the philosophy of the innate correctness of Force self-defense, used at full power, and about harnessing the inner strengths that lie within built up emotions. His examples and reasonings are as follows: "A man with a blaster would not hesitate to fire at an attacker while using the 'kill' setting. For us, the Force is our blaster, and like a man with any weapon, we must use it responsibly. But there should be no hesitation when faced with the prospect of self-defense or the protection of our friends who are not as gifted as we." On emotions: "In a normal man, anger, fear, desperation, in fact any strong emotion, can unlock a hidden power in the form of natural chemicals, adrenaline. This normal man has no control over that. When his emotions overpower him, his natural adrenaline takes over. For us, the Force is our adrenaline, and it is no less natural. But the difference is that we *can* learn to control and harness the power that our emotions can produce. Indeed, it is necessary to learn to harness this power, both to increase the strength of our abilities and to not have to worry about uncontroled power leaking from uncontroled emotions." Master Tahoe himself is, for the most part, a personable man, though with a bit of a temper. Before the Empire came to this sector, he kept in constant communication with L'Sarith, and the two were good friends, despite their disagreements on the nature of the Force. They would often visit each other, trading students to better suit the student's own philosophy. Nic is a very easy-going Master, content to merely guide his students, teaching them what they want to learn and encouraging them to use what they know not only within the confines of his company but everywhere. Like a younger man, Nic enjoys adventure and excitement, and tends to be very popular with a younger crowd. He does not spend all his time in contemplation, but prefers to enjoy a drink at a cantina or a dance in a club. He encourages and understands this behavior in his younger students, but he takes his role as a Jedi Master very seriously. It is not uncommon for him to spend a late night out with his students, only to wake them early for meditation or training exercises. Nic Tahoe is man who knows he is powerful, and carries himself accordingly, acting swiftly and harshly, but only when necessary. The Force is his ally, tool, and weapon, and he does not hesitate to use it as such. []Nic Tahoe Type: Dark Jedi Master DEXTERITY 3D+2 Blaster 4D, Dodge 5D, Melee 4D, Lightsaber 5D+1, Grenade 4D, Vehicle Blasters 4D+2 KNOWLEDGE 3D Intimidation 3D+2, Law Enforcement: Jedi Hunting 5D+2, Streetwise 5D+1, Value 4D MECHANICAL 2D+1 Beast Riding 3D+2, Repulsorlift Ops 4D+1 PERCEPTION 3D Bargain 3D+1, Con 4D, Hide 4D+2, Sneak 5D, Search 4D+1 STRENGTH 3D Brawling 4D+2, Climbing/Jumping 3D+2, Stamina 5D TECHNICAL 3D Security 4D+1, Lightsabre Repair 5D+2 Special Abilities: Force Skills: Control 10D, Sense 10D+1, Alter 12D+2 Control: Absorb/Dissipate Energy, Accelerate Healing, Concentration, Contort/Escape, Control Pain, Detoxify Posion, Rage, Reduce Injury Sense: Combat Sense, Danger Sense, Life Sense, Receptive Telepathy, Shift Sense Alter: Injure/Kill, Telekinses Control/Sense: Lightsaber Combat, Projective Telepathy Control/Alter: Control Another's Pain, Control Breathing, Force Lights, Inflict Pain Control/Sense/Alter: Affect Mind This character is Force-Sensitive. Force Points: 11 Dark Side Points: 8 Character Points: 27 Move: 10 Equipment: Blaster Pistol(4D), Lightsaber(5D) THE SITH By way of a simplified explanation, the Sith are a religious order of evil dark Jedi. Thousands of years ago, several dark Jedi were expelled from the Old Republic for their evil ways. They found and conquered a planet whose sentient inhabitents were a race of beings called Sith, where the name originated. These dark Jedi enslaved the Sith, and continued their evil practices far from the eyes of the Jedi of the Old Republic, until, during the Great Sith War, they were all but destroyed. Presently, Darth Vader has claimed the title Dark Lord of the Sith, the highest rank, akin to Emperor, of the Sith Jedi and those enslaved under them. However, there is no longer a Sith empire for Vader to rule over. Using his own vast personal resources and access to Imperial forces, Vader has used the Sukro Rim's isolation and Moff Presor's greed to attempt to rebuild the ancient order of Sith. During the Imperial-imposed Jedi holocaust, Vader confronted many Jedi. Those that he could not use, he killed, or sent on to Imperial prisions. Those few that he could, he descretely sent to the Sukro Rim, to train as Imperial Sith. In a secret compound built onto an asteroid and towed into deep space, dark Jedi turned Sith and promising young Imperial recruits train not just in the ways of the Force and Sith philosophy, but in Imperial docterine as well. This Sith acedemy doubles as an Imperial Officers Academy. It is Vader's ultimate plan to secretely place his Imperial Sith Officers throughout the Empire, commanding Star Destroyers, governing planets, acting as Moffs, and lording over secret Imperial projects. If all goes well, the Sith will become the galaxy's elite, and Lord Vader will command them all. This has, to a small extent, been accomplished in the Sukro Rim. While the numbers of Imperial trained Sith are still small, Vader's Imperial Sith hold several high positions within the normal Imperial Army and Navy throughout the sector, including 2 Star Destroyer commands and an advisior to Moff Presor. Because Vader has many other projects to tend to, and must always be at the Emperor's call, he has set up Flis N'ton, a Quarren dark Jedi, as the Master of his Imperial Sith Academy. Before they met, N'ton was just another powerful Jedi that Vader would have to destroy himself. However, upon destroying N'ton's compound and deuling with him, Vader found that N'ton was following Sith philosophies, although to N'ton it was nothing more than his view on the way things should be. Vader, knowledgeable about the Sith ways, could teach N'ton a great deal, and N'ton became fanatically loyal. He was the ideal choice to Master of the Imperial Sith Academy. N'ton is an evil and ambitious man, and at the same time anxious to impress Lord Vader. Given the rank of Colonel and his own Imperial vessel, he has used his Imperial resources to increase the size of his academy, both in terms of personelle and scope. What was once a small installation of 25 people has grown to a size of several thousand, with maybe 30 of those actually Sith. N'ton himself specializes in the Sith diciplines of Body and Mechanical, and is constantly engaged in the creation of Sithspawn, as a means of helping to quickly bring the galaxy under Sith rule. The Sithtrooper, a mutation of a normal Stormtrooper using cloning technology and Sith alchemy, is his most successful experiment thus far, but he is in the process of creating something even deadlier, based off of the flesh-eating hunter/killer aranachids of Karlerics(pronounced 'CARE-ler-ex') and cybernetics. []Flis N'ton Type: Imperial Sith Master DEXTERITY 3D+1 Blaster 4D, Dodge 5D+2, Grenade 3D+2, Lightsabre 5D+2 KNOWLEDGE 3D Alien Species 3D+2, Business 4D, Law Enforcement 4D, Imperial Doctorine 5D, Scholar: Sith Lore 5D+1, Value 4D+2 MECHANICAL 2D PERCEPTION 4D Command 5D, Command: Imperial Sith 6D+1, Sneak 5D+2 STRENGTH 2D+2 Stamina 4D+1 TECHNICAL 2D+1 Computer Prog/Repair 3D+2 Special Abilities: Sith Diciplines: Body 10D+1 Accelerate Healing, Contort/Escape, Detoxify Posion, Remove Fatigue, Enhance Attribute, Life Sense, Magnify Senses, Control Pain, Reduce Injury, Remain Conscious Energy 7D Absorb/Dissipate Energy, Bolt of Hatred, Telekinesis, Force Lightning, Force Lights, Lightsaber Combat Illusions 4D+2 Mind 5D Receptive Telepathy, Projective Telepathy, Sense Force Potential, Block Force Ability Mechanical 8D Electronic Manipulation, Concentration Protection 6D+1 Danger Sense, Lesser Force Shield This character is Force-Sensitive. Force Points: 5 Dark Side Points: 17 Character Points: 22 Move: 10 Equipment: Lightsaber(5D), Personal Force Shield(+2D to resist energy for 2D rounds before needing recharging) []The Korriban Craft: Modified Sienar Fleet System's Immobilizer 418 Type: Special Purpose Stand-Alone Combat Craft Scale: Capital Length: 600 meters Skill: Capital Ship Piloting Cost: Not Available For Sale Crew: 2,482, gunners 41, skeleton 1,100/+10 Crew Skill: Astrogation 5D, Capital Ship Gunnery 5D, Capital Ship Piloting 5D, Capital Ship Shields 4D Passengers: 300 Cargo Capacity: 3,400 tons Consumables: 3.8 years Hyperdrive Multiplier: x2 Hyperdrive Backup: x8 Nav Computer: Yes Maneuverability: 1D Space: 6 Hull: 5D Shields: 3D Sensors: Passive: 30/1D Scan: 75/2D Search: 150/3D Focus: 5/4D Weapons: 15 Quad Laser Cannons Fire Arc: 5 Front, 5 Left, 5 Right Crew: 1 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 4D 10 Laser Cannons Fire Arc: 4 Front, 3 Left, 3 Right Crew: 2 Scale: Starfighter Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300 m/1.2/2.5 km Damage: 4D 2 Tractor Beams Fire Arc: Turret Crew: 2 Scale: Starfighter Skill: Starship Gunnery Fire Control: 2D Space Range: 1-5/15/30 Atmosphere Range: 200-1000/1.5/3.0 km Damage: 4D 2 Gravity Well Projectors Fire Arc: Turret Crew: 1 Skill: Capital Ship Gunnery Fire Control: 6D Space Range: 1-5/75/150 Damage: Blocks Hyperspace Travel Capsule: The Korriban is the flagship of the Imperial Sith Navy. A rebuilt and heavily modified Interdictor, Lord Vader had the ship built under his own supervision secretly, as both a base of operations and a training facility for his project of rebuilding Palpatine's Empire into a new Sith Empire. Flis N'ton, a Quarren Jedi that Vader hunted and turned to the Dark Side, commands the ship as a Colonel in the Imperial Navy and also serves as Master to the some 200* Sith initiates training on the ship. The ship has larger rooms for the trainees, as well as meditation chambers, combat training rooms, gyms, sealed strong-rooms for private practice of Sith methods, extensive laboratories as well as 3 cloning chambers. There are also flight simulators and lecture halls, for the Sith trainees receive Imperial indoctrination and are put through the equivalent of an Imperial officer's training program. The Korriban, in addition to carrying shuttles and support craft, can carry up to 3 TIE squadrons - 36 ships. Because it operates in the Sukro Sector, an area occasionaly used to test prototype ships and weapons, the squadrons on the Korriban are usually eclectic. The current fighter squadrons are Brown(12 TIEs), Grey(8 TIEs, 4 TIE Bombers) and Black(8 TIEs, 4 TIE Advanced). *While actually only around 30 of these trainees actually exhibit any skill in using the Force, the others are trained with the Sith mentality as a way of making the transition from Empire to Sith Empire easier. By now you are curious as to what the rules are concerning Sith Diciplines as compared to normal Force Skills and Powers. In the Tales of the Jedi Companion, there are 7 Sith Diciplines listed: General, Body, Energy, Illusions, Mind, Mechanical, and Protection. In conjunction with this, I present an alternative method for dealing with the Force in game terms. Keep in mind that this method was designed for use especially with the Sith and Sith teachings. Instead of having the three Force skills of Control, Sense and Alter, the Sith have the six diciplines listed above(not including General). Each dicipline works in the same manner as the skills, having a list of powers governed by each dicipline. The difference comes in that where a normal Jedi, dark or light, can have powers that use multiple skills(such as Affect Mind), the Sith have no cross-dicipline powers. Each power belongs to one dicipline only, with one exception, Affect Mind, which does not belong to any dicipline. By way of explanation, a Sith with 3D+1 in the Mechanical Dicipline attempting to use Electronic Manipulation would roll 3D+1 for the Control difficulty, and 3D+1 for the Alter difficulty. In the same way, a Sith with 6D+2 in the Mind Dicipline using Control Mind would roll 6D+2 for all three difficulties. Powers which fall into the General Dicipline can be learned under a specific dicipline, normally the Sith's specialty or strongest dicipline. General powers can be learned as many times as wanted, thus it is possible to have a Sith who knows Lightsaber Combat both as a Body power and as a Mechanical power. In use, however, the Sith must choose one die code or another, they cannot use both or combine the two for additional dice. Also, each dicipline acts as a power itself. These new Sith-only dicipline powers will be discussed below. Finially, because there are 6 diciplines as opposed to the 3 skills that a normal Jedi posses, it is half as expensive to increase Sith Diciplines as it is to increase Force Skills. Also, a starting Sith character will begin with 6 starting Dicipline dice, 1D to each dicipline, as opposed to the starting 3D a normal Jedi character gets. Starting Sith characters are encouraged to begin play not knowing some Diciplines, and thus have a greater die code in the diciplines that the character does know. Remember, it only costs 5 character points and a week of study to learn Sith Diciplines, assuming there is a Master to train under. BODY Difficulty Very Easy 1-5 Hair Color, Eye Color, Skin Color Easy 6-10 Skin Texture, Body Hair Moderate 11-15 Whole Faces/Heads, Hands, Climbing Claws(+1D to Climbing), +2 Extra Damage, +2 to Resist Difficult 16-20 Gills, Specialized Organs(posion glands, infra-red sensing eyes, gizzard...), Eye/Ear/Skin Protection, Fingerprint Changes, Extra Limbs(-1D when used), +1D to Voice Mimicry V Difficult 21-30 Body Shape Changes(ie...taking on another form), +2D to Voice Mimicry, +1D Extra Damage, +1D to Resist Heroic 31-40 +3D to Voice Mimicry +2D Extra Damage, +2D to Resist 41-50 Retnal Scan Fooling 51-60 Limited Translucence(Invisibility - half maximum time, Moderate PER check to see you) 61-70 +4D to Voice Mimicry +3D Extra Damage, +3D to Resist +5 per each Creature Ability(when bodyshape changing only) Note: You cannot have a creatures physical attributes unless you are already in the shape of that creature. For example: Bubba, the shapeshifter, has a STR of 2D. He rolls 27 to shift, and turns into a wookie. He still has a STR of 2D, but he has all the outward appearance of a wookie - tall, hairy, claws... If he had wanted to also have the strength of a wookiee, he would have needed to roll a 32(27 for the difficulty to get into wookiee form, +5 for the wookiee's strength - in this case 6D.) In this case, Bubba now has 2 scores for STR, 2D and 6D. The 6D applies to when Bubba does damage, or tries to lift something. The 2D applies when Bubba needs to resist damage. This is because Bubba's mass is in part what gives him his STR score. Because he cannot change his mass, he cannot change his STR. In fact, from a logical standpoint, Bubba's STR to resist damage should go down, because his mass is spread out, making him 'thinner' in his wookiee form. But we ignore this. Another Example: There is a creature, a Foobar, with the following stats= DEX 3D Dodge 8D STR 5D Brawling 12D Claws: STR+1D Tail: STR+1 Bite: STR+3D Posion Glands: When used with a Bite attack, the bite does no damage, but a 6D strength stun posion is injected. Sonic Tracking: The Foobar, by making high pitched sounds, can track targets in the dark. Resistant: The Foobar is highly resistant to posion(+2D to resist). Breath: The Foobar can hold it's breath for up to 5 hours without any effect. Bubba wants to turn into one. The GM says it has a difficulty of 25. Bubba also wants all of the cool abilities. The total difficulty would be 60(25 initial, +5 for the DEX, +5 for the STR, +5 for the Bite, +5 for the posion, +5 for the tracking, +5 for the resistance, and +5 for the breath. In general, any physical abilities/attacks that provide +1D damage or less are gained for free with the form.) If Bubba rolls a 24, he fails, and gets nothing. If he gets a 27, he only gets the shape. If he get a 60 or better, he gets everything. If he gets between a 30 and 59, he would get the shape and the appropriate number of abilities, choosen by the GM. Of course, if all he wanted was the Breath, the difficulty would be 30. If he rolled a 47, he would still only get the form and the Breath ability. Also, you cannot have abilities unless you are in the proper form. For instance, you could not have the STR of a wookie while in normal form or say, Jawa form. You could however increase your strength as per the table above. In the case of something like a posion gland, you would not be replicating a gland from another animal, but rather creating a gland for a posion of your choosing. Through the use of this dicipline, the Sith can literally change the shape of her body to be anyone or anything she wants. The Sith can add extra limbs, wings, teeth, or simply change their hair color. This dicipline can be kept up, meaning the Sith can hold her altered shape, for up to the maximum roll possible of the Body die code. For instance, a Body of 3D+1 can hold an altered shape for 19 minutes. A Body of 2D = 12 minutes, 7D+2 = 44 minutes. If held for any significant amount of time, the Sith cannot use this dicipline to change her form until half the time it was held has past. If a specific form was held for 15 minutes, she could not alter her body again for another 7 minutes. However, #D minutes can be held for free, meaning there is no penalty for holding any form for that amount of time or less. IE, a Body of 2D = 2 free minutes, 3D+1 = 3 free minutes, 7D+2 = 7 free minutes. For example, if our Sith with a Body of 3D+1 holds her altered form for 8 minutes, she cannot change again for 4 minutes, even though 3 of those minutes were free minutes. If she had only held her form for 3 minutes, she would not have any problems. As should be obvious, this system can easily be fooled, by only holding an altered form for your free time, and then dropping the power and quickly using it again. GMs are encouraged and expected to impose the penalty anyway on players who abuse this system. ENERGY Difficulty(modified by proximity) Very Easy: 1D-2D damage, single target Easy: 2D-3D damage, 1 square foot area Moderate: 3D-5D damage, 1 square meter area Difficult: 5D-7D damage, 5 square meter area Very Difficult: 7D-10D damage, 10 square meter area Heroic: 10D-15D damage, 10-100 square meter area +5 Speeder Scale Damage +10 Walker Scale +15 Starfighter Scale +25 Capital Scale With this dicipline, the Sith can be at his most destructive. The method of the destruction, fire, lightning, forced spontaneous combustion, cold, radiation, sun-burn, internal burning, sound, physical force, or simply dark side energy, is up to the individual Sith. The Sith must make 3 rolls with this dicipline. The first is for the strength of the attack. The second is for the area of the effect. The third is essentially the 'to hit' roll, modified by proximity and the targets dodge, parry or cover modifier(if there is one). Keep in mind the Scale Modifiers/Die Caps when changing the scale of the damage. ILLUSIONS Difficulty Target's Control, Illusion, Protection or Perception roll Modified by Relationship to whatever the subject of the illusion is. +3 per target after the first Easy: Small(Knife, lightsaber, blaster, blaster bolts, datapads, rodents...) Moderate: Medium(blaster rifle, limbs, heads, small furniture, full suits of clothing...) Difficult: Big(Jet Packs, small crew-served weapons, speeder-bikes, a full sized human...) Very Difficult: Large(Speeders, AT-ATs, up to 10 full sized humans, rancor sized creatures...) Heroic: Huge(starfighters, light freighters, multiple AT-ATs, tons of full sized humans, 3 story buildings...) +5 for sound +5 for smell +10 for taste +15 for touch +25 mechanical senses(sensors, a droid's sense of sound is the same as a humans) Further Modifications on the believability of the illusion.* This dicipline is the art of deception. Through it a Sith can turn herself invisible, fire a blaster that she doesn't have, and, if powerful enough, can even cloak small ships for a time. To use this power requires 2 rolls. The first is against the target's ability to see through the illusion. This roll is modified by how well the Sith knows the object they are making an illusion of. The Relationship modifier table works well for this. Someone who has used a blaster all her life would have no difficulty modifier. Someone trying to make a star dragon who has only seen pictures of them might have a +20 modifier. The second roll is for the size and complexity of the illusion, with modifiers for the number of senses that the Sith wishes to fool. As an example, if Launa, a human, wishes to make an illusion of a club, and then hits someone with that club, she only needs to effect a single target, the target of her strike. If successful, only that target would see a club. To all others it would seem he was cringing in terror of nothing. The club would only need to be a visible illusion, of a small size: an Easy roll. If Launa has a STR of 2D, and her illusiory club does 3D damage, it is a believable amount of damage. If she has her club do 8D damage, the subject might be able to suspect something was up, and is allowed a second Control, Protection, Illusion or Perception roll to ignore the effects, with a modifier in the target's favor. (This is the *'d item above.) If the target still believes the illusion, they suffer the full effects. Illusory damage is always stun damage. However, in cases where the damage would have killed the target(living targets only) it is not uncommon for the target to suffer a heart attack, have respiratory problems, or otherwise suffer very real brain damage, and actually die. It is also not uncommon for lesser real problems of a similar nature to arise when less illusory damage is caused. Illusions can be held for an amount of time similar to the system used for holding shapes in the Body dicipline. MIND Difficulty Target's Control, Perception, Mind or Protection roll Modified by Relationship and Proximity +3 per each target past the initial Very Easy: Slight misconceptions, -1D to a single skill Minor changes to old(10+ years), non-important memories Easy: Minor changes to recent(past 2 years) non-important memories Changes to old memories Moderate: Big misconceptions, -2D to a single skill, -1D to up to 3 skills Read recent(up to 6 months old), 'unprotected' memories(what the target had for dinner) Changes to recent memories Major changes to old memories Difficult: Changes to memories less than 1 minute old Major changes to recent memories Read older(up to 5 years old), 'unprotected' memories Very Difficult: Read very old, 'unprotected', memories(up to 15 years old) Read recent, 'protected' memories(security codes...) Slight personality changes(fashion preferences, food preferences...) Huge misconceptions, -4D to a single skill, -2D to up to 5 skills Heroic: Reading or Changing any memory Major personality changes(sexual preferences, handedness...) Borrowing a target's knowledge in terms of skills and die codes* This is the Sith art of getting what they want to know when you don't want them to know it. With this they can literally rip information from your mind, leaving it intact or destroying your memories. They can even reprogram personalities. Two rolls are necessary to use this power. The first is against the target's opposing Control, Perception, Protection or Mind roll. The second is based on the desired effect and the listed difficulties. *This is best explained in terms of an example. Malkain has a blaster skill of 8D. Launa, our Sith, has a blaster skill of 3D, but a Mind of 15D. If she is successful in all her rolls, she can, temporarily 'borrow' Malkain's blaster skill of 8D for her own use. However, because she is keeping up the Mind dicipline, that skill will only really be usable at 7D - still 5D better than her normal skill. Launa, who does not know the Medicine skill, could still do the same thing to Dr. Love, who has that skill at 4D. However, when Launa used it, it would be at 3D. MECHANICAL Difficulty Modified by Proximity Very Easy: Opening a bolt-style lock Easy: Draining a blaster power-pack Shorting out non-hardened electronics(civillian comlinks, datapads...) Moderate: Draining droid power(-1D to all skills, -2 to Move) +1D to Repair/Computer/Droid rolls Difficult: Opening an electronic lock Shorting out slightly hardened electronics(blasters, military items, cybernetics, ...) Significantly draining droid power(-2D to all skills, -5 to Move) Recharging a blaster power-pack +2D to Repair/Computer/Droid rolls Very Difficult: Operating ancient or alien technology at a proficient level Heavily draining droid power(-4D to all skills, -10 to Move) Shorting out heavily hardened electronics(starships, ...) +3D to Repair/Computer/Droid rolls Heroic: Totally draining a droid's power(shutting it down) Draining a power generator Stopping data transmissions, communications in a small area(up to 5 mile radius) Powering a light freighter +4D to Repair/Computer/Droid rolls Mastery of this dicipline makes the Sith a true master of the technology around him. From starships to the simplest tumbler locks, a Sith with this dicipline can take control of the technology that abounds in the Star Wars universe. The effects of this dicipline can range from destructive EMP pulses to beneficial Repair bonuses. The Sith needs to make only one roll for the desired effect, based on the difficulties presented above. PROTECTION Difficulty +4 per target beyond the Sith that is to be effected Very Easy: +1D to Parry or Dodge skills Easy: +1D to resist all forms of damage +1D to Sneak or Hide skills Moderate: +2D to Parry or Dodge skills +5 to Move Difficult: +2D to resist all forms of damage Allowed a single 'free'(does not count as an action) Parry or Dodge use +2D to Sneak or Hide skills Very Difficult: +3D to resist all forms of damage +3D to Parry or Dodge skills +10 to Move +3D to Sneak or Hide skills Heroic: +5D to Sneak or Hide skills +4D-+6D to resist all forms of damage +4D-+6D to Parry or Dodge skills +15-30 to Move All defensive actions are 'free' This is the dicipline of stealth and survival. Adepts in this dicipline can survive or avoid problems that would kill even the strongest of Light Side Jedi Masters. With this a Sith can allow the Force to take control of her body's natural defensive nature, turning flinches into successful thwarts of physical attacks. A single roll is necessary to cause the effects listed above, as per the given difficulties. The Protection dicipline is also useful in other manners. For those Force powers that require an opposed Control or PER roll, the Sith's Protection die code can be used instead. In addition, for every die of Protection, the Sith gains an additional +2 bonus to all opposed rolls regarding Force powers. For example, if Launa has a Protection of 4D, she would roll 4D+8 against an an enemies use of Affect Mind(assuming that her PER score is lower than her Protection score). If she was struck by a Bolt of Hatred or Force Lightning, she could use that +8 bonus to resist the damage. However, if she was struck by a Telekinetically hurled rock, she would not get the bonus. []Sith Force Powers List []Body []Energy Accelerate Healing Absorb/Dissipate Energy Contort/Escape Resist Stun Control Disease Telekinesis Detoxify Posion Bolt of Hatred Remove Fatigue Force Lightning Accelerate Another's Healing Force Lights Control Another's Disease Create Force Storms Detoxify Posion in Another Predict Natural Disaster Enhance Attribute Force Wind Life Sense Weather Sense Magnify Senses Shift Sense Control Another's Pain Control Breathing Remove Another's Fatigue Return Another To Consciousness []Illusions []Mind Doppleganger Control Mind Projected Fighting Force of Will Aura of Uneasiness Short-Term Memory Enhancement Beast Languages Postcognition Receptive Telepathy Dim Another Senses Projective Telepathy Memory Wipe Instinctive Astrogation, Control Enhanced Coordination []Mechanical []Protection Instinctive Astrogation, Sense Danger Sense Electronic Manipulation Lesser Force Shield Battle Meditation Waves of Darkness []General Concentration Control Pain Emptiness Hibernation Trance Rage Reduce Injury Remain Conscious Beast Languages Combat Sense Life Detection Life Web Sense Force Sense Force Potential Sense Path Translation Injure/Kill Life Bond Farseeing Lightsaber Combat Feed on Dark Side Inflict Pain Place Another In Hibernation Trance Transfer Force Drain Life Essence Force Harmony, Dark Side Variant Telekinetic Kill Transfer Life Dark Side Web Drain Life Energy Block Force Ability Warp Matter Sith Alchemy - New TECH Sith Skill This is the skill by which the Sith can create Force-imbued artifacts, Sithspawn, Force-posions and mechano-organic creatures. Sith using this skill receive a bonus of +1 per die in the Body and Mechanical diciplines. For example, Launa has Sith Alchemy at 3D, a Body of 4D+1, and a Mechanical of 7D+2. When she uses the Sith Alchemy skill, she would roll 3D+11: 3D for her actual skill, +4 from Body, and +7 from Mechanical. Difficulties for creating artifacts are given below. Difficulties for creating Sithspawn and mechano-organic creatures are subject to the GM, based on the proposed power level of the creature, and the levels of any other relevant skills(Alien Species, Medicine, Droid Repair...) All talismans refered to(as well as Sith Swords and the Force Mask) can be found in the Tales of the Jedi Companion. Effect Difficulty 3D Sleep Posion Very Easy 3D Pain Posion Easy 1D Healing Talisman 1D Shield Talisman 2D Death Posion +1D Skill Potion Moderate Translation Talisman 1D Concentration Talisman Difficult 1D Ensnarement Talisman Sith Swords(STR + 2D damage) Love Potion +1D Attribute Potion Very Difficult Force Mask Dark Side Posion(User Gains a DSP) Force Power Potion Heroic +7 per extra die of power +10 per extra die of power for Sith Swords/Attribute Potions only All potions and posions last 1D rounds. +4 per additional 1D rounds All Force Power Potions can be used with the drinkers Perception code as replacing the relevant Force Skill. +8 per additional 1D of power. It is possible for this skill to be used to create potions that produce beneficial effects, such as +1D to DEX or to a certain skill or dicipline. These potions would only last for a short time, or in the case of a talisman, need to be recharged after so many uses. Potions can be made to allow non-force users to use a certain Force Power for a limited time, or even a love potion could be created. NEW FORCE POWERS Block Force Ability Required Powers: Hibernation Trance, Life detection, Sense Force, Projective Telepathy, Transfer Force(?) Affect Mind, Control Mind, Control Pain, Control Another's Pain Control Difficulty: Duration Desired 1 Round Easy - 10 2 Rounds Moderate - 15 Up to 5 Rounds Difficult - 20 Up to 15 Rounds Very Difficult - 25 Up to 3 Hours Very Difficult - 30 Up to 1 Day Heroic - 40 Up to 1 Week Heroic - 45 Up to 1 Month Heroic - 50 Up to 1 Year Heroic - 60 Up to 5 Years Heroic - 70 Up to 15 Years Heroic - 80 Permanent Heroic - 100 Sense Difficulty: Targets Control + Proximity AND Type of Force to Block Single, Specific Use Difficult - 17 Single Skill Power Very Difficult - 27 2 Skill Power Heroic - 39 3 Skill Power Heroic - 52 Entire Skill Heroic - 76 Alter Difficulty: I have been thinking about making the second half of the Sense Difficulty the Alter difficulty, but for some reason it 'felt' better to be under Sense. Usage: In game terms this is a most devastating power. This power can be activated as a reaction to a specific force power used by another Jedi, or it can have a more premeditated use. Note that this power cannot be 'kept up'. Whenever this power is used, the user gets a DSP.(This part is only in here for those of you who like this sort of thing.) In addition, when used, the user suffers a -1D to all Force Skills for 2 times the duration called for. For instance if Dark Jedi used this power to stop Light Jedi from using Absorb/Dissapate *at one specific instance*, then Dark Jedi, regardless of his sucess or failure, suffers a -1D to all his force Skills for 2 Rounds(because the shortest duration is one round). If Dark Jedi decided to try to block Light Jedi's ability to use Absorb/Dissipate permanantly, then Dark Jedi would suffer that -1D for twice as long. :) Any dice lost this way can of course be recovered through the spending of character points. And Character who has had all three Skills(Control, Sense and Alter) blocked will appear to any mode of detection as non-force sensitive. The user of this power can use it on himself. Capsule: Only the most learned and knowledgeable of Jedi lore are even aware that this power exists. It was discovered thousands of years ago by a Jedi Master Wenden Fron. It was discovered by accident when a student of his went through his journals after his death. Apparently Fron himself discovered, also by accident, that it was possible to deny the Force from beings during a battle between himself and a Sith enemy. In a fit of anger and desperation, Fron rendered his enemy incapable of using powers that might have turned the battle, and Fron was victorious. However, Fron himself was not left unscathed. He found his own connection with the Force weakened, and he felt the darkness begin to creep in. Over the next few years, Fron found himself using the power again and again, slipping into madness that was the Dark Side. His students, unable to do anything, left him. With no one remaining to hold him to the Light, Fron turned to the evil brotherhood of the Sith. When the current Sith Lord learned of Fron's power, he wanted it for himself. After a beating by several beings who Fron had considered his Sith companions, and a short confrontation and a taste of the true evil from the Sith Lord, Fron realized his error and turned his power on himself. No longer Force Sensitive by his own hand, Fron denied his power from the Sith Lord and was killed by him, but his sacrifice led him back to the light in his final moments. The power was assumed lost, but the student who found an early journal with mention of the power destroyed it, keeping the knowledge for himself. This student cultivated the power on his own, keeping his notes in the name of his dead Master. It was rediscovered only recently by an Imperial University archeology intern on the planet XT-24. The intern unknowingly turned the text over to his professor, who in turn turned the Jedi artifact over to the local Imperials. Soon the text found it's way into Lord Vader's hands, and it is unknown to whom he might have taught the power. Force Lights Required Powers: Absorb/Dissipate Energy Control Difficulty: Unfocused Easy Thick Beam(flashlight) Difficult Thin Beam(blaster bolts) Very Difficult Focused Beam(surgical laser) Heroic Multiple Beams +4 each beam Alter Difficulty: "Candle" Intensity Easy "Daylight" Intensity Moderate "Fluorescent" Intensity Difficult "Searchlight" Intensity Very Difficult "Engine Glow" Intensity Heroic "Star" Intensity Heroic +20 Use: This power is typically used by Jedi to light darkened areas, but it has it's uses as an offensive power and a heat source as well. When activated unfocused, the Jedi glows with the desired intensity so long as it is achieved. Heat and light radiate outward from all points on the Jedi's body. At any intensity greater than "Fluorescent", the Jedi and others around him receive damage: Intensity User Damage Other's Damage "Searchlight" 4D per round Blinded(+2D rounds) "Engine Glow" 15D per round 10D/round, blinded(+2D minutes) "Star" 30D per round 20D/round, permanamt blindness Unless some other power is used in conjunction, the Jedi using the power will suffer the same blinding as in the Other's Damage column +2D rounds. Note that when used unfocused, the Jedi can attempt to Absorb/Dissipate the energy that he is receiving, with an appropriate roll based on the above Alter difficulties. While reading the charts, results for a given type of light are only listed once. For results of Blinded, the target is blinded for the duration that the power is kept up plus the stated number of rounds. When activated as a thick beam: Intensity Result "Candle" - "Daylight" Bright - Brighter Light "Fluorescent" Blinding Light(Target Blinded) "Searchlight" Heated Light(2D damage, Blinded +4D rounds) "Engine Glow" Burning Light(6D damage, Blinded +3D minutes) "Star" Searing Light(14D damage, Blind) When activated as a thin beam: Intensity Result "Candle" Bright Light "Daylight" Blinding Light "Fluorescent" Heated Light "Searchlight" Burning Light "Engine Glow" Searing Light "Star" Blazing Light(20D damage, Blind) +10 to difficulty to aim When activated as a focused beam: Intensity Result "Candle" Blinding Light "Daylight" Heated Light "Fluorescent" Burning Light "Searchlight" Searing Light "Engine Glow" Blazing Light "Star" Supernova Light(30D damage, Blind) +20 to difficulty to aim This power may be kept up(for as long as the Jedi can stand it). When aiming a beam, the Jedi uses his Control dice. While using any beam, the Jedi receives 2/3 damage, rounded to the nearest whole dice, never to drop below 1D. Capsule: This power is one that is best left untaught. Because of the concentration and control necessary to focus this power, it was often taught as a training exercise to young initiates, as a method for meditation. However, it would often get out of hand, when a young Jedi would find himself sheding more energy than he could handle. More than a few Jedi students, and even some more careless Knights and Masters, ended up incinerating themselves with this power. Deemed too dangerous by the Jedi Masters of the Old Republic, the power was recorded and locked away in Holocrons and secure vaults, never to see the light of day until the power was rediscovered in the Sukro Rim, in a school of Dark Jedi. After a brief period of time during which the Dark Siders managed to conqure their planet through the almost exclusive use of Force Lights, the Jedi Knights were able to destroy them, leaving only some of the more careful Masters with knowledge of the power. It has remained hidded with them for the centuries. Only occasionally will a Sukro Rim Master make careful attempts to harness the power, and most attempts end in failure, and occasionally, death. Drain Life (Orig. idea and concept by Jens-Arthur Leirbakk) Control Non-Sentient Easy Human Difficult Near-Human Very Difficult Alien Heroic Force-Sensitive +10 Non-Carbon Based +10 Sense Non-Sentient, Willing Very Easy Non-Sentient, Unwilling Easy Willing Victim Easy(8-10) Unwilling Victim Difficult(18-20) Alter Special - See below *As a side note, this power was intended to be used only with the Force Vampire. It has been converted for use with all Jedi, but it is a totally dark and evil power. It is very likely that only Sith would know of and use this power - even Dark Side Jedi would shun it. The rules for the Force Vampire, my version, are available on request.* This is the specific pervesion of the Dark Side of the Force that allows the Jedi to feed himself with the life force it needs as well as gather up energy for future use. The user of this power gains a Dark Side point. This power will drain the life from any organic based living form, or the life from any sentient being, whether carbon-based or not. Only very alien races might be immune to this power (GM's decision). Droids are very surely immune to this power. The range of this power is touch, with a twist. The Jedi *must* be in contact with the victim's blood. Typical means of doing this are through biting, or making a wound with a knife and then touching the wound. Non-human Jedis with natural claws tend to use their claws for this purpose. To use this power, the Jedi must first have hold of a victim, usually through Brawling or using a stun beam(unless of course the victim is willing). Because of the unique range of the power, it *cannot* be done on a single punch, even if there is physical contact with the victim's blood. Use of the power requires at least one round, but other actions can be done at the same time(at the appropriate die penalty) to a maximum of 3 total actions(2, with the the third being Drain Life). No movement or dogde actions may be taken during the same round, but parries can be made. Once the victim has been secured, the Jedi begins to call up the power. If the Control and Sense difficulties are made, the FV then rolls his Alter against the victim's STR+KNO, or against a Jedi's Alter. If the Alter roll fails, the Jedi was unable to overcome the victim's life force, and cannot drain from them that round. The power may be 'kept up' with a Moderate Control roll, and another Alter 'attack' can be made each round the power is 'kept up', untill a successful drain has been made. Only one drain can be made on any being per day. After the first drain, any other attempts will fail. If the Alter roll succeds, use the following table for number of points drained: Alter Succeded By: Result: 0 - 3 The Jedi drains a number of CPs equal to the number of dice used in the Alter roll(ie, used 8D Alter = maximum of 8 character points drained). If the victim has fewer than that number, too bad. 4 - 8 The Jedi has made a strong connection with the victim's life force, and drains 2 character points per every die used in the Alter roll(ie, used 8D Alter = up to 16 character points drained). The Jedi may also drain 1 Force Point, which is converted into 5 character points. 9 - 12 The Jedi has the option of, in addition to the above result, draining a second Force Point, and draining one pip from STR or KNO for every 2 dice used in the Alter roll(ie, used 8D Alter = up to 4 pips drained). For each pip drained, the Jedi gains 2 character points. This pip drainage is permanant. Additionally, if the victim has Force Skills, the Jedi can drain 1D from a single skill, gaining 6 character points. The victim suffers from a -1D penalty to the drained Skill for 4D6 hours. 13 - 15 With a result of this, the victim is mostly at the full mercy of the Jedi. In addition to the above result, the Jedi may drain up to 1D6 Force Points(in addition to the 2 that may already be drained), and can now drain 1 pip of the victim's STR or KNO per dice used in the Alter roll(ie, used 8D Alter = up to 8 pips drained). As usual, this is a permanant result, and the Jedi gains 5 character points per pip. The Jedi can also drain 1D from Force Skills per every 2 dice used in the Alter roll(ie, used 8D Alter = up to 4D Force Skills drained). For every dice drained in this manner, the victim suffers a penalty to his drained Skill(or Skills) equal to the number of dice drained for 1D6 days. The Jedi gains 15 character points per die drained. 16+ The Jedi has completely drained the life force from the victim. All character points and Force Points are drained for the normal results. The victim's STR and KNO are drained to 0, as well as any Force Skills, and the Jedi gains the appropriate amount of character points. The victim is now dead. If this result is reached, the Jedi has no choice but to kill the victim. On the above table, consider the term 'Force Point' as interchangable with Force Points and Dark Side Points. Each are worth the same amount in terms of character points, but the jedi does not have a choice to which they drain. Force Points will *always* be drained first, and then Dark Side Points. When draining a non-sentient(for instance, a Dewback) consider it to have 1D6 character points, 0 Force Points and 0 Dark Side Points, unless otherwise stated. ***************************************************************************** The Underworld ~~~~~~~~~~~~~~ Throughout time and across the galaxy, there have been those who wanted what was beyond the bounds of the laws imposed on them, and felt the need to act around those laws. These are the beings who drive the "Invisible Market". In charge of the petty thugs, theives and assassins making up the criminal element, are the crimelords themselves, the kingpins of spice, slaves and information. Here are some of those that make their crime empires within the Sukro Rim sector. THE TWIN HUTTS The largest, strongest crime ring in the sector is, run, not suprisingly, by a Hutt. But it is not one Hutt in charge, but two Hutts. And not just any Hutts, but brother and sister Hutts. And to get even more strange and grotesque, siamese twin Hutts. Born connected by their heads, Narl(male), the left side, and Kenda(female), the right, shared an elongated mouth, each had a nose, and each a single eye, with a third central eye being shared by both. Their father, ashamed by their grotesqueness, sold the pair into slavery, to a travelling freak circus. The owner of the circus paraded them around as his premire attraction for a while, until he and the populace got bored of them. Once out of the spotlight, the twins began plotting, and organizing the other freaks of the circus into a slave revolt. The revolt was successful, and the ex-slaves of the circus quickly formed up around the leadership of the Hutts. Working under the guise of a travelling circus, the Hutts deposited operatives and spies on every planet they stopped on, establishing contacts and quickly absorbing many smaller crime rings and gangs. With the legal, though amoral, freak circus to cover them, nearly overnight the crime empire of the twin Hutts sprang into being. Narl and Kenda deal in everything except slaves. In some cases, they have even actively attacked known slavers, making them somewhat disliked by crime rings that do run slaves, but the Hutts are powerful enough to discourage retribution. As they themselves are unique, Narl and Kenda like to surround themselves with the unique and freakish. They collect and traffic all manners of exotic and rare animals and unique artifacts. Their private collection is likely to be one of the most valuable in the galaxy. Even their agents are freakish - most of the Hutt's empire is made up of the ex-slaves of the freak circus, and any that the circus, now under Hutt control, buy from slavery into a freedom to work for the Hutts. Of course, the Hutts know good business, and employ a great number of less noticable, "normal" operatives. []Narl and Kenda, The Twin Hutts Type: Siamese Twin Hutts DEXTERITY 1D/1D Blaster(N) 4D KNOWLEDGE 2D/3D+1 Alien Species 7D, Bureaucracy 9D+2, Business 7D+1, Law Enforcement 8D, Streetwise 10D+1, Value: Exotic Goods(K) 7D MECHANICAL 3D/2D PERCEPTION 3D/3D Bargain 8D+2, Command 10D, Con 9D, Persuasion 9D+1 STRENGTH 3D/3D Brawling(N) 7D, Stamina 13D+2 TECHNICAL 3D/2D Special Abilities: Mutant Siamese Twins: Born joined at the head, Narl and Kenda share a unique relationship. They are able to pool their skills and knowledge and thus learn twice as much, in half the time. In game terms, Narl and Kenda share all skills, except those so marked with (N) - Narl or (K) - Kenda. In addition, if needed, Narl and Kenda can make skill checks using their combined attribute dice for all checks except those to resist damage. For instance, if they needed to make a Repulsorlift Ops check, they could do so togther at 3D + 2D = 5D. If they were ever separated, all skills, except those marked (N) or (K), would be halved, and their DEXTERITY skills would increase by 1D+2. Force Resistance: Hutts have an innate defence against Force-based mind manipulation techniques. They may double their PERCEPTION dice to resist such attacks. In the case that Narl and Kenda cooperate to resist a Force attack, they could roll 12D - their combined PER of 6D, doubled to 12D. Hutts cannot learn Force skills. Force Points: 2 Dark Side Points: 4 Character Points: 15 Move: 1 Equipment: Resources of their crime empire ORVOK THE RUTHLESS Orvok Slim is a small man with delusions of grandeur. He runs a small-time, low-profile crime organization which operates almost exclusively on the Orkin Space Platform. The organization deals mostly in illegal cyborg parts, high-technology, and information. They do illegal medical operations, as well as illegal ship modifications. The thugs and mechanics involved are small-time criminals as well, and the whole organization as a whole thinks itself more powerful and important than it really is. Orvok, in his past, was a respected Imperial Medical officer, with a promising career. During duty at a battlezone, Orvok was injured beyond natural repair, and was healed through the use of cybernetics. Afterwards, when Orvok's mental facilities began to fail him, he was discharged from service. He spent his time after that hunting down parts and technology which could restore him to his natural state. To keep himself with credits, he sold that which he did not need, and slowly developed a network of contacts. Orvok's criminal activities grew, and his sanity shrank. Now, no longer interested in becomming human, Orvok is only interested in building himself up as powerful as possible through cybernetics. However, he has aquired a non-functioning Spaarti Cylinder, with only limited information contained in it's computer core giving hints of how it once operated. Orvok is very secretive about the cylinder, biding his time while he studies it. Orvok earned his nickname, "The Ruthless" through his methods of torture and surgical procedures. He is known to always learn what he wants from people, and entering into a torture session with him is usually a death sentence. Entering a theater of surgery with Orvok has a tendency of not being much better. Orvok uses dirty, old tools, and likes to replace limbs rather than repair them. As a result, his court is cyborg heavy. He also disdains the use of anesthesia. His clients often come out fully healed, and satisfied, but with some scarring and the occasional lingering aftereffect. Despite this, Orvok is an excellent surgeon, and can perform surgical feats that others in the medical profession would not even attempt. []Orvok "The Ruthless" Type: Cyborged Crimelord DEXTERITY 3D Blaster 4D, Dodge 4D+2, Running 5D+2 KNOWLEDGE 4D Alien Species 4D+2, Business 4D+1, Intimidation:Torture 8D+2 Streetwise 5D+2 MECHANICAL 3D Repulsorlift Operation 4D+1, Space Transports 4D, Starship Shields 3D+2 PERCEPTION 3D Bargain 5D+1, Con 4D+2, Forgery 4D, Hide 5D, Persuasion 6D, Sneak 4D+1 STRENGTH 2D+2 Brawling 3D+2, Lifting 3D TECHNICAL 4D Computer Programming/Repair 6D+2, First Aid 7D, (A)Medicine 6D+1 Force Points: 2 Dark Side Points: 6 Character Points: 11 Move: 16 Special Abilities: BioTech Borg Construct Aj^6: +2D Computer Programming/Repair, Can store up to 8D of addititional information, and up to 6D at a time from knowledge cartridges Neuro-Saav Cyborg/Droid Interface: All Droid Programming rolls are one level easier. Orvok can attempt to take information from droids, at one level easier. 'Geneering Response iMprOVEMENT Package: +1D to DEX and skills(this has already been included in the above stats SoroSuub Motion Interface Package: +2 to MECH and skills(this has already been included in the above stats Armored Chest/Forearms: Orvok has grafted durasteel plates underneath the skin on his chest, back, and forearms. They make him appear more muscular than he is, and they are sculpted to give his body a 'built' appearance. The plating grants +1D physical/+2 energy to resist damage, and he can use his forearms to parry weapons. Enhanced Legs: Due to syntheticaly enhanced legs, Orvok is able to move at 16 for a limited amount of time, usually 2-3 hours, before he needs to rest. Hollow Leg: Orvok's right leg has a hollow chamber, in which he keep a hold-out blaster(3D). Cyber Points:12 Equipment: Law Enforcement Cartridge(5D), Languages Cartridge(5D), Droid Programming Cartridge(5D), Droid Repair Cartridge(5D), Heavy Blaster Pistol(5D), 2000-8000 credits THE DARK CIRCLE SYNDICATE - THE IMPERIAL CRIME NETWORK The Dark Circle Syndicate, or as it is less well known as the Imperial Crime Network, is another small, quiet organization working the "Invisible Market". The Moff set the network up himself, running it in secret, putting the profits directly into his greedy hands. Mostly dealing in the re-selling of supposedly 'stolen' Imperial property, it is through this organization that most Imperial technology reaches the public, and how many of the Moff's illegal possessions reach himself, Trillium, and the Grey Troopers. The Dark Circle operates mostly out of Tan Erinyin, with goods and credits being funneled into or out of the Empire through the Imperial Lysandra Base and The Bazzar. Most of the higher up agents working the Dark Circle are Imperial officers or ex-Imperial officers, and loyal to the Moff. Only those few agents high up in the chain of command know that the Dark Circle is linked to the Moff - even some of the Imperial officers involved do not suspect the Moff's involvement. The belief on the street is that the Dark Circle is the code name for a spy project that the Twin Hutts have for infiltrating the Imperial network. And indeed, the Hutt's do have spy operatives within the Dark Circle, but so does the Moff have his own spies within the Twin Hutt's organization. In the same manner that the Moff uses the Grey Troopers to sometimes fill the ranks of his armies, on occasion he uses select members from the Grey Troopers as spies or thugs for the Dark Circle. As the Grey Troopers are loyal to the Moff, this practice insures another layer of control for the Moff, and gives the Grey Troopers some time for rest and relaxation. Sponsering smugglers, pirates and slavers, the Dark Circle does everything that any other crime ring would do, but on a much smaller scale, and to those on the lower rungs of the organization those who are in control remain a mystery. However, the Moff makes certain that those in his organization are kept happy, or at least satisfied, and thus working hard to fill the Moff's pockets. ****************************************************************************** Major Systems and Planets ~~~~~~~~~~~~~~~~~~~~~~~~~ Tan System ^^^^^^^^^^ Major System 11 Planets []Tan-Erinyin Type: Terrestrial Temperature: Temperate Atmosphere: Type I(breathable) Hydrosphere: Moderate Gravity: Standard Terrain: Urban/Rural, Thick Forest Length of Day: 27 standard hours Length of Year: 392 local days Sapient Species: Humans, Various Aliens Starport: Imperial Class Population: 2 Billion Planet Function: Sector Economic Center Government: Imperial-controlled Puppet Government Tech Level: Space Major Exports: High Tech, Starships, Contraband, Anything Major Imports: Raw Materials, Foodstuffs Orbital Bodies: None Tan-Erinyin is the major planet in the Tan system. The other planets are little more than colonized suburbs of this central planet. Tan-Erinyin is more or less the general store of the Sukro-Rim Sector. Anything that can be needed or wanted can be found here. People from all over the sector come to Tan-Erinyin to trade goods or buy supplies. The Bazzar, nearly 12 square kilometers of ramshackle booths, tent-merchants, peddelers, street performers, cantinias, pleasure houses, pick-pockets, thugs, pirates and smugglers, attracts customers from all across the sector. Not a single building rises more than 20 meters in height, and all manner of goods, both legal, illegal, and amoral can be found here. Smugglers and crime lords have deep roots on this planet, as well as bases of operations. Tan-Erinyin is also home to the second largest Imperial base in the sector: Lysandra Base. It is a familliar sight for there to be an Imperial Star Destroyer in orbit around the planet, as well as an Imperial Dungeon Ship. Despite their large presence, the Imperials tend to keep to their own base, and generally stay out of the 'free' cities, with the exception of their small recruiting centers that are very well publicised. Other planets in the system are Nalkeen, location of several Rebel supply depots, Omeli, and Larse, the home of Zaref Kiln, a low profile, low importance slaver/drug kingpin. Each of the 11 planets also support several hundred moisture and mineral farmers. Sorebbe System ^^^^^^^^^^^^^^ Major System 6 Planets []Limn Type: Terrestrial Temperature: Cool Atmosphere: Type I(Breathable) Hydrosphere: None Gravity: Standard Terrain: Mountains, Canyons, Rocky Plains Length of Day: 22 standard hours Length of Year: 357 local days Sapient Species: None Starport: Imperial Population: 2.5 Billion Planet Function: Imperial Sector Command Government: Imperial Moff Tech Level: Space Major Exports: Imperial Hardware Major Imports: Foodstuffs Orbital Bodies: None Limn is just one of 32 moons that orbit the inhospitable planet Agnim. Like the other moons, Limn is rocky with very little vegatation. This system was the first to be colonized because of the vast mineral wealth to be found on the 32 moons. Limn is the capital planet for the system and sector, housing the Imperial Sector Command, the Moff and his personal cabinet, and military officials of all kinds. The cities are clean, and in most cases built directly into the rock walls of canyons and mountains, giving many cities and larger residences the look and often times the feel of an ancient stone fortress. Rock sculptures are considered an upper-class artform: the better the sculpture of one's home, the more prestige and status. Moff Presor's home is a fortress, and one of the most stunningly carved masterpieces in the galaxy. Sitting atop a solitary peak in one of Limn's many mountain chains, it is self sufficient, hiding within a full military garrison and private landing platforms and hangers. Beaurak and Hoolp are the only other moons worth mentioning. Beaurak was once a rocky planet the same as Limn, but after extensive terraforming, the planet now has a normal mixture of rock and vegatation. Even still, giant craters, whose walls can rise up to 6 kilometers from the surface and be as large as 250 kilometers wide dot the surface and be seen from orbit with the unaided eye. Beaurak is populated by almost 2 billion people, and contains the Imperial University and the Imperial Military Academy. As a result, many important scientists, thinkers, and military personelle make their homes here as well. Hoolp is a horrible place to live, and is representitive of most of the rest of Agnim's moons. Hoolp is nothing more than a mining colony, and the city and populace that normally springs up around one. The planet has a population of 8 million, all miners and their families. The atmosphere is so thick with dust that a breath mask is necessary gear for overland travel (Type II Atmosphere). The other moons are very similar to Hoolp. Some are Imperial run and owned, and others are owned by corporations or rich individuals. One moon, Loqkran, is rocky and barren like the others, but it is the home planet of the Gurglyns, a race of winged, thick skinned, almost rock-like beings. []Gurglyn Attribute Dice: 12 DEXTERITY 1D/3D KNOWLEDGE 2D/4D MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 2D/3D TECHNICAL 1D/4D Move: 8-15, Gliding 10-25 Special Abilities: Thick Hide Gurglyns have an especially tough, almost rock-like skin, giving them an extra +2D to resist physical damage. Wings Gurglyns all have a set of leathery wings, but not the musculature for actual flight. If a high enough platform is around, they can glide off of it, using the natural DEX skill of Gliding. Agnim itself is a rocky, hot, gasous, violent planet. It is prone to turbulent, fiery storms of explosive gas and volcanic explosions. Nothing can survive on the planet for very long, although some party of brave explorers are always heading for a brief visit to the planet's surface. Legends tell of an Old Republic cargo ship filled with presious gems that crashed on the planet thousands of years ago, which serve to draw even more curious and daring explorers to the planet. Less than half of the expeditions that land on the planet survive to tell about their journey. The remaining 5 bodies orbiting the system's star are so far out that they are nothing more than frozen iceballs and an asteroid belt of ice. Limited moisture farming and mining takes place here. The frozen worlds and ice belt are only of primary interest to explorers and scientists. Zadarak System ^^^^^^^^^^^^^^ Major System 7 Planets []Sinrantooine Type: Terrestrial Temperature: Temperate Atmosphere: Type I(breathable) Hydrosphere: Moderate-Arid Gravity: Standard Terrain: Marshland, Grassland Length of Day: 33 standard hours Length of Year: 107 local days Sapient Species: Humans, Various Aliens Starport: Imperial Class Population: 93 Million Planet Function: Imperial Customs Central HQ Government: Imperial Democracy Tech Level: Space Major Exports: Foodstuffs, Animals Major Imports: Finished Goods, High-Technology The Zadarak System is best known as the location of the HQ for Imperial Customs and the main BoSS offices in the Sukro-Rim Sector. At the Sinrantooine Spaceport, where both the Customs offices and BoSS can be found, so can hundreds of spacers of all sorts, filing complaints, registering cargos and ships, and getting service and permits. The Spaceport is also the only city and location of technology on the whole planet. The rest of the planet is marshland and grassland. Farmers of herd animals reside here, living off the land in a low-tech fashion. While the Imperials technically govern the planet, the farmers abide by no rules but their own traditional laws, and for the most part are ignored by the Imperials, who have a friendly, working relationship with them. The system is known secondly for the anomoly of having 2 gas giants, Vorsha and Zad, which switch orbits 4 times a year. The other planets in the system are sparsly settled by the galaxy's richest, looking for a quaint planet to buy or some quiet land for a vacation home. Querrek System ^^^^^^^^^^^^^^ Secret, Unknown Of System 8 Planets []Trapper's Paradise Type: Terrestrial Temperature: Temperate Atmosphere: Type I(breathable) Hydrosphere: Moderate Gravity: Standard Terrain: Forest, Mountains, Deserts, Oceans... Length of Day: 29 standard hours Length of Year: 311 local days Sapient Species: Querr Starport: None Population: 457,000 (300 Trappers) Planet Function: None Government: None Tech Level: Zero Major Exports: Nothing Major Imports: Nothing Very few people even know the Querrek System exist. It is a prime example of how the Imperial bueracracy tends to allot larger and larger areas of space to a sector and does not provide the scouts necessary to fully explore it. There are 8 planets in this system, of which the inner and the outer 3 have harsh atmospheres and terrains that explorers have stayed away from. The middle 2 planets are known as Trapper's Paradise and Sirric. Trapper's Paradise is a planet that informally belongs to a fraternity of survivalists, composed of mostly ex-explorers and scouts. One member of this fraternity (called The Trappers), discovered this system while plotting new hyperspace routes through this sector, and decided to keep his discovery quiet to all but the Trappers and an archaelogical organization he knew would not endanger the system's natural balance. Trapper's Paradise is a lush world of many different animals and a small population of native Querrs. Querrs are a race of near-humans: dark skinned with dark hair and 4 fingers and toes(3 fingers and a thumb). The Querrs are friendly people, who live in a simple, tribal nomadic society, with stone-age technology. The Trappers who come here to live respect this, and live as the Querrs do - without technology. Once a year a Trapper ship will land in one of Trapper's Paradise's deserts, to pick up or drop off Trappers and pick up animal skins that the fraternity sells for incredible prices. []Querr Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D/4D MECHANICAL +1/2D+1 PERCEPTION 1D+2/4D+2 STRENGTH 1D/4D TECHNICAL 1D/3D+1 Special Abilities: Connection to Nature: The Querr have had a strong religion that ties them to nature. They use it, but they know how to preserve and care for it as well. At the time of character creation, they receive 2D for every 1D of beginning skill dice they place into Survival skills or nature knowledge skills(Agraculture, Herbalism...) Story Factors: Technological Interest: Although they have never seen technology, those that have find it interesting beyond belief, and make attempts to mimic the feats of technology through primitive means - even if the actual object is available for them to use. A Querr would sooner build and use a homemade crossbow firing brightly colored explosive naturally occuring gems then a blaster, and would sooner use a glider made of animal skins and wood then a jet-pack. Move: 8/11 Size: 1.5 - 2 meters The other planet, Sirric, is a virtually lifeless ball of rock and ice and petrified trees and fossils. It is only of interest to archeologists and xenobiologists - and they are the only people who the Trapper's allow to know of the system. Finially, within the system's thin asteroid belt, is a small 'hideout' used by a small group of bounty hunters as a secret base. These bounty hunters are also friends of the Trappers, and respect the fact that the Trappers allow them to stay there. The bounty hunters stay well clear of the planets, and the Trappers keep them stocked with food, supplies and information that only a well-traveled fraternity like theirs would know. The 'hideout' has a landing bay capable of holding several of the types of small ships that bounty hunters favor, as well as a medical facility with MD droid, ship, armor, and weapons repair facilities, and training rooms and living quarters. 27 bounty hunters collectively own the 'hideout', and continuously give credits and time to support it. All told, in addition to the Querr population, only 887 people know about the existence and location of the system. The 800 members of the Trappers, 60 archaeologists, and the 27 bounty hunters. All keep the system such a secret, that it would be Very Difficult if not Heroic to locate this system through normal means. XT System ^^^^^^^^^ Minor, Mosty Unknown Of System 3 Planets []XT 24 Type: Terrestrial Temperature: Hot Atmosphere: Type I(breathable) Hydrosphere: Arid Gravity: Standard Terrain: Desert, Mountains Length of Day: 43 standard hours Length of Year: 776 local days Sapient Species: None Starport: Limited Services Population: 7,500 Planet Function: Private Archaelogical Site Government: Dictatorship Tech Level: Space Major Exports: Archaelogical Information, Ancient Artifacts Major Imports: Foodstuffs, High Technology Orbital Bodies: XT 24a: Moon The XT system is a small, unimportant system of 3 planets, XT 22, XT 23, and XT 24. The entire system is considered owned by Rizzotto Snorcalle, a rich, retired scout/explorer/artifact collector for the Old Republic. XT 24 was the 24th and last planet that Rizzotto was the first being to set foot on. Using his considerable wealth gained over the years through the buying and selling of priceless artifacts, he retired here, and pays the Imperials to protect his planet from pirates, and allows the Imperial University to send students to work with those who live and explore the planet. Rizz, as he likes to be called, invites many prominent and not-so-prominent menbers of the scientific community to explore and investigate his planet. XT 24 is blessed with the remains of a once great society. Temples and crumbling towns can be found all around the mountain ranges of the planet, as well as hidden deep underneath the ever-shifting deserts. Many of the ruins are old Sith temples, but knowledge of the ancient Force-using religion is known only to a very few, Rizz included. No lightsabers or holocrons or other powerful artifacts have been found yet, but surely they are hidden within the planet. The population of XT 24 is very nomadic. Entire cities, the largest of which can be up 600 beings, are almost never in one location for more than 4 or 5 months. The frequent sandstorms make movement a necessity. The only permanant city is Rizz City, located around the Rizz Obelisk - a 3 kilometer high rock outcropping that rises directly out the desert sands with no other rock outcropping for miles. The population of Rizz City varies tremendously: in the summer months, there are often as few as 350-400 people living there. The rest of the populace is out doing research. During the winter months, though, when night lasts for 35 hours of the 43 hour day and winter sandstorms reach speeds capable of tearing starships apart, the entire planet gathers at Rizz City, to live within the Rizz Obelisk. The 4 months of winter are known as Carnival - a time of non-stop partying, reunions with friends from other digs, and research presentations and trade. Rizz lives in Rizz City year round, and governs the planet as a dictator. However, he is always open to suggestions from his people, and is very approchable. He is well liked by the people who come to the planet, and well respected in the scientific community. XT 24a, the only moon of XT 24, has a small population interested in geological studies. There are many interesting mineral crystal crowths to be found here, as well as a variety of more common mineral formations. The moon falls under the same government and rules as the rest of the XT system. XT 24 has no native sapient species, but it does have numerous predators and wildlife. The three most infamous are also the three most dangerous. The Rock Giants, when moving, resemble giant fat dogs. They eat anything, move very slowly, and often sleep for years at a time. Their skin is thick and resembles rock in every way. When sleeping they blend right in with their rocky surroundings(they only live in the mountains). They have no nervous system for pain, and it has happened several times that a family of flattened, sleeping Rock Giants have been used as a landing pad for starships, never waking the creatures. They are slow to anger, and travel in packs. When fighting, they sit back on their backs and attack with all 4 limbs. A pack of Rock Giants have been known to attach themselves to the landing gear of light freighters, tearing them appart. []XT Rock Giant Type: Stone Creature DEXTERITY 1D PERCEPTION 1D+1 Search 4D STRENGTH 8D Special Abilities: Flowing Bodies: The Rock Giants can bend and twist their bodies in any manner, almost as though they were liquid. They use this tactic to wrap around and hold it's prey down. They have also used this against starships, holding them to the ground with their immense weight. Camoflague: Because of the nature of their skin, when in a rocky environment, Rock Giants are invisible to the naked eye. Attack: When in combat, Rock Giants lay on their backs and attack 4 times per round maximum with a Brawling skill of 8D. They do 6D damage with a blunt hit from one of their paws. The victim is always knocked down, and there is a 3 in 6 chance of being knocked unconscious. Move: 2 Size: 4 - 9 meters long, 3 - 7 meters high Clawgliders are leathery birds that migrate around the planet as the sandstorms carry them. They are man-sized creatures that are not capable of flight on their own. They glide on the winds within a sandstorm, feeding when they can. They feed on each other or any of the native species they pass by. When they are not being carried by a sandstorm, they hide themselves under the sands, and are often eaten by Crinestas. While they do not usually attack bands of explorers, they have been known to pick off beings who wander alone. []Clawgliders Type: Avian Predator DEXTERITY 2D Dodge 4D+1, Gliding 5D+2 PERCEPTION 1D Search 3D STRENGTH 1D Claw Attack 3D, Bite Attack 4D Special Abilities: Claws: STR +1D Bite: STR +2D Move: 8, 15-25(gliding) Size: 1.8 meters, 5 meter wingspan The last of the most famous predatory creatures of XT 24 are the sand scorpions called Crinestas. These are 2 - meter long insect-like sandworms. They have armor-plated segmented bodies with small mandibles and small pincers. They live and burrow under the desert sands, surfacing only to feed. They are often dirty yellow or beige in appearance, with a sandy texture to their exoskeleton. They have limited vision and hunt by using a primitive form of sonar: they emit a loud, audible humming sound, almost like that of a vibroblade, and use the bouncing soundwaves to track prey. Because of the noise during sandstorms, they hibernate during the winter months and are unable to hunt during the summer sandstorms. []Crinestas Type: Arachnoid Sandworm DEXTERITY 3D Dodge 3D+2 PERCEPTION 2D STRENGTH 1D Special Abilities: Sonic Hunting: Through the use of voice emissions, Crinestas are able to hunt under any conditions, meaning they have no penalties at night. If they are in a loud environment(such as a sandstorm), they are at a -2D penalty, and of course, they can be heard when they are hunting. Natural Armor: The exoskeleton of a Crinesta are thick, providing +3D physical, +1D energy. Pincers: STR +2D Mandibles: STR +2 The XT system is well known in archeological circles, but almost unknown to the rest of the galaxy. Rizz usually invites people to come to his planet, and most will only come on that invitation. However, Rizz will never turn away anyone with a genuine interest in study, or anyone with a genuine interest of hearing Rizz recount his many adventures throughout the galaxy when he was a young explorer. On the other hand, pirates, smugglers, and theives who visit the planet with ill intent and are caught are given only one penalty - death. Ibeam System ^^^^^^^^^^^^ Unknown/Unexplored Secret System 5 Planets []Safehome Type: Terrestrial Temperature: Cool Atmosphere: Type I(breathable) Hydrosphere: Moderate Gravity: Standard Terrain: Forest, Plains, Canyons Length of Day: 27 standard hours Length of Year: 341 local days Sapient Species: None Starport: Limited Services Population: 440 Planet Function: Secret Smuggler Haven Government: None Tech Level: Space Major Exports: None Major Imports: Everything The Ibeam System is totally unknown but to a small but growing smuggler organization. The planet of Safehome, the 4th planet in a system of 5, is the only colonized planet. There are not many buildings, and they are mostly storage facilities. Most of the living buildings are makeshift and private - anyone who knows about the planet can live there, but they have to build their own place, or find somone to live with. The living is crude, the smugglers are gruff, and the food is often poor. There is little in the way of entertainment, just whatever the smugglers do to amuse themselves after an evening of drinking. There are several different towns on the planet, each of which is controlled by a different 'Smuggling Syndicate', and each is dirty and as low-class as the next. The Hutts do know about this planet, and are making subtle attempts to turn the planet into a haven for not just smugglers but criminals of all sorts. The other planets in the system have not been explored even in a cursory manner, as only Safehome, with its limited services and populace, is of any interest to most smugglers. Koran System ^^^^^^^^^^^^ Major System 18 Planets []Kushashu Type: Terrestrial Temperature: Temperate Atmosphere: Type I(breathable) Hydrosphere: Above-Moderate Gravity: Standard Terrain: Flatlands, Jungles, Marshlands Length of Day: 17 standard hours Length of Year: 411 local days Sapient Species: None Starport: Imperial Population: 1 billion Planet Function: Religious Center/Imperial Retirement Planet Government: Religious with Imperial Guidance Tech Level: Space Major Exports: None Major Imports: High Technology The Koran System was settled by the spacefaring Vu Narin before even the Old Republic arrived in the system. From their home planet of Kushashu, the Vu Narin used ancient spacecraft to travel the distances between planets, colonizing the 14 planets that they could, and keeping clear of the 4 with acidic atmospheres. The Vu Narin have an all encompasing religion - they embrace everything, and all cultures and religions can find a welcome place in their society. Each Vu Narin is free to find their own definition of religion and meaning(often through travel), and as a result, the Vu Narin religion is very eclectic, having pieces of the religions of other species, and almost without logic or reason. Only a native Vu Narin is able to fully understand the religion, although there are many beings of many other races who worship there, or travel to the system to seek the religious wisdom of the Vu Narin Hatasaar - a select council of the most learned and wise Vu Narin. When the Empire came to the system, they were welcomed and embraced by the Vu Narin, as the Vu Narin embrace all cultures. Many Imperial soldiers and officers found the Koran system a peaceful place to retire, because of the welcoming atmosphere. Imperial Customs is frustrated by the entire system, because it is easy for a fugative to escape into the system to be taken in by a host of friendly Vu Narin, and thus vanish from sight. The Imperial retirees, often important and influential people, dislike any disturbances in their retirement relaxation, and have layered 'red tape' around anyone attempting to make a stir in the system, thus making it easier for fugatives to hide. The Vu Narin also depend on the Empire for protection and supplies, and the Empire(at the request of those retired Imperials who live there) is happy to help. The Vu Narin do, however, keep their own small fleet of modern and ancient craft, which they often use to make ritualistic journies from planet to planet. The Vu Narin are short, glossy-skinned slugs with no legs and two upper limbs. They have tentacled mouths much like Quarren, and small black eyes. Their bodies are smooth, and secrete a jelly-like odorless substance. Usually, their skin is transparent, and their internal organs can be seen - a sight that is rather repulsive. When out in public they will cover themselves with powder from crushed rocks, giving their skin a solid look, the color of whatever rock they happened to crush for powder. Also, they tend to wear covering cloaks to protect their bodies and as a religious garment. []Vu Narin Attribute Dice: 12 DEXTERITY 2D/4D KNOWLEDGE 3D/5D MECHANICAL 1D/3D+1 PERCEPTION 2D+2/4D+2 STRENGTH 1D/4D TECHNICAL 2D/4D Special Abilities: Religious Training: Growing up, every Vu Narin undergoes extensive religious training, so they can be prepared to find their own path when they are ready. All Vu Narin are granted for free the KNO Religion skill and 2D in extra skill dice that must be placed into it. Story Factors: Friendliness: Every Vu Narin, as a result of their religious training, are very friendly and eager to learn about other cultures. They are very forgiving, and can even forgive beings who directly physically harm the Vu Narin. A Vu Narin will defend himself with force if necessary, but will then offer to bandage up and offer aid to anyone, regardless of which side of the fight they were on. Dorloch System ^^^^^^^^^^^^^^ Minor System 1 Planet []Lipswitch Type: Terrestrial Temperature: Hot Atmosphere: Type I(breathable) Hydrosphere: Saturated Gravity: Standard Terrain: Shallow Swamp Length of Day: 23 standard hours Length of Year: 316 local days Sapient Species: None Starport: Limited Services Population: 49,400 Planet Function: Manufacturing Center Government: Joint Corporation Executive Board Tech Level: Space Major Exports: High Technology(Light Starships, Medical Equipment, Weapons, Droids, Farming/Mining Equipment...) Major Imports: Foodstuffs, Raw Materials, Personelle Orbital Bodies: 3 Moons The Dorloch System is a lonely one with only a single planet surrounded by 2 asteroid fields and orbited by 3 moons. The system is only important because it holds the major production facilities for many major corporations in the Sukro Rim sector. Koenysar, Industrial Automaton, Tarr Industries, Telgorn Corporation, Edsel Engineering and Nilar Med/Tech are just a few who have their factories here. The entire planet of Lipswitch is covered in swamps, ranging from 1 meter deep to hundreds of meters deep. There is not a single bit of dry land on the entire planet. Just underneath the swampbed, though, the planet is solid, mineable ore right to the planet's molten core. Many companies built their factories here for just that reason, thinking they could mine and manufacture in one place. However, the elaborate mining setups required to mine a planet with no land proved to be too expensive, both in credits and surface-worker morale. Soon, the only people left on the planet were those thousands of meters below the surface, working at underground production facilities and living in a single underground city. The only surface city is where all the different companies have built their private landing platforms, just a few meters above the swamps. Each company has a landing platform connected to the others, as well as surface storage facilities and a public spaceport. Several companies also have other, restricted landing sites away from the collective surface city. The system does not get much traffic, but the Empire does send periodic patrols there, to assure that no pirate groups get any ideas, although the discouragement rarely works. The surface city is assualted several times a year, and the populace has gotten quite well at defending itself. If a large scale assualt was planned, or a pirate group took more time to carefully plan an assualt, it is possible that Lipswitch could be in trouble. The Orkin Space Platform(Old Republic Magnus Jump Station) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Major Sector Location 0 Planets, 1 Space Station []Orkin Space Platform/Magnus Jump Station Craft: Corellia StarDrive Jump Station Type: Extremely Modified Ancient Jump Station Length: 7,244 meters Scale: Capital* Population: 1.3 Million Hyperdrive Multiplier: None Hull: 4D*(8D Imperial Section) Shields: 0D*(3D Imperial Section) Sensors:(Imperial Section/Imperial Customs) Passive 80/0D Scan 140/1D Search 220/3D Focus 8/4D Weapons:(Imperial Section Only)* 20 Turbolaser Batteries Fire Arc: Turret Crew: 3 Skill: Capital Ship Gunnery Fire Control: 3D Space Range: 1-10/16/32 Damage: 5D 10 Double Blaster Cannons Fire Arc: Turret Crew: 2 Skill: Capital Ship Gunnery Scale: Starfighter Fire Control: 2D Space Range: 1-8/15/30 Damage: 5D 4 Proton Torpedo Launchers Fire Arc: Turret Crew: 2 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1/3/7 Damage: 7D 5 Tractor Beam Projectors Fire Arc: Turret Crew: 3 Skill: Capital Ship Gunnery Fire Control: 2D Space Range: 1-5/10/15 Damage: 4D What is currently known as the Orkin Space Platform was once the Old Republic Jump Station Magnus. The original jump station was home to 16 crew and a small shuttle. It served to relay hyperspace coordinates to ships passing by, and to offer light repairs and assistance if needed. Over the centuries, as Magnus became a more frequented jump station, the Old Republic built new structures directly over the old station. In time, the station grew to be a major spacedock for hyperspace travelers, offering repairs, rest, and entertainment. Private business began, and the station grew faster than it could be built up. Enterprising beings, lacking space to start their businesses, grafted their ships directly to the hull of the station, making themselves space. Soon this became a habit, as anyone with a ship could crash it into the station, weld it on, and have room to start a business. At first, the Magnus Jump Station, with it's appearance of being several ships slammed togther, was a curiousity and tourist attraction. But with so many ships comprising one bigger ship, landing was difficult, and often a large ship would inadvertently become a permanent part of the station when it would crash. In this fashion, the station grew - sometimes by planned construction, such as with the Imperial quarter of the station, and sometimes by accidents or people willingly joining their ships to the mess. The further out from the center of the station, the more recent the technology. The original Magnus Jump Station lies somewhere, forgotten, at the heart of the station. Today, the station is a city, a port of call in deepspace. It offers repairs, lodging, entertainment, and employment opportunities of all kinds. The 'free' section of the station, as well as the interior, is a collection of tunnels and ship's hulls completely built over, around and through. Some sections are dirty, dark, and dangerous, and some are clean, and rather well-to-do. The interior of the station is a maze of ancient ships and passeges open to space. If a ship knew the right routes, it is possible to fly _through_ the station, docking at secret ports hidden deep within the station's interior. But the interior is dangerous place. Much like the lowest levels of Coruscant, the interior of the station has been dark and forgotten for almost 4,000 years. Ancient terrors and criminals lurk there, living in a society almost totally separate to the society on the outer layers of the station. The exception to this is the Imperial section of the station. When they moved in, the Imperials had done major construction to clean up areas of the station where they would live and have offices. However, the SpaceGun Defense Station they had in orbit fell prey to the curse of the station that so many other ships had, and crashed into it. Since then, the Empire has adapted the crashed SpaceGun into the construction of the Imperial section. Locked and guarded gates seal protect the station's Imperial citizens from the criminal element of the rest of the station, and the Imperial quarter is clean, protected, and orderly. The result of all this unorganized and unchecked construction is that the average Hull of the station is 4D, ranging between 1D and 7D(Capital Scale). However, because much of the station is peicemeal, parts of the station can be damaged with a hull rating based on whatever the ship is that makes up a specific portion of the station. For example, The Orkinator, the rebel flagship that has been built into the station has a Hull of 5D, Capital Scale. A ship firing on that section of the station would have to deal with that scale hull, and any working shields that the Orkinator might have. However, the Livzanna, a light freighter that crashed near the Orkinator, with a hull of 3D Starfighter Scale, would be a better location to try to breach the hull of the station, because it has a weaker hull in that area. In the same manner, weapons per area are per the ship that has been built into that section of the station, or the occasional actual weapons that have been built into the more normally constructed areas of the station. It is not uncommon to see a single area of the station being fired upon, with no other area being attacked or even helping defend. An area will defend itself, or those areas with which it is friendly. However, any areas lucky enough to be near the Imperial section will often receive free aid from them in the way of blaster cover, but must supply their own fighters. The station got it's name, The Orkin Space Platform, from a pirate Drum Orkin, who during his lifetime led 87 raids against the platform, all successful, 2,000 years ago. Since then, the station has had that unofficial nickname, which is more known than the official name of Magnus Station. For a person to the get the nickname 'Orkin' is to be considered a great show of respect, because the original pirate Orkin led each of his 87 raids with little more than a handful of fighters and modified light freighters. Orkin was supposedly a tactical genius. Naffa System ^^^^^^^^^^^^ Minor System 4 Planets []Ahnrav Type: Terrestrial Temperature: Temperate Atmosphere: Type I(breathable) Hydrosphere: Moderate Gravity: Standard Terrain: Plains, Hills, Oceans, Jungles Length of Day: 21 standard hours Length of Year: 315 local days Sapient Species: None Starport: Imperial Population: 2.1 Billion Planet Function: None Government: Imperial Governor Tech Level: Space Major Exports: None Major Imports: None There is very little of interest in the Naffa System. Ahnrav is the only planet that has been majorly colonized, and it is Imperial controlled, and remains low key. It is typical of the thousands of such planets around the galaxy that have nothing special to draw attention to themselves. Sarbaln, another planet in the system, does have something interesting going for it. For one, it is the home base of the Hutts Narl and Kenda, and the location of their fortress. It also has very lush and beautiful floral life. In addition to the Hutts, there are several private resorts and a few small towns, but not major settlements. The Hutts control several of the resorts, and are trying to build the planet up as a vacation spot, but not as a seedy pleasure planet. They intend to use Safehome as that. Karkerkrash System ^^^^^^^^^^^^^^^^^^ Major System 21 Planets []Marterkron Type: Terrestrial Temperature: Hot Atmosphere: Type IV(environmental suit required) Hydrosphere: Arid Gravity: Standard Terrain: Rocky Deserts, Mountains, Craters, Valleys Length of Day: 24 standard hours Length of Year: 334 local days Sapient Species: Merez Starport: Imperial Population: 4.4 Billion Planet Function: Mining Planet/Holovid Industry Government: Imperial Governor Tech Level: Space Major Exports: Raw Materials, Swoops, Speeders, Holovids Major Imports: Foodstuffs Orbital Bodies: Sifenna: Moon Harvelanna: Moon Kintris: Moon Forl: Moon Menkirelan: Moon Marterkron is what happens when an over-zealous company takes over a planet. In it's early days, Marterkron was nothing but a mining colony. It's harsh atmosphere made anything else impossible. But as caverns were mined out and became vacant open spaces, people moved in. While the population was still small, Ubrikkian and Mobquet, a speeder and swoop company, moved in, and took over. They built factories and cities in the open, underground caverns, safe from the harsh surface conditions. Mobquet linked the caverns with an elaborate system of swoop trains, some of the fastest and most dangerous means of ground transportation in the galaxy. Crashes happen 7 or 8 times a year, and often involve the deaths of all involved. Yet, the planet has grown, with swoop racing arenas and speeder arenas, and a huge holovid industry to draw crowds of spectators, actors, and racers. There are 8 city caverns, and each looks like a miniature Coruscant built inside a stone bubble. There are 17 different racing areans, 3 caverns set aside for the holovid industry production grounds, and 21 active mining sites. Because of the high space traffic that the planet receives, the 5 moons of Marterkron have been converted into orbiting parking lots. Ships are required to park in orbit of the moons or at one of the smaller docking stations and take a special dropship to the surface. Arrangements can be made for cargo pick-ups and drop-offs. The Merez are the native race of Marterkron. They are near humans, but their bodies have evolved immune to the posionous dust and atmosphere of the surface. Although there still are some Merez cities still on the surface, most have moved underground, to be where the action is. A Merez looks human in all respects but their skin and eye color. Their skin has a slightly silver tinge to it, and their eyes have a distinctive metallic luster. []Near Humans: Merez Attribute Dice: 12 DEXTERITY 2D/4D+2 KNOWLEDGE 2D/4D MECHANICAL 2D+2/5D PERCEPTION 2D+1/3D+1 STRENGTH 2D/4D TECHNICAL 2D+2/4D Special Skills: Breath Filters: The Merez breathing system naturally filters out harmful dust, allowing the Merez to breathe easily in atmospheres which are heavily polluted or posionous. Metallic Bodies: Because of the environment in which they evolved, the Merez have a high content of silver in their bloodstreams - this in part gives them their skin it's silver tinge. It also can throw off weapons scanning machines and other scans of a Merez(including medical scans). It also makes them somewhat more resistant to radiation then normal humans. Astrogation Gazeeteer ^^^^^^^^^^^^^^^^^^^^^ 1 2 3 4 5 6 7 8 9 10 11 1 - 8hr 3hr 22hr 2d21hr 14hr 17hr 6d16hr 4hr 10hr 1d4hr 2 - 21hr 7hr 5d12hr 9hr 2d12hr 6hr 17hr 3d8hr 4hr 3 - 8hr 3d12hr 18hr 7hr 2hr 1d11hr 1d5hr 16hr 4 - 19hr 4hr 9hr 1d5hr 3hr 17hr 15hr 5 - 14hr 2d12hr 7hr 6hr 11hr 4d6hr 6 - 8hr 12hr 5hr 1d1hr 1d3hr 7 - 1d8hr 1d6hr 17hr 17hr 8 - 2d2hr 13hr 13hr 9 - 5hr 1d13hr 10 - 2d8hr 11 - 1 Tan 2 Sorebbe 3 Zadarak 4 Querrek 5 XT 6 Ibeam 7 Koran 8 Dorlock 9 Orkin Platform 10 Naffa 11 Karkerkrash The following hyperspace distances are provided to demonstrate this sector's distance from the rest of the Star Wars galaxy. They are the known and most common routes, from the Orkin Platform only, as in the days of the Old Republic, the jump beacon it held was the first location any ships entering the sector had to jump to. Coruscant Corellia Orkin Platform 47 days 53 days ******************************************************************************* New Ships ~~~~~~~~~ IMPERIAL SALES []Civillian TIEs Craft: Sienar Fleet Systems TIE Bomber Type: Modified Space Bomber Scale: Starfighter Length: 7.8 meters Skill: Starfighter Piloting - TIE Crew: 1 Passengers: 1 - 3 Cargo Capacity: 1 metric ton Consumables: 2 days Cost: 110,000 new/47,000 used Manueverability: Space: 6 Atmosphere: 295, 850 Kmh Hull: 4D+1 Sensors: Passive 15/0D Scan 30/1D Search 40/2D Focus 2/2D+2 Weapons: 2 Laser Cannons Fire Arc: Front Skill: Starship Gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 3D This is probably the most popular model of TIE that is sold in the sector. With the removal of the concussion missile system, the craft has extra space for passengers and cargo, and has quickly found it's way into service as an in-system courrier vessel and family transport. Another popular variation on this vessel is 10,000 credits more, but can accommodate the pilot and a single passenger, with a nav computer limited to 10 jumps, a x3 hyperdrive, no backup, 2 weeks of consumables, and a 5 ton cargo hold. Costs of other Imperial ships for sale: TIE/ln 50,000(new)/20,000(used) TIE/ln - weaponless 30,000(new)/9,000(used) TIE Bomber - standard 85,000(new)/40,000(used) Skipray Blastboat 285,000(new)/150,000(used) System Patrol Craft IPV1 425,000(new)/270,000(used) Larger craft are available for sale, but only to the very rich. And while anyone can purchase the smaller craft, only those who pass extensive background checks will even be granted an initial bid meeting for a larger ship. EDSEL ENGINEERING []EE-171 Light Freighter Craft: Edsel Engineering EE 171 Freighter Type: Stock Light Freighter Scale: Starfighter Length: 38 Meters Skill: Space Transports - EE 171 Crew: 1-4(can coordinate) Passengers: 5 Cargo Capacity: 170 metric tons Consumables: 2 months Hyperdrive: x2 Hype. Backup: x17 Nav. Comp: Yes Mamueverability: 0D Space: 4 Atmosphere: 380, 770 kmh Hull: 4D Shields: 0D Cost: 122,000(new)/38,500(used) Sensors: Passive 15/0D Scan 30/1D Search 45/2D+1 Focus 2/3D+2 Weapons: 1 Laser Cannon Fire Arc: Front Crew: Pilot/Copilot Fire Con: 2D+1 Range: 30 Damage: 4D *Control Consoles: This ship is equipped with several control consoles, in addition to the pilot and copilot stations. No manuevers can be made from any station other than the pilot and copilot stations. The other consoles are: Sensors, Shields, Communications and Damage Control. While at a station, those related skills are at +1D. This is one of the only successful ships built by Edsel Engineering, and it is mostly due to it's low price and Control Console feature, making the ship easier to pilot, despite the need for larger crews than normal light freighters. Because Edsel Engineering is based in the Sukro sector, there are a proliferation of these ships, making them easy to attain and highly visible, adding to their popularity. Many smugglers favor the ship because extensive modifications can be made to the ship and it will still retain a high cargo capacity. []EE-22 Civillian Transport Craft: EE 22 Type: Civillian Transport Scale: Starfighter Length: 14 meters Skill: Space Transports (EE 22) Crew: 1 Passengers: 5 Cargo Capacity: 1 ton Consumables: 1 week Cost: 62,000 new/19,000 used Hyperdrive: None Nav Computer: None Maneuverability: 2D Space: 5 Hull: 2D Shields: 0D Sensors: Passive 15/0D Search 35/1D The EE 22 was Edsel first real sucess in the civillian starship market. Despite the lack of hyperdrive, the ship is fast and inexpensive, making it popular with rich children, who often use and modify the ships for racing. Several corporations operating small fleets also make it a habit of using these ships as inter-vessel shuttles, and some government officials make use of them as glorified repulsorcraft. Intended for joyriding, the ship includes plush, comfortable seats, music player and small bar and galley. The interior is not large, and there is little room for streching out when there are a full 6 beings onboard. Nonetheless, it is still a comfortable ride. []EE-32 Family Transport Craft: EE 32 Voyager Type: Civillian Transport Scale: Starfighter Length: 21 meters Skill: Space Transports (EE 22) Crew: 1 Passengers: 5 Cargo Capacity: 15 tons Consumables: 1 month Cost: 95,000(new)/23,000(used) Hyperdrive: x3 Hyperdrive Backup: None Nav Computer: Yes Maneuverability: 1D Space: 3 Hull: 2D Shields: 0D Sensors: Passive 20/0D Search 45/1D After the sucess of the EE 22, the EE 32, a hyperdrive equipped model, was quick to follow. Much like the 22, the 32 was built for the civillian market, aimed at those families who wanted more freedom than booking their vacations on standard transports. Unlike the EE 22, where the idea is to remain seated for the trip, the 32 has a good deal more legroom, and is well suited for spending up to 3 weeks or so in hyperspace. There are 3 double rooms for sleeping, a common room, and the bridge. The onboard accommodations are compact, but not crowded. The common room opens off of the bridge containing an entertainment center with games table and bar, galley and head. In only a few years of production, the 32 has found many uses for which it was not designed. Several small, comparatively poor systems have been buying and modifying 32's to act as system patrol craft or light armored transports. Several starship demolition derby's use them almost exclusively, and of course, it is popular with the young, excited rich, who like to add weapons and feel powerful. ***************************************************************************** New Equipment ~~~~~~~~~~~~~ TARR INDUSTRIES []RT-17 Type: Personal Repeating Turbolaser Model: Tarr Industries RT-17 "Wildfire" Scale: Character Skill: Blaster-Repeating Blaster Ranges: 5-60/170/450 Damage: Variable Ammo: Belts of 50 standard powerpacks(1 shot = 1 powerpack) Cost: 7500 Availability: 3, R or X Capsule: This weapon is possibly the only thing produced by Tarr Industries that has ever sold. At first, this weapon was designed to be mounted on speeder or walker scale vehicles. Due to mounting problems and power supply problems, the project was scrapped. Several years later, the R&D department of Tarr Industries was the target of a pirate raid, and in a hasty attempt to put togther some type of resistance, the RT-17 was dragged out of the closet by several techs, and modified to work off the only powersource available at the time of the crisis: standard blaster powerpacks. No one expected the thing to work. It was a last ditch attempt to save a few desperate techs. The first time it was fired it destroyed an entire speeder of pirates. The second time it fired something went wrong and vaporized the poor tech manning the thing. The third time it fired the kickback collapsed the chest cavity of the tech behind it. The fourth time it fired it jammed. By this time, the remaning pirates had gotten out of their speeders and were advancing on foot to the techs position. The fifth attempt to fire the weapon released a hail of pent up energy, spraying most of the area with blaster fire. Only 3 of the techs survived, but none of the pirates lived to tell the tale. After that work began again on the RT-17. It was modified from the original version to be handled by groundtroops, extra cooling units installed, and it was modified to use a chain of powerpacks rather than having to reload after every shot. The final result was a heavy, difficult to use, breakdown prone, dangerous weapon capable of laying waste to small towns. Every freelance mercenary and organized private army wanted them, and despite all their problems, they sold very nicely. Rate of Fire: No more than 2 shots at 8D(speeder scale) can be made a round. This is because the gun cannot fire more than that without melting. The cooling system will kick in after the second shot in a round, and will cut off the firing mechanism so as to avoid damaging the gun. The 4D(speeder scale) rain of death can only be fired after the gun has been charging for 2 full rounds, and after that, the gun will be ready to fire at the very end of the second round. This blast is not so much a single blast as a _very_ fast firing off of several hundred smaller blasts, that because a great many of them will hit a single target, the equivilent damage equates to 4D speeder scale. Because of the incredible kickback of the gun, the fire arcs available for this mode of fire is based on the character's strength. Any character can fire the weapon in any of the arcs equal to or less than their strength catagory. Also, the equivilent damage in this mode differs depending on the fire arc used. Strength Damage Fire Arc 6D 4D - speeder 15 Degree Oval Shapped Cone Any Length ________ <________> 5D 3D - speeder 45 Degree Oval Shapped Cone No less than 20ft in length _______________________ / \ \_______________________/ 4D 4D - char 60 Degree Oval Shapped Cone No less than 50ft in length (Like the above pictures, only bigger and less controlled.) 3D 3D - char 180 Degree Random Shapped Cone Wild, uncontrolled burst that hits everything in front of the character. 2D/1D 2D - char 360 Totally Uncontrolled Random burst that hits anything and everything around with the exception of the lucky guy using the thing. Roughly, the lower the strength of the gunner, the more uncontrolled the bursts will be. It is not possible to have 2 people man the gun, because of the incredible heat that the entire gun generates. Basically, the damage listed is done to everything in the appropriate fire arc. Nasty, huh? Well, how about this: Starting on the 5th shot and for every 5 shots thereafter of the normal 8D damage single blast, there is a 1 in 6 chance that the gun will overheat and shut down. For instance, at the 10th shot there is a 2 in 6 chance, the 15 shot a 3 in 6 chance...If the gun shuts down in this manner, it will remain in a cool down state for the number of rounds equal to the chance it had to overheat: if it overheated on shots 1-10, down for 1 round, on shots 11-15, down 2 rounds.... For every blast of the rain of death, there is a 1 in 6 chance of the weapon overheating, and shutting down(2 rounds), and not firing off that shot. Of course, the more often this weapon is used in a single combat, the more likely the thing will be to melt, and shut down until it cam be repaired. The weapon will _not_ explode because it is designed to simply melt. Penalties/Restrictions: If you dont have a strength of at least 4D, you're gonna get tired hauling aroud this heavy 40 lb monster. Penalties to Blaster Skill Based on Strength Strength Penalty 6D 0D 5D -1D 4D -2D 3D -3D 2D -5D 1D -7D When this gun is fired, a Strength Roll must be made. If a difficult roll is not made, and the fire mode is the 8D mode, depending on how badly the roll was missed, the kickback can do everything to startle the gunner, to knocking him down to kicking back into their body and breaking bones. If this roll is failed during the burst mode, the arc automatically drops by a number of catagories corresponding to how badly botched the Strength roll was, and it is possible for the gunner to drop the gun, and be thrown into the fire arc! Ways to Keep From Screwing Up When Firing This Sucker: Pretty much the only way to keep the penalties down a bit is to use a tripod or a gyromount(that thing that Vasquez had her gun mounted on in Aliens). When using a gyromount, consider the character at +1D to Strength for purposes of the recoil roll. When using a tripod: If the tripod is bolted into the ground, or if the weapon is mounted to something, consider the gunner at +3D to Strength for the recoil roll. However, for every 5 shots of the 8D mode or for every 2 shots of the rain of death, if the mount is not repaired, that bonus drops by 1D. When the bonus reaches 0D, the gun has shaken free of it's mount, and you better just hope that last shot wasn't a burst. As long as that baby is still bolted down, a bonus of +2D to blaster skill is granted. However, the weaker the mounting gets, the smaller and smaller this bonus will get. If an unbolted(normal) tripod is used, the bonus is still related to the characters Strength: Strength Bonus to Recoil/Blaster Skill Rolls 6D +2D/+2D 5D +2D/+1D 4D +1D/+0D 3D Nothing. From here on down the tripod is only useful for moral support and whatever meager psychological value it gives the character. As an odd side note, it seems that a good number of the users of this weapon disdain the use of tripods or the mounting of their weapons in any way. These people seem to prefere to wade knee-deep into heavy combat and clear the field using their weapon on their strength and skill alone. []The Bug-Hunter Type: Personal Wildlife Suppression Unit Model: Tarr Industries "Bug-Hunter" Scale: Character Skill: Blaster-Blaster Rifle, Melee Ranges: 3-30/100/300 Damage: 8D, 6D, STR+2D Ammo: 50 Cost: 3500, Powerpacks 60 Availability: 3, R or X Capsule: The Bug-Hunter is a variation on the RT-17. It was developed at Tarr Industries on Lipswitch for the express purpose of fending off some of the more violent and dangerous swamp beasts. Like the RT-17, it is an energy hungry weapon; the 8D blast uses up 5 shots, the 6D blast uses 2. Unlike the RT-17, this weapon is lighter, but it is nearly 4 feet long, and almost 6 feet long when the vibro-bayonet is extended. While this weapon is not really being sold outside the company, a few of these have reached private hands. Tarr Kahn, the president and founder of Tarr Industries, uses this weapon almost exclusively, and often carries one in each hand. []Paramandyr Power Suit Model: TI PPS Model 2 Type: Powersuit Skill: Powersuit Operation Cost: 8,300 Availability: 3 Game Notes: Basic Suit +1D energy, +2D Physical, No DEX Penalty Enhanced STR +1D to all STR skills, including damage Auto Med Pack When the suit is damaged, and internal monitering systems indicate that the wearer has taken damage of Wounded 2x or greater, an onboard system will automatically apply a Med Pack with a skill of 3D. 5 Med Packs can be loaded into this system. Horrid Visage The entire suit is molded with spiked parts and a black and white skull and bones motiff. So long as this is unchanged, the wearer gains +1D to Intimidation against Humans and Near Humans. Vibroblades Concealed in each forearm of the suit are foot-long vibroblades. STR +2D damage(all suit bonuses included). Capsule: Looking to expand their business, TI decided to market a powersuit that they felt would be ideal for bounty hunters. While expensive, the suit has done well. The look of the suit has drawn most of the business, but the smoothness of it's servos and the automatic medical assistance has also helped to endear the suit to those who like to operate alone. OTHER GEAR []Pocket Rockets Model: Aarrrg Munitions Type: Concealable Rocket Scale: Character/Speeder Skill: Missile Weapons - Pocket Rocket Cost: 300-2000 each, depending on power Availability: 4, F Range: 10-50/170/450 Damage: 4D character - 4D speeder Game Notes: When activated, the user suffers a -1D from his Missile Weapons skill due to the uncontrolable nature of the rocket. Also, if the user does not make at least a Difficult Missile Weapons roll, the user suffers 3D damage from the ignition of the rocket. The smaller rockets are usually the size of a fat pen, while the larger ones are usually disguised as hydrospanners or other tubular ship parts or walking sticks. Capsule: First built by Aarrrg Munitions, the concept of the pocket rocket quickly spread through the sector, mostly in planetary gangs, pirates, and low class thugs. Normally, the construction of such rockets are from dangerously unstable explosives, and prone to explode the instant they are activated. They are a handy weapon for assasinations, because they can be small, and carried in public without anyone giving you a second glance. The way the item works is that the user presses a trigger button and then throws the weapon, whereupon the rocket fuel will ignite and propel the explosive warhead to the intended target. Many beings have gotten burned by the backwash of the rocket engine, and on occasion, both the target and the user have died from the same rocket. []Datahelmet Model: Corporation Friat's Datahelmet Type: Hands Free Datapad Cost: 1,100 credits Availability: 3 Game Notes: The Datahelmet is an attempt to combine a datapad, comlink, chronometer, and other everyday items into a single, hands free unit. The Datahelmet itself is a lightweight headpiece that can usually be covered over by hair to be almost invisible, except for the single eye/ear piece which can be adjusted to be worn on either side. A tiny wire runs from the headpiece to a small keypad that can be mounted on the lower portion of the forearm(mount included). When needed, a simple flick of the wrist extends the keypad from it's 'ready' position to the 'work' position, directly in the palm of the hand, and in a comfortable position for single-handed typing, leaving the other hand free. For those what want total freedom, the keypad can be removed, and the system then becomes voice activated, able to take all commands and record all spoken information. Data is displayed on a translucent eyepiece, which is extended at all times. When data is being displayed, the wearer can still see through the screen, and thus the wearer does not need to take his eyes off the world. This can be a bit disorienting. When data is projected onto the screen, the wearer suffers -1D from all DEX and MECH skills. As an interesting side note, several possible modifications of this device have come to the attention of the makers. It appears that it is possible to remove some the unwanted functions of the datapad and replace them with combat aids, such as aiming aids which can be projected into the eyepiece, or projecting relayed images of a battlesite directly to soldiers in the field. It seems that in one particular case, satillite feeds directly to sharpshooters using the modified Datahelmets were able to get accurate locations of enemy commanders, and eliminate them.