Plot | Introduction | Handouts | NPCs | PCs | Ships |
Scene 1 | Scene 2 | Scene 3 | Scene 4 | Scene 5 | Scene 6 | Scene 7 | Scene 8 |
The reappearance of the famous Star of Calimban is actually information provided by Master Luke, and he is the one to convince the leaders of the Alliance to commit resources to try and recover the Star of Calimban. The coordinates for sale, where the Star of Calimban is reputedly located, is of course offered up by an independent tradesman (smuggler).
The Star of Calimban is named after the famous Master Calimban, which was a Jedi Master from the race Schnorr' Spr'tt. It created many fabulous items, but the work it became the most famous for, was the Star of Calimban.
The Star of Calimban is a powerful Force-artifact, whose powers and potency is reputedly enormous. The exact nature of these powers and their potency is unknown, since the Emperor hunted and destroyed information and rumours of Force-artifacts with great dilligence.
The information about the Star of Calimban is known by the Jedis at the beginning, so they should be given the relevant player handout to read. However, much of this information will also be given in Scene 1: The Briefing, so the player characters will basically start with the same information.
At some stages in the scenario, the players may be in bad situations, for instance the encounter with the Longsword fighters. Be tough - if they don't make it, it's because they are unwilling to be Heroic and use Force Points, so there. Besides, the Alliance can always use martyrs.
"You (the commandoes) have been ordered to a tiny briefing-room on Coruscant. When you arrive there, you find that someone's already there (the Jedi) peacefully contemplating nothing. After a while, Major Vrix enters the briefing room, and the briefing starts."
(Read the information given about the Star of Calimban, and give the relevant player handout to one of the Jedi, in case you haven't already done so.)
"For this mission you have been allocated a pretty big strike force - up to three Y-wing fighters have been put at your disposal. You have been given 10 000 credits for the purchase of the information, and your contact will meet you on Kullasic, in the bar "Blue Blue Grass of Home". Three days from now, at midday local time (12.00PM), you will be sitting around table eight, and you will all drink Bluegrass cocktails. Good hunting. May the Force be with you all."
(Just then the door into the briefing room opens, and a Galaxy-wide known, fair haired person pokes his head into the room.) "Major, I think that was my line." (The person smiles - and it's Luke Skywalker!) (The Jedi should greet their master properly - a solemn bow is more than enough.) "I just thought I'd pop by and give you my best wishes before you hit hyperspace. See you all later." (He leaves again.)
Pentastar Alignmet-troops pops up, and a general free for all firefight is
a fact. When the characters leave the place, a black Juggernaut without
any marks or distinguishing features appears, and the Force-boys will sense
the evil disturbance in the Force from High Inquisitor Laplaski.
After the player characters have been in hyperspace a while, cooped up in
the tiny compartments of their Y-wing fighters, all the fighters will come
out of hyperspace in formation above the planet Kullasic, a fairly
insignificant planet as planets go. A Planetary Systems (10) gives
the information about Kullasic, a Planetary Systems (15+) gives the
information about the Pentastar Alignment. One check for each of the
player characters with any skill in Planetary Systems.
The rates for landing and refueling and stuff are the usual ones. 200 credits
per fighter ought to stock it up with consumables, and pay for the parking
the two days left to the meeting.
Some checking of the place where they will meet their contact reveals the
"Blue Blue Grass of Home" as a relatively shady dive conveniently close to
the space port; conveniently close, that is, for people that don't expect to
be groundbased for too long. The usual assortment of strange aliens, which
seem to be the norm for this kind of dive is of course present. A Rodian both
owns and runs the bar. His name is Gsheedo, and isn't afraid of using
the sawed-off Riot gun he has placed conveniently under the desk (8D Stun,
6D skill, no ranges to speak of). Gsheedo is, like all Rodians, a coward, and
will not be of any help when the brown stuff hits the fan.
The Great Day arrives, and the group goes to the bar to drink bluegrass
cocktails. The bluegrass cocktail is quite nauseating - anyone not a Duros
(i.e., everyone in the group) must roll a Stamina (9) to avoid getting
sick (-1D on all skills for a couple of hours - i.e., the penalty goes away
when the GM feels like it).
After a while, the Duros with the information for sale appears at the table
where the player characters are sitting with a bluegrass of his own. She sits
down, and takes a long pull of her cocktail. After a satisfied sigh, she
explains that she wants 11 000 credits for the informaiton. (Bargain
4D, normal rules for getting the amount down. It will not increase.)
A Perception (14) check will let one of the characters notice that a
Kubaz (the same kind of longsnouted alien that showed the
stormtroopers where our heroes were in A New Hope) leaves the bar
about the same time that the "female" Duros sat down at the table. (By the
way, a Duros is a blue humanoid with very red, bulbous eyes, no nose,
and long, dexterous fingers.)
While the bargaining is going on, a Perception (12) check will let
one of the characters know that the Kubaz comes back into the bar a little
while later. A Perception (15+) on the same check will additionally
let the character know that Gsheebo, the Rodian behind the bar, has decided
to be someplace else quite soon, and is quetly leaving the bar through a
hidden backdoor that of course locks itself after Gsheedo has left.
If nobody notices anything (poor Perception checks), the stormtroopers
will get off a round of shots and warnings against the group, as the group is
considered "surprised" that round. The female Duros will panick completely,
and if it is at all possible she will be stunned by the stormtroopers while
the group try to escape. If the female Duros is somehow rescued by the group,
she will demand that she'd be taken to her own ship, which will subsequently
be ionized by the Longsword fighters in a later Scene.
A while after the stormtroopers (equal to twice the size of the group) have
crashed the party, a black, featureless Juggernaut will come driving up the
street and stop in front of the bar. All force sensitive characters
will have a bad feeling about that Juggernaut, and a successful Sense
Force will reveal that an extremely evil person is seated inside.
This is of course the personal Juggernaut of High Inquisitor Laplaski.
Accompanying him in the Juggernaut are at least twenty stormtroopers, not to
mention that the Juggernaut itself is quite formidable (use the stats given
for an AT-AT if you haven't got the stats for a Juggernaut); any combat
between the High Inquisitor's forces and the player characters at this stage
will probably be quite brief and quite brutal.
When the player characters are trying to take off with their fighters, the
real fun starts. After some stalking and fighting with a stormtrooper platoon
(5) which just happens to be in the vicinity of the landing pads, the player
characters will now try to get away with their data tape. Which is probably
easier said than done.
After the incident with the stormtroopers that popped up a little while
before blastoff, the group blasts off into space, trying to get away. Some
TIE-fighters have been detailed to prevent this from happening, but because
of the frantic planet-wide activity that started after the Pentastar
Alignment troops landed, things are a little hectic.
In addition to the TIE-fighters, Longsword fighters are also zooming around.
The Longsword fighters are fighters specially built for disabling
starfighter-scale ships. Interestingly enough, the TIE fighters don't fire
to kill - they fire mostly to keep the attention off the Longsword fighters
with the Ion cannons. However, this will probably change after the first
couple of TIE fighters have been converted into metal scrap and space dust.
If noone tries to make a Sensors check when they blast of and rabbit
into space, all the following tests will be at a +5 penalty, since they
are flying strictly seat-of-pants and visual aids only. After someone has
made a Sensors check (excepting a mishap, of course), the +5 penalty
will be negated for that fighter only.
2: Dodge some random fire from ground-based troops. A Starfighter
Piloting: Y-wing (13) check or a 3D damage test per point the Starfighter
check was missed, i.e. the roll was 11 and the ship gets 2*3D (two tests with
3D damage each) against hull and any shields.
A successful Astrogation (17) check is needed to plot the course to
the system the data tape has the coordinates to. Normal rules for how long
it takes to plot a course and so on.
At the end everyone will be relieved when they can shake their boots of
space dust and jump into hyperspace. A Planetary Systems (16) check
will make the information about Yamari available.
Interestingly enough, the Star of Calimban isn't on Yamari 4, but on one of
the moons of Yamari 4, known as "Small". The other moon of Yamari 4 is known
as "Big". Is it necessary to add that the Yamarites are quite unimaginative?
Through various means (and perhaps through a little Force-sensing and stuff
like that), the player characters find out that the Star of Calimban (or
at least something that is a major disturbance in the Force, anyways) is
on Yamari 4b (i.e., "Small"), and perhaps that Yamari 4b used to be the
huntin lodge of a rich alien, which also owned the hunting rights on Yamari
4. The Yamarites will not volunteer any information, but hints that can be
dropped if the player characters are totally clueless go along the lines of
"are you here to hunt?" and that sort of thing. The Yamarites can also tell
that the alien last was there 78 local years ago, which translates to 43
Standard years.
When the player characters come into the system, the Jedi should roll a
Sense (12) check. If the Jedi also possess the power Sense
Force, the difficulty is only Sense (7). If any or all of the
Jedi succeed in this check, they are certain that the Star of Calimban (or
some other, powerful Force-imbued artifact) is in-system.
Yamari 4 is a jungle planet, with only one town with something that is even
close to a space port. It will actually be smart to shoot away some of the
undergrowth growing over the landing dock area before touching down, a fact
that a Starship Piloting (7) check will reveal. The plants are easily
destroyed without any Starship Gunnery - nonmoving targets are
pathetically easy to burn away, especially when you can take your time doing
it.
The Yamarites will deny any involvement with anything even vaguely similar
to the phrase "the Star of Calimban", and will only be politely interested
in whether the player characters are there to hunt. That's the only question
popping up - even at the bar. There are only two other off-worlders on Yamari
4 for the time being - it is obvious that a whole lot of nothing is happening
here.
If anyone asks a Yamarite why they're so interested in hunting, a
Persuasion (15), Con (15) or Bargain (15) (or any other
relevant skill at a 15 difficulty, adjucated by the gamemaster) will reveal
the following:
That hunter is the famous big game hunter Bor Bornass, that died ...
43 Standard years ago (a History (10) or something similar will give
the player character this information). The Yamarite will also tell the
player character that Bor Bornass had a hunting lodge in the vicinity of
Yamari 4 - the exact words he used at those times he mentioned it, were
supposed to be "somewhere where I can look down on you". The Yamarite isn't
quite certain what Bor Bornass meant by that cryptic statement.
A Sensors (10) check will show that there aren't any mountains on
Yamari 4 - the jungle has engulfed and destroyed any such features long time
ago. A sensor scan of the moons ("Big" and "Small", translated from Yamaric)
will show that "Small" have many energy sources on its surface.
Soldiers will try to stop the player characters inside the villa, but will
not (in the beginning, at least) kill the player characters. If any of the
guards are killed, the guards will get serious. The Force users will find
that their ability to control and manipulate the Force is more random here
than other places - their dice in Control and Alter will fluctuate wildly.
The servants are still in stasis, but not the guards.
The simple fix is to wake one of the servants to ask where the Star of
Calimban is, the difficult one is to search through the entire villa to
find the Star. Force-users have difficulty pinpointing the location of the
Star, because (1) there are other Force-active items here, and (2) even
though it is powerful, the Star of Calimban is quite random and fuzzy in how
it disturbs the Force.
The villa is more or less the way one can expect - spaceous and expensive -
except that the stasis generators need a lot of energy to operate. There are
10 servants in the house, in addition to 12 Barabel guards.
The villa has a simple layout - at the bottom the power generators are,
at the next higher level the stasis chambers are located, and airlocks,
dining hall and servants' quarters are located at the level where the
player characters enter (through two powerful blast doors which "Boom"
probably will get to sing and dance before they fold up). At the top level,
a lot of stuff and things are located. A Search (24) per hour will
find the Star of Calimban after a while. A lot easier way to find the Star
will be to wake one of the servants and ask the servant where the Star of
Calimban is.
Note that it isn't necessary to kill or incapacitate all of the guards - if
the guards can be convinced that at least one of the player characters are
Jedi, they won't want to fight the player characters any more. An Alien
Races (17) will give this information, given in the Handouts section.
High Inquisitor Laplaski and a number (2-3*number of player characters) of
stormtroopers will crawl out of the woodwork after a while, and demand that
the player characters hand over the Star of Calimban. Unless a guard has been
posted, the bad guys will achieve total surprise - a good tactic for the bad
guys is to place some soldiers outside the elevator, and wait until the
player characters come down. If anyone makes a Search (30) check,
this indicates that they looked outside just when the assault shuttle landed,
and saw High Inquisitor Laplaski and the stormtroopers disembark.
High Inquisitor Laplaski is wearing a Kyaat armour, which is similar to a
somewhat alienized traditional samurai armour, but with a blank, featureless
faceplate in the helmet. High Inquisitor Laplaski will often use Affect
Mind to project various horrifying visages on his faceplate - his
opening gambit may be to project Darth Vader on his face plate, and
command the player characters to give him the Star of Calimban. A variant,
and particularly nasty one at that, is to make High Inquisitor Laplaski
mask himself as Luke Skywalker, and demand that they hand over the Star.
Of course, the stormtroopers may make that trick a little difficult to
pull off.
The gamemaster is encouraged to come up with his own dirty tricks, and use
them with abandon. Since this is the next to last fight in this scenario,
it ought to be memorable. Perhaps some even will die. The opposing forces
are not pushovers, at least. If the GM feels that the odds are too much
against the PCs, he may have the Barabels pop up and fight the
stormtroopers when they learn that High Inquisitor Laplaski is a Dark
Jedi. Or Luke Skywalker may even come to help - or at least neutralize
High Inquisitor Laplaski while the other player characters fight the
stormtroopers.
Use the same setup as in Scene 3: Run Away, but with the following
exceptions: there are 6 Longsword fighters, and one Interdictor class
Star Destroyer preventing jumps in-system. When all the other
opponents are destroyed, the player characters must get a fair
distance away from the Interdictor to jump into the relative safety of
hyperspace. And if everything seems to go the wrong way, Luke
Skywalker could come to help.
Basically, that was it. Everyone will hopefully be happy, and another
powerful blow struck against tyranny. This scenario is probably worth
6 or so Character Points.
Template Type: Brash Pilot, Character Name: Da'nil Inosanto,
Species: Near Human (Vril), Age: 23, Height: 1.81m, Weight: 76kg
Longsword - ship and pilots: Craft: Sienar Fleet Systems: Longsword, Type: Space superiority/Vessel disabling fighter, Scale:
Starfighter, Length: 15.3m, Skill: Starfighter Piloting: Longsword fighter, Crew: 1, Crew Skill: Starfighter Piloting 5D, Starship Gunnery
5D, Cargo Capacity: 250kg, Consumables: 2 days, Maneuverability: 1D+1, Space: 9, Atmosphere: 295; 850 kmh, Hull: 5D, Sensors:
Passive 20-0D/Scan 40-1D/Search 60-2D/Focus 3/3D, Weapons: Two Laser Cannon (fire linked), fire arc front, fire control 2D, space
range 1-3/12/25, atmosphere range 100-300/1.2km/2.5km, damage 4D+2, Two Ion Cannon (fire linked), fire arc front, fire control 2D,
space range 1-3/7/36, atmosphere range 100-300/700/3.6km, damage: 5D
TIE fighters - ship and pilots: Starship Piloting 5D, Starship Gunnery 4D+2, Hull 2D, Maneuverability 2D, Space 10, Atmosphere 415
(1200 kmh), two laser cannons (fire linked): Fire arc front, fire control 2D, Space range 1-3/12/25, Atmosphere range 100-
300/1.2km/25km, Damage 5D.
Interdictor-cruiser: Capital Ship Piloting 5D, Capital Ship Gunnery 4D, Gravity Well Projector 4D, Shields 4D, (blah blah), 10 Quad
Turbolaser Batteries (fire arc 5 left/5 right, fire control 3D, Space range 3-15/35/75), 4 Gravity Well Projectors (fire arc turret/2 top/2
bottom, fire control 2D, Space range 3-15/20/35, Dam: No hyperspace travel possible)
The formerly neutral planet, now a Pentastar Alignment
allied world, is in an uproar. Some distractions and general failures (who
is this General Failure and why's he reading my harddisk) have prevented
the Pentastar Alignment troops from achieving a total lockdown.
1: Dodge the big freighter. A Starfighter piloting: Y-wing (10) check
or 4D damage for having glanced off a huge orefreighter.
After this, the fighters have left the atmosphere, and the safe, black
emptiness of space opens around them. However, a few wicked howls alerts the
characters to the fact that they have pursuers - TIE/In. There are 6 TIE/In,
with three Longsword fighters as backup. The Longswords are trying to line
up shots for ionizing the Y-wings - the TIE fighters are shooting warning
shots across the bow of the fighters (this isn't immediately obvious to the
player characters - describe the shooting as "just misses", "that could've
been nasty" and so on). The Longswords and the TIE fighters will get serious
once either two TIE fighters have been destroyed, or one
Longsword fighter has been destroyed. Disabled ships do not count as
destroyed.
The system where the Star of Calimban is reputed to be, is the Yamari system,
more specifically Yamari four. Or so the data tape says, anyways. Yamari 4
is a relatively primitive planet, but at least has got a space port with the
tools and parts necessary to fix the ships if they have been shot to pieces.
A long time ago (78 local years, 43 Standard years), an era ended. An alien
that came to Yamari 4 often to hunt and have parties together with his rich
friends, suddenly stopped coming. The Yamarites aren't quite sure why, and
would like the player characters to tell the hunter they're sorry if they did
something that offended him.
Small is perhaps small, but is still quite large. Sensor
scans will show that there're some energy sources on the moon, but the
largest is one particular place, and even has a transponder code going.
"Private Villa", interestingly enough. The automatic defense systems can make
it somewhat hairy to land on the villa, but they will not attack when the
ship(s) have touched down.
Special: Every time someone's using the Force inside the villa, the
Star of Calimban will affect the Control and Alter-dice rolled. Sense-powers
aren't really affected. The following table simulates this, on 3D:
Result Effect 3 -2D 4 -1D-1 5 -1D 6-9 -2 10-14 +0 15-16 +2 17 +1D 18 +2D
Perhaps surprisingly, the Pentastar's soldiers and High
Inquisitor Laplaski will enter the villa a while later, and follow the trail
through the villa to where the player characters are, and will achieve total
surprise unless the player characters have been placing guards or taken other
precautions. This will of course happen when the player characters have come
into the room where the Star of Calimban is situated.
Instead of fighting through innumerable opponents,
the group has other problems, namely Interdictor class Star
Destroyers, in addition to a wing of Longsword fighters. If the player
characters get through this, they have made it. If they have big
trouble, a certain X-wing can pop up in-system and help out by blowing
away a few Longsword fighters, and perhaps even confuse the
Interdictor class SDs through the Force. This is of course Luke
Skywalker that have found out (through Jedi Farseeing) the group might
be in big trouble, and decided to investigate. A certain R2 unit may
come with a snappy reply through the comlink, along the line of "Hello
boys, here we are to save your bacon..."
Template Type: Tech/Demo, Character Name: Tch'kk ("Boom"), Species:
Verpine (insect), Age: 21, Height: 2.02m, Weight: 67kg
Physical Description: Tch'kk is, like all Verpine, a tall, bipedal
insectoid. He has a thin, stick-like body with oddly angular joints,
and his entire body is covered by a flexible exoskeleton. "Boom" has
two large, black eyes, a short snout, and a small, toothless mouth. An
antenna pokes out at each side of his head.
Background: Tch'kk was a technical genius, like all Verpine. He always
placed in the top ten percent in all the classes he took, but he had a
somewhat scary (for a Verpine) tendency to be better at dismantling
things than putting them together again. Even worse, he often showed
pleasure in having dismantled the item (it is hard to permanently
destroy anything in a Verpine colony). Interestingly enough, the
Verpine channeled this knack for destroying things into useful work as
a demolitions expert. The Empire refused to employ Tch'kk as a
demolitions expert purely because of racism, and Tch'kk decided to
show them exactly how stupid that was... except that he never
had felt really comfortable about the Empire anyways. Boom joined the
Rebellion, and blew things up to his heart's content.
Personality: Tch'kk, or "Boom" as Tch'kk is also known as, is a happy
Verpine when he's fiddling with something. He's talented as a
demolitions expert, but isn't out to destroy anything out of pure
malice. Actually, malice is relatively unknown to "Boom". On the other
hand, "Boom" has developed a taste for practical jokes that more often
than not use small amounts of plastic explosive to achieve the desired
effect. The rest of the team has at least learnt to watch where
they're going when they open doors or get something to drink from the
cooling unit.
Character Points: 5, Force Points: 3, Force Sensitive: Yes, Move: 10
_ Wounded, _ Incapacitated, _ Mortally WoundedDexterity 2D+1 Knowledge 2D Mechanical 3D+2 - Dodge 4D - Languages 3D - Communications 4D+2
- Grenade 4D - Law Enforcement 4D -
Repulsorlift Operation 4D - Melee Combat: Hydrospanner 4D+2 - Streetwise 4D
- Swoop Operation 4D+2 - Melee Parry: Hydrospanner 4D+2 - Willpower 4D - Thrown Weapons: Hydrospanner 4D+2 Perception 3D+1 Strength 3D Technical 4D+2 - Bargain: Explosives 4D+2 - Climbing/Jumping 4D
- Computer Programming/Repair 5D - Hide 4D+2 - Stamina 4D - Demolition 7D - Search 5D - Droid Programming 5D+1 - Droid Repair 5D - First Aid 5D - Security 6D - Starship Weapon Repair 5D Special Abilities: Body armor (+1D physical) Microscopic sight (+1D search/small objects) Organic Telecommunication (to other Verpine only) Technical bonus (+2D when using Technical skills)
Equipment: Uniform, medpac, vacuum suit, 1000 creds, tool kit,
heavy-duty hydrospanner (Str+1D), 10kg Detonite, various detonators,
datapad, heavy blast vest (+2 energy, +2D physical, -1 all Dex
skills), blast helmet (+1 energy, +1 physical, no Dex penalty), 2 thermal
detonator (10D damage), 4 grenades (5D damage)
Physical Description: Tall, slim, lithe. Almost too tall to be a
fighter pilot, but passed by the skin of his teeth. He has an extra
finger on each hand, and one joint more on both fingers and toes. His
skin is bluegreen, while his hair is long and white. His eyes are very
human-looking and sky blue - very surprising in the somewhat inhuman face.
Background: Descendant of a Vril-clan (Inosanto-clan, to be exact) who
was wiped out by Imperial troops on suspicion of harboring a Jedi
knight. (They were "guilty" of that, but that isn't very important.)
Only the Vrils out on a trading venture in a nearby system survived
the complete obliteration of the Vril colony. Da'nil was one of
them. Angry and sad, Da'nil swore that he would avenge this atrocity,
and joined the Rebel Alliance. At the battle of Endor both the Empire
itself and the Emperor was effectively destroyed, but Da'nil
discovered that it wasn't enough. Now, Da'nil is hunting every
Imperial ship within range and destroys it.
Personality: Happy and gay, usually, but gets cold and grim when
battle is joined. He grins triumphantly when he destroys something
that formerly was Imperial. He has a predisposition versus shiny
objects, and can be a little bit naive when it comes to the value of
such shiny, nice things (also known as plastic junk).
Dexterity 3D Knowledge 2D Mechanical 4D
- Blaster: Blaster Pistol 5D+2 - Intimidation 3D+2 - Astrogation 6D
- Melee Parry 4D+1 - Planetary Systems 4D+2 - Communications 5D
- Dodge 4D+1 - Languages 3D - Sensors 5D
- Melee Combat: Vibro Blade 5D - Willpower 4D+1 - Space Transports 6D+1
- Vehicle Blasters 3D+2 - Alien Species 2D+2 - Starfighter Piloting 7D+2
- Survival 3D+1 - Starship Gunnery 5D+2
- Shields 4D+2
Perception 3D+2 Strength 3D+2 Technical 2D+2
- Command 4D - Brawling 4D - Blaster Repair 3D
- Hide 4D+1 - Stamina 4D+1 - Droid Repair 3D
- Persuation 4D+1 - Swimming 4D - Starfighter Repair 3D+2
- Search 4D - Starfighter Repair: X-wing 4D+2
- Sneak 4D
Character Points: 5, Force Points: 2, Force Sensitive: No, Move: 10, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Uniform, medpac, vacuum suit, 1000 creds, chromed blaster pistol (4D Stun/Normal), chromed vibroblade (Str+3D),
survival kit, flashy shimmersilk clothes, blaster vest (+1 energy, +1D
physical, no Dex penalties), comlink
Template Type: Weapons Specialist, Character Name: Bakall,
Species: Mon Calamari, Age: 31, Height: 1.52m, Weight: 62kg
Physical Description: Bakall is a Mon Calamari, one of the race of
salmon-colored humanoids of which Admiral Ackbar probably is the best
known member. Bakall is relatively short, but incredibly powerfully
built compared to other Mon Calamari - Bakall is actually so
powerfully built that even humans seem puny compared to him. The scars
criss-crossing his domed head makes him stick out even more from other
Mon Calamari, and shows that Bakall has been in a hot spot
before. Bakall is usually in full combat gear, with his own, specially
built blaster rifle at his side (Bakall calls it "Bottrukk'cha", or
"doorbuster" in Basic).
Background: Bakall joined the Rebellion mainly because the Imperial
interdiction of Mon Calamar ticked him off. Instead of signing on as
technical personell or ship's pilot, Bakall joined the infantry. And
loved the life as a grunt. After a while, he stood out with his battle
prowess, and was taken out for a special assignment in a team similar
to the famous Page's Commandos. Together with Boom, Da'nil and Yagga,
Bakall kicks the ass of anyone even thinking about messing with
him. Bakall is backup-pilot for Yagga.
Personality: Noisy, big-mouthed and always makes his views clear to
others. Looks out for his friends, and kicks everyone else's ass.
Dexterity 3D+1 Knowledge 3D Mechanical 2D+2
- Blaster 5D - Intimidation 6D - Beast Riding 3D
- Blaster: Light Repeating Blaster 7D+2 - Streetwise 5D - Ground Vehicle Operation 3D
- Dodge 5D - Survival 6D - Starfighter Piloting 4D+2
- Melee Combat 5D - Willpower 6D+2 - Starship Gunnery 3D+2
- Melee Parry 4D+2
- Missile Weapon 5D+2
- Vehicle Blasters 4D
- Thrown Weapon 5D
Perception 3D Strength 4D Technical 3D
- Command 3D+2 - Brawling 5D+2 - Armor Repair 5D
- Gambling 3D+2 - Climbing/Jumping 4D+1 - Blaster Repair 3D+2
- Hide 3D+2 - Stamina 4D+2 - First Aid 4D+2
- Search 3D+1
- Sneak 4D+1
Character Points: 5, Force Points: 2, Force Sensitive: Yes, Move: 9, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Camo outfit, medpac, vacuum suit, 1000 creds, "Bottrukk'cha" (Light Repeating Blaster m/7D damage), knife (Str+1D, in
boot), 3 throwing knives (Str+1D, in belt), blaster carabine (5D, in belt), 4 fragmentation grenades (4D+2), Vibroblade (Str+3D,
shoulder sheath), bounty hunter armor (+1D energy, +2D physical, no Dex penalty) with sensors, garotte (hidden in right sleeve), power
crossbow (5D damage, ranges as blaster carbine, 6 shots), 5 extra clips for power crossbow (bandolier).
Template Type: Medic/Scout, Character Name: Yagga, Species: Human,
Age: 32, Height: 1.75m, Weight: 75kg
Physical Description: Average human, with brown hair, average build
and an average face. Everything average, except the eyes - the eyes
are large, green, and very, very deep. The eyes are the mirror of the
soul, the saying goes, and if that is true, then this human has a
great soul. Fine crow's feet signifies deepfelt empathy with people in
pain - people of any race. Even so, one must sometimes defend oneself
to survive. The clothing of Yagga indicates this - lightly armored,
and with ample pockets for both medicine and weaponry.
Background: A medic is trained to protect and save lives. When an
entire organization doesn't respect the intrinsic value of any life, a
medic may put down her weapons against illness and disease, and pick
up other weapons - weapons of death and destruction, to stop the
wanton death and destruction of the war. This is Yagga in a
nutshell. Yagga was once a doctor at the Outer Rim, but got tired of
fixing the symptoms and decided to try exercising the evil at its
root. Yagga became a soldier in the Alliance, and is trying with all
her skill and power to destroy all war in the galaxy - with weapons,
if it comes to that.
Personality: Yagga prefers a peacable solution, and never gets conned
into a pissing contest to find out who's the king of the hill. Minimum
Force, that's Yagga's way. But if it is the only way to go, Yagga will
use her weapons to defend herself and her friends.
Dexterity 3D Knowledge 2D+2 Mechanical 2D+1
- Blaster: Blaster Pistol 5D+2 - Alien Species 5D+2 - Beast-riding 3D
- Dodge 4D+1 - Scholar: Xeno-flora 4D+1 - Starfighter Piloting: Y-wing 6D
- Melee Combat: Knife 4D+2 - Survival 5D+2 - Starship Shields 5D+1
Perception 3D Strength 4D Technical 4D
- Persuasion 4D+1 - Climbing/Jumping 4D+2 - First Aid 6D
- Search 4D+2 - Swimming 4D+1 - Medicine (A) 3D
- Droid Programming 5D
- Droid Programming: Medical Droids 6D+2
Character Points: 5, Force Points: 3, Force Sensitive: Yes, Move: 10, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: 5 medpacs, BlasTech DL-18 Blaster Pistol (4D damage), knife (boot sheath, Str+1D damage), Blast vest (+1 energy, +1D
physical, no Dex penalty), Blast helmet (+1 energy, +2 physical, no Dex penalty), 1000 credits, vacuum suit Dramatis Personae:
Template Type: Minor Jedi, Character Name: Couchon, Species: Near
Human (Nassassi), Age: 142, Height: 2.2m, Weight: 98kg
Physical Description: An enormous alien in brown Jedi-robes with a
gnarled, blue staff in his hand. That's Couchon, Nassassi Jedi. His
enormous physical presence hides a green-skinned alien with a mild,
smooth face, that despite certain differences (no lips, no outer ears,
no hair) is surprisingly mild and calming.
Background: The Nassassi Couchon timed his reemergence from stasis
badly. Couchon had heard about the Jedi knights, and decided to go
from his home system to the Jedi Academy. Unfortunately the Nassassi
Homeworld was within a stellar nebula, and therefore normal hyperdrive
was useless within the nebula. Couchon slept in stasis, and started
his 200 year long journey, a long voyage even for the longlived
Nassassi. When Couchon came out of stasis, the Nassassi was surprised
to learn about the enormous changes that had happened while he was in
stasis. Mildly amazed Couchon accepted the offer from Luke Skywalker
to train in the newly formed Jedi Academy. He has volunteered for this
mission.
Personality: Mild, enormous alien with great personal strength, and an
anger late in coming but awesome in its terrible power. However, he do
try to control his anger, as that is of the Dark Side. Couchon likes
history, and is mildly interested in learning as much as he can about
what has happened the years while he lay sleeping in stasis.
Dexterity 3D Knowledge 3D Mechanical 1D+1
- Melee Combat: Staff 7D+2 - Alien Races 5D - Archaic Starship Piloting: T'Gornac 3D+1
- Melee Parry: Staff 6D+2 - Scholar: Galactic History 5D - Astrogation 4D+1
- Dodge 4D+1 - Intimidation 5D
Perception 2D+1 Strength 5D+2 Technical 2D
- Persuasion 3D+2 - Brawling 6D+1 - Primitive Weapon Repair 4D+1
- Search 3D+1 - Archaic Starship Repair 2D+2
- First Aid 3D+2
Force Skills: Control 4D+2, Sense 4D+2, Alter 2D
Force Powers: Control: Accelerate Healing, Control Pain, Hibernation Trance, Sense: Life Detection, Control and Sense: Strengthen
Object (Moderate roll in both control and sense, can strengthen one object with up to Control dice, to enable parrying of lightsabers
with a staff or other object), Control and Alter: Accelerate Another's Healing, Control Another's Pain
Character Points: 5, Force Points: 3, Force Sensitive: Yes, DSP: 1, Move: 8, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Brown Jedi robe, staff (Str+1D), 213 credits, datapad with historical chips, religious pendant.
Template Type: Young Jedi, Character Name: Fiorent Chade, Species:
Human, Age: 21, Height: 1.78m, Weight: 71kg
Physical Description: A young, fit person in a brown Jedi robe, but
with a shock of blue metallic hair in a mohawk under his hood, which
by the way usually is off. Fiorent is energic, and usually bounces
around being enthusiastic about something. Fiorent also usually wears
a utility-belt in the same way his hero - Luke Skywalker - wore his.
Background: Fiorent comes from a water planet, but still had Luke
Skywalker as his hero for the last years. After Fiorent acknowledged
that disciplin for mastering the Force isn't inborn, but must be
trained, Fiorent started with his own breed of disciplinary exercises,
with a secret hope of one day becoming a Jedi knight. One day Fiorent
felt a light touch against his mind while meditating. "Fiorent Chade,
this is Luke Skywalker. I have a proposition for you - are you willing
to discuss this with me?" That day most of Fiorent's dreams were
fulfilled. The Jedi Academy was everything Fiorent had dreamt about,
and even more.
Personality: Naive, trusting and very enthusiastic about whatever has
seized his attention. Fiorent usually tries his best to look "Jedic",
but usually fails after a little while.
Dexterity 3D Knowledge 3D Mechanical 2D
- Lightsaber 5D+2 - Alien Races 4D - Starfighter Piloting 4D
- Dodge 4D - Planetary Systems 4D - Shields 3D
Perception 3D Strength 3D Technical 2D
- Search 4D - Swimming 4D+2 - Lightsaber Repair 4D+2
- Gambling 3D+1 - First Aid 3D+2
Force Skills: Control 4D, Sense 4D, Alter 2D+2
Force Powers: Control: Hibernation Trance, Emptiness, Resist Stun, Sense: Life Detection, Life Sense, Magnify Senses, Sense Force,
Control and Sense: Lightsaber Combat
Equipment: Brown Jedi robe, lightsaber (dark blue blade, 5D damage), 870 credits, datapad with various music and entertainment chips,
among others "Boba Fett and the Assassin Droids: We're Coming For You
Tour" music chip.
Luke Skywalker, X-wing, R2D2 (fra Dark Force Rising): Dex 3D+2 (Blaster 6D+2, Brawling Parry 6D+2, Dodge 8D+2, Melee
Combat 5D+2, Melee Parry 10D+2, Lightsaber 10D+2), Kno 3D (Alien Species 5D, Bureaucracy 5D+2, Languages 4D, Planetary
Systems 5D, Scholar 4D+2, Streetwise 6D+1, Survival 7D+2, Value 5D, Willpower 8D), Mec 2D+1 (Astrogation 7D, Beast Riding
5D+1, Beast Riding: Tauntaun 6D+1, Communications 3D+1, Repulsorlift Operation 8D+1, Sensors 4D+1, Starfighter Piloting 8D+1,
Starfighter Piloting: X-wing 10D+1, Starship Gunnery 8D+1, Starship Shields 7D+1), Per 3D (Bargain 5D, Command 8D, Con 4D,
Hide 7D, Persuation 5D+1, Search 6D, Sneak 7D), Str 3D+2 (Brawling 6D+2, Climbing/jumping 7D+2, Lifting 5D+2, Stamina 8D+2),
Tec 2D+1 (Computer Programming/Repair 5D+1, Droid Programming 6D+1, Droid Repair 6D+1, Droid Repair: Astromech 7D+1,
Lightsaber Repair 9D, First Aid 5D+1, Repulsorlift Repair 7D+1, Security 5D+1, Starfighter Repair 6D+1), Force skills Control 13D,
Sense 11D, Alter 10D, Force Powers (ikke komplett) Control: Absorb/dossopate energy, accelerate healing, control pain, detoxify
poison, emptiness, enhance attribute, hibernation trance, reduce injury, remain conscious, resist stun, short-term memory enhancement,
Sense: Combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense force, Alter: injure/kill,
telekinesis, Control and Sense: Farseeing, lightsaber combat, projective telepathy, Control and Alter: Control another's pain, inflict pain,
Control, Sense and Alter: Affect mind, telekinetic kill, Sense and Alter: Dim other's senses, Force Sensitive: You bet, Force Points:
30, Dark Side Points: 0, Character Points: 65, X-wing: Maneuverability: 3D, Space: 8, Atmosphere: 365; 1050 kmh, Hull: 4D,
Shields 1D, Weapons: Four laser cannons (fire linked), fire arc front, fire control 3D, space range 1-3/12/25, atmosphere range 100-
300/1.2km/2.5km, damage 6D, two proton torpedo launchers, fire arc front, fire control 2D, space range 1/3/7, atmosphere range 30-
100/300/700, damage 9D, R2D2: 1D i alle stats unntatt Mechanical 4D (Astrogation 6D+1, Starfighter Piloting 4D), Technical 4D
(Computer Programming/Repair 6D, Starfighter Repair 6D, Starfighter Repair: X-wing 7D, Droid Repair 5D), Standard equipment:
Three wheeled legs, retractable heavy grasper arm (lifting skill at 2D), retractable fine work heavy grasper arm, extendable .3m long
video sensor (360 degree rotation), small circular saw (4D damage, .3m range), small electric arc welder (1D to 5D damage (as fits
situation), .3m range), video display screen, holographic projector/recorder, fire extinguisher, small (20cm by 8cm) internal "cargo" area.
Pentastar Alignment Stormtrooper: All stats 2D, unntatt Dex 3D,
Str 3D. Skills: Blaster 5D (Blaster Rifle 6D), Brawling Parry 4D,
Dodge 4D+2, Brawling 4D. Check up Stormtrooper Armor, p. 157-158
SWRPG, especially MFTAS. Remember Dex penalty due to armor.
Equipment: Blaster Rifle (5D Stun/Normal damage), 1 Stun grenade (4D
stun), 1 survival knife (Str+1D damage). Pentastar Alignment emblem on
the left side of the armor (are we talking a made to order target, or
what?)
High Inquisitor Laplaski: Dex 3D (Archaic guns 5D, Brawling Parry 3D+2, Dodge 6D+2, Lightsaber 8D+1, Thrown Weapons 6D+1),
Kno 4D (Alien Species 8D, Bureaucracy 5D, Bureaucracy: Pentastar Alignment 6D+2, Intimidation 6D, Languages 6D, Law
Enforcement 5D, Streetwise 4D+2, Willpower 6D+1, Scholar: Torture [Information Retrieval] 9D+2), Mec 2D (Repulsorlift Operation
3D+2, Hover Vehicle Operation 3D+2), Per 2D+2 (Bargain 5D, Command 4D, Command: Pentastar Alignment 6D, Con 4D,
Investigation 4D, Persuation 4D, Search 6D+2, Sneak 4D), Str 3D+2 (Brawling 5D, Stamina 4D+2, Swimming 4D+2), Tec 2D (Armor
Repair 5D+2, Armor Repair: Kyaat armor 7D, Computer Programming/Repair 4D, First Aid 5D, Medicine (A): Surgery 3D, Security
4D), Force skills Control 6D, Sense 6D, Alter 6D, Force Powers: Control: Absorb/Dissipate Energy, Accelerate Healing, Control Pain,
Hibernation Trance, Reduce Injury, Sense: Life Sense, Magnify Sense, Receptive Telepathy, Sense Force, Alter: Injure/Kill, Telekinesis,
Control and Sense: Projective Telepathy, Control, Sense and Alter: Affect Mind Force Sensitive: Yep, Force Points: 6, Dark Side
Points: 23, Character Points: 8. Lightsaber with yellow/black two-color blade (4D+2), archaic gun (Sahraa Kyaat powder gun, 5D+2
damage, 5 charges (clip), ranges as per bowcaster.)
Kyaat Armor: +2D+1 Str to resist both energy and physical, -2 all Dexterity skills, Built-in sensor suite and com-link, Built-in
computer terminal, torturer's field kit by left side,
"Small" guards: Race: Barabel, all stats 2D except Dex 3D Str
4D. Skills: Willpower 4D, Blaster 4D+2, Melee 5D, Melee Parry 4D+2,
Brawling 5D+2. Special Abilities: Natural Body Armor (+1D energy, +2D
physical), Radiation Resistance (+2D resistance to most forms of
radiation not blasters!), Vision (can see into the
infrared). Story Factors: Jedi Respect (Barabels have a deep respect
for Jedi Knights, though they have little ability in the Force. They
almost always yield to the commands of a Jedi Knight), Reputation
(Barabels have a reputation as fierce warriors and great hunters. They
are often feared, and always given a wide berth by all except the most
fierce individuals). Blaster Pistol (4D+2), 2 Stun grenades (5D Stun),
Sword (Str+1D+2).
The Star of Calimban is named after the famous Schnorr' Spr'tt Jedi
Master Calimban. It created many fabulous artifacts, but the work it
became most widely known for was the Star of Calimban. The Star is a
powerful artifact known to be able to manipulate and influence the
Force. Exactly what its powers are is not known, because of the Purge
of the Emperor.
About the Star of Calimban:
The Pentastar Alignment is one of the largest splinters of the
Empire. The symbol of the Pentastar Alignment is a five-spiked star
which in turn is made out of five stars. The Pentastar Alignment is
built from five sector fleets, and controls a handful of sectors
between the Core and the Mid-Rim. This is an enormous amount of
resources, but because of their isolationist politics the New Republic
has little information beyond this. They have conquered some
Sienar/Santhe installations, and probably have their own R&D programs
for new weapons. The Pentastar Alignment is considered competent and
very dangerous.
About the Pentastar Alignment:
Kullasic Prime is a blue giant, and as a result only Kullasic IV is
livable without extensive terraforming or hostile environment life
support. Some stations are spread around the system, but Kullasic IV
is where most of the commerce is handled. It is a non-aligned world,
even though it is close to the sectors of the Pentastar Alignment.
About the Kullasic system:
The Yamari system is best known for its hunting trips, which only
Yamari 4 can offer. Yamari 4 has twoo moons, one large and one small,
and is even home to an indigenous sentient species. Yamari 4 is a
jungle planet. Neither of the two moons is large enough to retain an
atmosphere of its own.
About the Yamari system:
Barabel are very respectful towards Jedi, or persons they believe are
Jedi. They will almost always follow any commands of a Jedi knights,
no matter what their former orders were.
About the Barabel
Upgraded Koensayr BTL-S3 Y-wing Attack Starfighter
Scale: Starfighter Length: 16m
Skill: Starfighter piloting: Y-wing Crew: 2 and Astromech Droid (can coordinate)
Cargo Capacity: 100 kg, .4 cubic meters Consumables: One week
Hyperdrive Multiplier: x1 Hyperdrive Backup: None
Nav Computer: None (uses Astromech Droid) Maneuverability: 2D
Space: 8 Atmosphere: 350; 1000 kmh
Hull: 5D Shields: 1D+2
Sensors:
Passive: 20/0D Scan: 35/1D Search: 40/2D Focus: 2/3D
Weapons:
Two Laser Cannon (fire linked)
Fire Arc: Front Skill: Starship Gunnery
Fire Control: 2D Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2km/2.5km Damage: 5D
Two Proton Torpedo Launchers (four torpedoes altogether)
Fire Arc: Front Skill: Starship Gunnery
Fire Control: 2D Space Range: 1/3/7
Atmosphere Range: 50-100/300/700m Damage: 9D
Two Light Ion Cannon (fire linked)
Fire Arc: Turret (can be fixed forward to be fired by pilot at 1D fire control)
Skill: Starship Gunnery Fire Control: 3D
Space Range: 1-3/7/36 Atmosphere Range: 100-300/700/3.6km
Damage: 4D Ionizing damage
R2-units (D4 (deefour), F1 (fone), H8 (height)): All stats 1D, Mec 2D (Astrogation 5D, starfighter piloting 3D, transport piloting 3D),
Tec 2D (Computer programming/repair 4D, starfighter repair 5D), Move 5, various implements.
Upgraded Koensayr BTL-S3 Y-wing Attack Starfighter
Scale: Starfighter Length: 16m
Skill: Starfighter piloting: Y-wing Crew: 2 and Astromech Droid (can coordinate)
Cargo Capacity: 100 kg, .4 cubic meters Consumables: One week
Hyperdrive Multiplier: x1 Hyperdrive Backup: None
Nav Computer: None (uses Astromech Droid) Maneuverability: 2D
Space: 8 Atmosphere: 350; 1000 kmh
Hull: 5D Shields: 1D+2
Sensors:
Passive: 20/0D Scan: 35/1D Search: 40/2D Focus: 2/3D
Weapons:
Two Laser Cannon (fire linked)
Fire Arc: Front Skill: Starship Gunnery
Fire Control: 2D Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2km/2.5km Damage: 5D
Two Proton Torpedo Launchers (four torpedoes altogether)
Fire Arc: Front Skill: Starship Gunnery
Fire Control: 2D Space Range: 1/3/7
Atmosphere Range: 50-100/300/700m Damage: 9D
Two Light Ion Cannon (fire linked)
Fire Arc: Turret (can be fixed forward to be fired by pilot at 1D fire control)
Skill: Starship Gunnery Fire Control: 3D
Space Range: 1-3/7/36 Atmosphere Range: 100-300/700/3.6km
Damage: 4D Ionizing damage
R2-units (D4 (deefour), F1 (fone), H8 (height)): All stats 1D, Mec 2D (Astrogation 5D, starfighter piloting 3D, transport piloting 3D),
Tec 2D (Computer programming/repair 4D, starfighter repair 5D), Move 5, various implements.
Taken from the pages of Jens-Arthur Leirbakk