Date Finished : 12-30-1994
HTML Version : 1-12-1996
1 : Intro
2 : Equipment
3 : Weapons
4 : New Planets
5 : New Skills and Miscellaneous Items
I was surprised at how many people enjoyed the first Source Book so I have taken it upon myself create the Star Wars
Source Book Volume 2. I hope you find it interesting.
This Source Book was compiled (as the first was) from many different people who play the game. Most of the information
was obtained over Internet via rec.arts.sf.starwars (r.a.s.s.). Some of the entries have internet e-mail addresses. These
people said it was allright to be e-mailed in case anyone has questions on what they have created. Besure to e-mail them if
you use their ideas. They (as I) would love to hear how they worked out.
I have tried to keep the creator's intent intact by keeping the descriptions, stats, etc as they have sent them to me. Because
of this, you may find that the 'Source Book' reads differently depending on who sent the information to me. Also because of
the large number of items sent by a few people I did not repeat their name for multiple entries on one topic. So if the idea has
no creater above the name then it was created by the same person who sent me the idea above.
A special thanks goes to Brian Gray, Karl Mamer and Steven Cavangh for without their ideas we wouldn't have this Source
Book.
Daniel Thiel
dthiel@plains.nodak.edu
Steven Cavangh
scavanag@sydney.dialix.oz.au
Astromech Sunsatt.
A recent innovation, this is a fusion radiator that can be placed in planetary orbit to provide light to sunless planets or
night-light for any number of commercial production or military applications.
A typical Sunsatt will provide light for one standard month, though some of the better ones can provide both light and heat
for almost a year. The Sunsatt can also be turned on/off via transmitter.
See SW RPG adventure 4.
(Located at internet address wpi.wpi.edu starwars\SWRPG directory.)
Imperial Troid
This is a three-droid multi-purpose unit that looks like a round-ended black cylinder about 2m long. It seperates into three: a
security/supression droid, a homing beacon/communication droid, and an astromech unit. The three-droid team can be put to
such uses as being fired through a tube launcher onto a craft entering hyperspace, limited infiltration applications, etc.
All three droids have STR 2D.
Supression unit
Blaster 4D+2 Blaster damage 4D+1
Astromech unit
Security 5D Computer prog/rep 4D
Karl Mamer
kamamer@io.org
Beacon
======
Personal Help Beacon: The personal help beacon will broadcast for 60 days standard help and distress codes on all popular
frequencies. If there is access to sunlight, the beacon can self-recharge and broadcast for decades.
Scale: Personal
Range: 200 km ground, 2000 km sky, 200,000 km space
Decode Bonus: 0
Cost: 250
Grapplers
=========
Grappler: The grappler is a multi-barbed grappling hook. A loop on opposite end allows cable or rope attachment.
Cost: 5
Magnetic Grappler: The magnetic grapple is a powerful tear-drop shaped magnet. It doesn't require a flat metal surface to
attach to. It can hold 400 kg. The thin end has a loop for cable or rope attachment.
Cost: 10
Servo Grappler: The Servo Grappler is a hand-held version of the Power Harpoon. It will fire a magnetic grappler (or a
barbed grappler depending on which version you buy) and play a light, but high tensile cable out to 50 meters. Powerful
servo motors can then be engaged to draw the holder (the unit can be clipped to a belt) upwards. The motors will pull up to
400 kg.
Cost: 100
Magnetic Clip: Magnetic clips are 3 cm in diameter. They have a powerful magnetic face and a loop on the opposite side for
cable or rope attachment. Some magnetic clips can have magnetic faces on both side. Each clip when attached to a flat metal
surface can hold 200 kg.
Cost: 5
Piton Driver and Pitons: The Piton Driver will quickly drive a loaded piton into any rock face. A properly driven piton will
hold up to 300 kg. The driver can be loaded with 10 pitons.
Cost: 55 + .5 per piton
Protective Clothing
===================
Polar Suit: The polar suit protects characters from cold. It is a full body suit with synthetic multi-layer linings, a fur-trimmed
hood, and a face mask. (Stormtrooper armour uses this table versus cold)
Cost: 300
D of Survival Skill Temperature Extreme (Centigrade) No. of days* 0D 0 to -5 1 1D 0 to -10 2 2D 0 to -10 3 3D 0 to -15 4 4D 0 to -15 5 5D 0 to -20 6 6D+ 0 to -20 7
*Maximum number of days a character can remain within the Temperature Extreme without 2 hours of 20 centigrade heat
exposure.
Ice Suit: The ice suit is a more advanced version of the Polar Suit. It uses a chemical heating process to keep the person
warm inside. Dex and Dex skill are reduced by 1 pip (Imperial Snowtrooper armour uses this table)
Cost: 600 (25 for a spare heat cartridge)
D of Survival Skill Temperature Extreme (Centigrade) No. of days* 0D 0 to -20 5 1D 0 to -30 7 2D 0 to -40 9 3D 0 to -50 11 4D 0 to -60 13 5D 0 to -70 15 6D+ 0 to -80 17
*Maximum number of days a character can remain within the Temperature Extreme without 2 hours of 20 centigrade heat
exposure.
Hot Weather Jump Suit: The Hot Weather Jump Suit allows humans to survive in hot temperatures. It uses special fabrics
which minimize moisture loss.
(Stormtrooper armour uses this table)
Cost: 100
D of Survival Skill Temperature Extreme (Centigrade) No. of days* 0D 25 to 30 4 1D 25 to 30 5 2D 25 to 35 6 3D 25 to 35 7 4D 25 to 40 8 5D 25 to 40 9 6D+ 25 to 45 10
*Maximum number of days a character can remain within the Temperature Extreme without consuming 1 litre of water per
day. 3 days is the maximum a character can survive without a suit.
Stillsuit: (from Herbert's Dune)The Stillsuit allows humans to survive in extremely hot and arid temperatures by reducing
water loss by 99%. It reclaims most moisture a body losses and circulates the fluids throughout the suit for additional cooling.
The action of walking drives the pumps and other mechanisms. Dex and Dex skill are reduced by 1 pip.
Cost: 5000
D of Survival Skill Temperature Extreme (Centigrade) No. of days* 0D 25 to 45 7 1D 25 to 50 9 2D 25 to 50 11 3D 25 to 55 13 4D 25 to 55 15 5D 25 to 65 17 6D+ 25 to 70 19
*Maximum number of days a character can remain within the Temperature Extreme without consuming 1 litre of water per
day
Pilot Jump Suit (multi-temperature survival suit): The Pilot Jump Suit is worn by most snub fighter pilots. It is comprises a
trade off of many design elements to give the downed pilot a fighting chance in hot or cold temperatures.
Cost: 1000
D of Survival Skill Temperature Extreme (Centigrade) No. of days* 0D 25 to 30 3 1D 25 to 30 4 2D 25 to 35 4 3D 25 to 35 5 4D 25 to 40 5 5D 25 to 40 6 6D+ 25 to 45 7
*Maximum number of days a character can remain within the Temperature Extreme without consuming 1 litre of water per
day. 3 days is the maximum a character can survive without a suit.
D of Survival Skill Temperature Extreme (Centigrade) No. of days* 0D 0 to -5 1 1D 0 to -10 1 2D 0 to -10 2 3D 0 to -15 2 4D 0 to -15 3 5D 0 to -20 3 6D+ 0 to -20 4
*Maximum number of days a character can remain within the Temperature Extreme without 2 hours of 20 centigrade heat
exposure.
Ration
======
Rations: Rations are small food cubes. A packet of rations contains 2 days food. They are designed to be loaded into a Vac
Suit or Storm Trooper Armour auto-food dispensers.
Cost: 1
Standard Rations: Standard rations are more appetizing rations. They cannot be loaded into Vac Suits or Stormtrooper
armour, however.
Cost: .5
Daniel Thiel
dthiel@plains.nodak.edu
Blaster Converter
Many times a person carries around a Heavy Blaster Pistol for the damage only to realize that it doesn't have the range they
need. The Blaster Converter was made for this purpose. A person places a long thin tube on the end of their weapon then
plug it into the power supply with the attached cord. (This requires an action) This then converts the range and damage of the
Heavy Blaster Pistol to that of a Blaster Pistol (Damage 4D Range 3-10/30/120). Sense it was introduced on the black
market, people have discovered by leaving the Blaster Converter unplugged from the power supply they get the range of a
Blaster Pistol and the damage of a Heavy. If this it done a '1' on the extra damage role results in the Converter exploding
doing 4D (character damage) to the Pistol and the person.
Cost 300cr to 600cr
Availability : X (Its to be used on a Heavy Blaster Pistol which is illegal so the Empire has made it illegal.)
Model: RGL 12 (Corridor Cleaner)
Rifle Launcher ----- -------- Scale : Character Character Skill : Blaster:Blaster Rifle Heavy Weapons:RGL 12 Ranges : 3-30/60/260 3-30/40/50 Damage : 5D+1 4D each (blast 3m rad) 3D (lighting) * Fire Rate: Unlimited 1 Ammo : 100 24 (two used for each shot) Cost: Not for sale * Read below
Description: RGL 12 (Corridor Cleaner) is a powerful weapon developed by the Tepate (Tep' At) Organization. They
needed a powerful hand held weapon to aid in the capturing of ships. The rifle portion of the gun is just an upgraded version
of many popular rifles on the market. What makes this weapons special is the launcher mounted on the bottom.
When confronted with a hallway, the weapon is fired by aiming down the hall. Two distance lasers measure the distance to
the nearest wall on each side. If the distance is less than 2m two rockets launch out and follow the walls down the hall. If
there is no wall within 2m of the weapon the rocket travels out to the 2m. Lightning like substance jumps between the two
rockets. The rockets with 'lightning' arcing between them follow the wall contours but will not exceed 4m distance from the
other rocket.When an object gets caught in the 'lightning' between the two rockets the object (or person) takes 3D damage.
The two rockets then explode doing 4D Damage each. This damage should be added up if they are within multiple blast
radiuses. For example if they get hit by the lightning they suffer 3D + 4D (first blast) + 4D (second blast) for 11D total. This
makes it a extremely deadly weapon. Also if the rockets crash into any object or the 50m has passed, both the rockets
explode.
Kennen Andersen
keanders@badlands.nodak.edu
Flame Thrower
Hello, I am Xaq (pronounced Zack), an Ithorian Scout with the local alliance. My preferred weapon of choice is the Sunfire
ML-144 Mark IV Flame Thrower. The versatility of this firearm is what I enjoy most. One can either use the standard
bottles of propellant (my personal favorite) or run a line to a backpack tank setup for extended 'uses'. I find this rather bulky.
The weapon uses a standard trigger mechanism which allows fuel, under pressure, to flow through the barrel. Max range is
about 10 meters. Located on the trigger guard is the Igniter Switch, a simple on- off rocker switch that shuts the electronic
igniter off when not in use. This is handy when you wish to place a large fuel pool down and ignite it later.
The barrel is split into two sections. The front half can be rotated to change the flame pattern, but not the direction.
Clockwise rotation narrows the flame pattern to a thin, long stream. This is good when accuracy counts. Counterclockwise
rotation causes a wide 'spray' pattern which is excellent for blocking halls and doorways. The rear half is for Mixture
Adjustment. Clockwise rotation richens the fuel/air mixture, and counterclockwise rotation leans the mixture.
The most effective use for the Sunfire is as a deterrent: blocking hallways, stairwells, disabling speeders, ect. I once burned
down an entire apartment complex with mine! However it can be used effectively as a killing tool. Burning the victims for
about 30 seconds. (Assuming their clothes don't catch fire.)
Caution: This weapon can malfunction, engulfing the user in burning fuel. Trust me, it isn't fun!!
Model : Sunfire ML-144 Mark IV
Scale : Character
Skill : Blaster:Flame Thrower
Range : 3-4/7/10
Damage: 5D+1 (first round) 3D (each round for the next five rounds)
Ammo : 20 rounds of constant flame per canister.
Cost : 400cr (50cr for canister with fuel. 15cr for refill.)
Note: Burns for 6 rounds unless extinguished or other flammable material ignites.
Steven Cavangh
scavanag@sydney.dialix.oz.au
The Force Lash
This weapon was relatively uncommon during the heyday of the Old Republic. In the days of the Star Wars movies, it is
extremely rare. Force lashes were used by Jedi in-training, although some favored it over the light- saber. The force lash
looks much the same as a lightsaber handle, perhaps slightly longer and thinner. When the button is pressed, metal telescopes
out from the handle like a car aerial for about 80cm and is encompassed in a glowing cylinder of energy. The metal (and
hence the energy around it) has some flexibility, though not enough to wrap around something. The result is basically a less
powerful, floppy lightsaber (4D + Special, difficulty 15).
See SW RPG adventure 4.
(Located at internet address wpi.wpi.edu starwars\SWRPG directory.)
Gumgun
A tubular, single-shot weapon that fires a projectile the size of a man's fist. The shot has a timer with a maximum of ten
seconds that causes it to explode into a grey sphere 2m in diameter with the consistancy of bubblegum. Its main use is to
clog engine intakes of ground/hover/repulsorlift vehicles, but it has been known to suffocate individual sentients (Moderate
STR roll or die in 15 rounds). See RPG story adventure 1.
(Located at internet address wpi.wpi.edu starwars\SWRPG directory.)
Brian Gray
Dwi'i: Dry Wasteland, Isn't It?
Yes, the names were chosen deliberately to inject a note of humor into the game. The history that can be used is that a bunch
of good ole' boy prospectors were the ones given the task of naming everything, and this is what they came up with.
In the Outer Rim, this planet's main industry is mining, there being some precious metal and some gem mines farther out in the
hills. Of course, there are some people who just like living in dry, arid wastelands.
The planet's vegetation is much like Tatooine's--there isn't much. The climate is the same, hot and dry, though there are some
salt lakes farther away from Withaw. The population is about 50,000 people total, with assorted droids and workbeasts to
mix things up.
There is only one primary sun, Hoba (Hot Bastard), though there are three moons, all being small. These are not named,
except in the initial surveyor's notes. Gravity is within comfortable bounds, though the temperature is not.
Withaw (Where In The Hell Are We?) is the main city on the planet, and almost all the inhabitants of Dwi'i are within a two
day walk of the city. There are a few further corporate supply posts, but not much else. As might be expected, Withaw is
packed with all the vices and comforts of a prospector's town, and there is only one governmental building for the whole
system.
The two largest, most noticeable life forms are the odbes and the omigoki, listed below.
Odbes: Odd Beasts
Sort of a cross between a dewback and a tauntaun, these are two legged, scaly reptiles, 3 meters high when standing, 2
meters when running or being ridden. They have sturdy legs, rudimentary forearms, a heavy tail for balance, and a pair of
nasty looking upward incisors at their mouth. They are dun colored, to match the color of their surroundings. They are
actually gentle creatures, fighting only if provoked. There are reputed to be large flocks of these herbivores running around
further away from Withaw, but this is not yet proven.
Except for height, same as Cracian Thumper in stats.
Omigoki: Oh My God, Kill It!
These are vicious, beetle-like, carnivorous insects native to Dwi'i. They look like a cross bewteen a rhinoceros beetle and a
scorpion, and are about a half meter long. Their carapaces are from chromatic purple and green to obsidian in color, making
them easy to spot, except at night, when they do their hunting.
Their stings are at first merely sedative, but repeated attacks have been known to bring an imported bantha down. It is
noticed that the omigoki seem to prefer watching their prey die, usually of painful dehydration, being paralyzed with omigoki
poison, before the insects will actually start eating their food with long rasping tongues and sharp mandibles.
It is possible to kill the omigoki and to turn their thoraic body plates into rudimentary body armor (only +2 protection vs
Physical, none vs. Energy) and to use the mandibles as wicked blades (STR+2D, Difficulty 10).
Toordag
This is the largest lifeform to be found on W'taa, a rarely seen omnivore of unequaled hunger--it has been known to gnaw
stalagtites into gravel, and then digest them...successfully. However, it tends to prefer meat, especially Doatak. In its youth,
they are feared predators, but as they grow, they become bloated, and then tend to become food for their younger siblings
and children, as well as being rather tasty for the Doatak, as well.
These are hexapod mammals, covered in great masses of stinking dark gray fur, to further disguise their appearance against
the rock walls. Their long snout is filled with many sharp teeth, though the very front pairs are used for grinding rock and
tunneling, and so are blunt molars. The Toordag can use its four rear feet to stand, and use its two forelegs as primitive hands
and weapons. As they age, their fur becomes increasingly lighter in tone, until their death when it is a brilliant white.
Toordag come from their birth length of a meter and mass of 20 kilos, to their full grown size of fifteen meters, and around a
metric ton. The most dangerous size is that of the 5-7 meter Toordag, massing between 150 to 400 kilos, and with a terrible
speed and dexterity.
5-meter
7-meter
Daniel Thiel
dthiel@plains.nodak.edu
World: Tavdran
Temp : Temperate/Hot
Gravity: Normal
Terrain: Grass plains with trees dotting the horizon in the Protected Land
Devistated red rock in the Destroyed Lands (see below)
Population: 1 million (.99 million Pantaxion's (N) .01 million other)
Government: Tribal (in Protected Land) Dictatorship (in Destroyed Lands)
Tech Level: Feudal (in Protected Land) Atomic (in Destroyed Lands)
Space Port: Limited Services (at 'The Lost City')
*Note: to save space I left many details out. Please e-mail if you would like more or to clear up something I skimmed over.
DESCRIPTION & HISTORY: Years ago this planet was peaceful. Little happened, the tribes existed together in relative
peace. Many years ago a ship arrived at the planet with a Gotal named Execon (Ex' Con) the Executioner. He began to take
over the primitive tribes and to rule them with an iron fist. He began the killing of all natives against him in a war that lasted
for decades. When he had finished with his destruction (using both nuclear and biologically warfare) little remained of the
green plains. Anyone wandering in 'The Destroyed Lands' must make a Stamina roll or fall ill to the Bio-weapons still
present. (Moderate + 5 times number of days in waste land or suffer -1D to all stats. A Stamina roll below difficulty -10
causes the character to begin to die and fall incapacitated.) Dave Harson does have a cure if they are lucky enough to
stumble across him.
He had concurred all except a large land mass know as 'The Protected Lands' These lands hand been protected by Blinix
who is a native with magic powers greater than Execon's forces. A wall was massed between the Protected Lands and
Destroyed lands to signal the stalemate between the two forces. One side of the wall is green and lush and on the other
burned rock.
About 20 years ago a large ship crashed on the planet. The ship was wrecked beyond repair. The only thing the crew could
do was explore the planet in vain looking for transportation off planet. When the Captain (Dave Harson) saw what was
happening to the natives and joined their cause. Many of his crew was killed, but they have been able to get food to those
not as lucky to be protected by Blinix.
Execon has built at 'Lost City' a small starport. He is constructing several fighters to bomb the protected lands, but Blinix and
the resistance seem to know his moves ahead of time. But Execon knows its only a short time before he has enough of his
'Flare Runner' fighters to rule the Protected Lands.
The natives of the planet are peaceful but treat all off worlders as evil, especially Gotals. The natives are tall cat like creatures
with large fangs and multi-color fur. Often the elders have humped backs. They often have religious relics on them and
practice a primitive (but effective) form of the force which they call their 'magic'. Most natives believe Blinix is not a real
native but rather a figure in their religion's myth, but the truth is Blinix does exist and is still alive.
The animal population of the planet consists of their flying mounts (Flinnars) to the annoying (Rockers). Most animals are
harmless but many have adapted to live in the harsh destroyed lands making them more dangerous. The natives herd many
large animals for food. Many times these animals are large and harry; much bigger than a Bantha.
Blinix
Blinix is an average looking young native, even though he has out- lived the native's 100 year life span by 50 years. He lives
alone, calling on his magic to lead him to where there is trouble in his land. He rides and old Flinnar that has seen more
battles than Blinix himself.
He just seems to know when he his needed and when he isn't. Often when seen he will just fly away on his lizard Flinnar, but
he will give advise to off worlders. (This is usually done though mind-to-mind contact.)
Magic Powers include:
Execon
Execon grew up seeing the evil in the face of the galaxy. He longed to rule. He saw the fools who let others have power
slowly slip and lose it. He believes only true power in total power. He stumbled across this planet by accident but he is
determined to rule it, even if he has to kill every living thing on it. Dave Harison (leader of the resistance) believes that there
are no hyperspace worthy ships on planet, but Execon does have an old clone-war battleship that he would use to get away
if he ever lost his power.
Flinnar
Flinnars are flying lizard mounts used by the natives. They grow up quickly to their full length of 20+ meters (from head to
tail). They have sharp teeth that could bite most anything in half. When they grow up with guidance they can be peaceful, but
if they are free to grow up on their own they become deadly beasts. (Many have adapted to the radiation of the Destroyed
Lands and are even more powerful and deadly.)
Normal Flinnar Destroyed Lands Flinnar DEX 4D DEX 4D Brawling 5D Brawling 5D PER 3D+1 PER 3D STR 5D STR 5D (6D against energy attacks) Damage: (bite and Claw) 6D Damage: (bite and claw) 6D Speed: 15/22 (running/flying) Damage: (Flame) 5D Difficulty to ride: Moderate Range: 3-5/10/20 Speed: 10/22 (running/flying) Difficulty to ride: Heroic
World: Pantax 2
Climate: Moist
Temp: Moderate
Gravity: Slightly less than normal
Terrain: Grass fields, with a few hills and a small mountain range
Population: 2 million (1.9 million Pantaxion's (N) .1 million other)
Government: Democratic
Tech Level: Information (Due to influx from other parts of the galaxy)
Space Port: Standard
DESCRIPTION:
Pantax 2 is a clean little world, with large grass plains and only a few hills and mountains rising from them. There is very little
geological activity and earth quakes are still viewed with superstitious belief. The only large city on the planet (Where most of
the off worlders are located) is located on the largest continent and is home to the only space port in the system. The off
world traders, workers and fortune-finders call the town Pantax (An old habit of naming the system, planet, spaceport all by
the same name. The locals, on the other hand, have a different name for it, Wii'tuds. Wii'tuds in their native tongue means
'place of technology' The town is viewed by the natives as a fixing ground for all used equipment that they have received
from the off worlders. It is very difficult to find a native with a good working knowledge of machinery.
The natives are tall, skinny grass-green lizard-like aliens. (1.8 to 2.5m) They have large pointed ears and black eyes along
with a cylinder like noise. They also have a short tail which is used to keep balance while running. The natives have taken a
crash course in galactic events and ideas and have managed to understand many foreign ideas. The natives have a problem
making their vocal cords speak galactic common. This makes them sound dumb sometimes with their simple construction of
sentences, but this is no way a judgment of the intelligence (although some off worlders would disagree). This same problem
causes off worlders to have trouble speaking the native language, although understanding it doesn't seem to be a problem for
either race. The natives tend to be smart hunters of prey and loyal friends, making the purchasing of a native services
common. Many natives wish to see adventure and feel its time to leave their world. (The grass is always greener on the other
planet. Sorry, I couldn't help myself). But like every society there is a rising opposition to the new ideas and some natives
feel that they have been invaded and they should fight back. There is a small resistance on the planet but this base is
understaffed and has little in the way of weapons. Support is growing and maybe one day it will once again be a free system.
Standard Pantaxian
STATS
Hieght: 1.8 to 2.5 meters
Life span: 20 to 40 years
Move 13
DEX 3D PER 2D KNOW 2D STR 2D MECH 2D TECH 1D
Special Ablities:
Brian Gray
W'taa
A planet as cold as Hoth ever was, this was casually passed over by the original survey teams. They were indeed unaware of
the native lifeforms on the planet, the Doatak and Toordag being only two of many. Storms are severe, and frequent, the
mountain ranges not helping any, by having the clouds dump megatons of snow on the plains to crystallise into glacial ice,
melt, enter the earth, and be spewed back from the volcanoes as steam. For this reason, there are constant earthquakes of a
small nature, and running water can be found, either by natural hot spring or by just walking outside and melting some.
Doatak: The People
Around a meter and half high, these appear like darkly colored humanoids that have a vaguely mouselike look to their faces,
and their language sounds like the grunts of rodents. Their hands are still fairly primitive, more adapted to digging rather than
tool-handling, but they have succeeded admirably. They wear heavy furs, though their own pelts are quite luxurious, and
outside wear large, circular snowshoes. The Doatak civilisation is rich, if barbaric, recalling images of a sort of Nordic dwarf
civilisation. Stone and metal work are considered valuable skills, as well as snow hunting and marksmanship, since stone
spears are fragile. Their snowships are made of thinly ground rock, and are braced as well as can be, and are piloted very,
very gently. These are the fastest way to get around, if not the safest.
Generally the Doatak keep to their hill settlements, but sometimes scouts will be sent forth, to investigate anomalies. Inside
are all the comforts they know--heat from natural oil springs (a much lighter oil than our own crude, more flammable), wealth
in metals of almost pure veins, water, albeit a little mineral tasting, and food, that being the other cave inhabitants that are not
Doatak.
Steven Cavanagh
scavanag@sydney.dialix.oz.au
Creatures
=========
Snubgrubs.
These have the appearance of giant maggots of a pinky-purple colour. Averaging 40m long, the grubs are controlled by a
scentstick that is held in front of the grub in the desired direction. STR 5D Orneriness 12 Move 15.
Skills
======
Archaic Weapon making (Knowledge)
Involves the making of bows and arrows, stone/bone axes and the like from readily available materials. Modified by the
complexity of the weapon and quality of materials. If the weapon maker exceeds the roll by 15 the item is considered a work
of art and (if there is a market) may be sold as such.
Carcass Utilisation (Knowledge)
This skill covers the tanning of hides, curing of meats, and the making of items such as bone weapons and musical
instruments. Difficulty increases with the size of the carcass/hide and the complexity of the operation being carried out on it.
Speed-Draw (Perception Skill)
This skill is only suitable for a gun-based character- the Outlaw, Bounty hunter or Smuggler. In the first round of an
encounter the Speed- Draw roll is made and counted as THAT CHARACTER's initiative roll. It can only be used that
round, and the normal -1D penalty to hit for weapon drawing still applies.
Miscellaneous
=============
The Know
In the polar regions of the Drabbilt system is a city that is a gigantic database, controlled by a mysterious character called
"the Know". It is his business to know everything knowable, and if he has the information you need (which is not guaranteed)
he will give it to you- for a price.
Prices for a consultation vary depending on the topic, but it generally costs a few thousand. This price can easily be reduced
if the PCs supply the database- offer information about cultures, certain people, experiences, etc. The reduction in price
depends on the value of information supplied.
If the price is still too high, the Know may express interest in items of culture, artwork or curiosity to lower the price. This is
an excellent way to get certain items off the PCs.
Doug Schmidt
doschmid@badlands.nodak.edu
Hover Board
Invented by Andy Salor, (who still owns the rights to the design.) this 'board' can now be purchased in several large cities
across the galaxy; most easily at Shesharile 5, in the Minos Cluster. It consists of a small 'repulsor board' that one user can
pull himself up on to a kneeling position. After mastering the board the user is capable of acrobatic tricks as well as high
speed maneuvers.
Craft : Hover Board
Type : Repulsor Lift
Scale : Character
Length: 1m
Skill : Hover Board Piloting
Crew : 1
Passengers : None
Cargo Cap : 5kg
Man : 4D
Speed : 35
Flight Ceiling : 12m
Cost : 750-900cr
Note: Difficulty greatly increases with speed and terrain. Many times difficulty is in the Heroic range.
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