
Sourcebooks
Design: Paul Sudlow Development and Editing: Bill Smith and Eric S. Trautmann Additional Design: Greg Costikyan and Greg Gorden ("Contort/escape," "force of will," "shift sense"); Matt Hong ("Beast languages," "control breathing," "projected fighting," "remove fatigue," "remove fatigue in another") Cover Design: Brian Schomburg Graphics: Brian Schomburg Additional Graphics: Tom O'Neill, Troy Vigil Cover Art: Lucasfilm Ltd. Interior Art: Storn Cook, John Dollar, Ray Lederer Special Thanks To: Kevin J. Anderson; Michael A. Stackpole; Timothy Zahn; Sue Rostoni and Lucy Wilson of Lucasfilm Ltd.
This book is dedicated to the memory of Brian Daley (1947-1996). Clear skies, Admiral
Published by West End Games RR 3 Box 2345 Honesdale, PA 18431
Publisher: Daniel Scott Palter Associate Publisher/Treasurer: Denise Palter Associate Publisher: Richard Hawran Senior Editor: Greg Farshtey Editors: Peter Schweighofer, Bill Smith, George Strayton, Paul Sudlow, Eric S. Trautmann Art Director: Stephen Crane Graphic Artists: Tim Bobko, Thomas O'Neill, Brian Schomburg Sales Manager: Jeff Kent Licensing Manager: Ron Seiden Warehouse Manager: Ed Hill Accounting: Karen Bayly, Donna Highhouse, Wendy Lord Billing: Amy Giacobbe
First Printing: April 1996
A long time ago in a galaxy far, far away ...
The New Republic has entered a period of relative peace, rebuilding after the Empire's unsuccessful bid for dominance. Palpatine's grip on thousands of worlds has weakened following the resurrected Emperor's defeat. While Leia Organa Solo attempts to persuade new worlds to join the New Republic, Luke Skywalker begins his search for Jedi students to teach, and a place to teach them.
But the Empire is restless. A new commander emerges from the secret Maw Installation, an Imperial facility built for the express purpose of the creation of superweapons.
While the New Republic is forced to combat Admiral Daala and her plan to destroy Coruscant, Luke Skywalker must battle something even more dangerous: the spirit of a Sith Lord who plans to enslave Luke's students and bend the galaxy to his will ...
This is the galaxy of ...
The Jedi Academy Sourcebook
by Paul Sudlow
For use with the Star Wars roleplaying game.
The New Republic has had a tumultuous history since its inception seven years ago. It has faced external threats in the form of Imperial fleets, alien armadas, and ravaging pirate bands which strike in isolated systems where the New Republic can not yet establish a presence. It has had to contend with internal threats no less real if not as immediately threatening — bickering and feuding amongst senators, worlds at the borders of the New Republic who give shelter to Imperial ships, and the constant threat of sleeper spies lurking in the many chambers of government on Coruscant.
Only recently has the New Republic become stable enough to devote serious resources to consolidating its power and reaching out to establish diplomatic relations with worlds not yet a part of the New Republic. Now that the remnants of the Empire have fallen to fighting amongst themselves, Mon Mothma has shifted the main thrust of her foreign policy from Imperial containment to establishing diplomatic ties with neutral and pro-Imperial worlds. Dozens of planetary systems are on the verge of joining the New Republic, but need reassurance and coaxing from skilled diplomats and negotiators to ease their transition.
Mothma does not enjoy solid support for her change in policy. Many members of the Inner Council favor a continued push into Imperial space while the Imperials are in disarray. They argue that it would be much easier to divide and conquer individual Imperial factions now than face them as a united front in a year or so when they have had a chance to regroup and fall in behind a strong leader. This argument, championed by Garm Bel Iblis (among others), was a very persuasive one which garnered a great deal of support both in the Inner Council and the Senate itself.
Mothma successfully argued that the New Republic is entering a critical period in its history, in which it must stop reacting to the actions of external forces and begin charting its own course. She assembled a coalition which agrees that the time bought by beating back Thrawn and the resurrected Emperor could be better spent strengthening ties with non-aligned worlds. Her coalition holds a bare majority in the Inner Council, which is severely disrupted when both she and Admiral Ackbar step down from the Council, she to fight her illness, and he to go in to self-imposed exile on Mon Calamari. Leia Organa Solo successfully manages to keep her agenda on an even keel, however.
Elegant and strong-willed, the auburn-haired Mon Mothma has been one of the New Republic's guiding lights virtually from its inception as a rebel government operating within the greater Empire. She has an overpowering presence, and is always the center of attention in any room she enters. Though charismatic, Mothma tends to hold herself a bit apart from others.
As Chief of State for the New Republic, her days are filled with the countless tasks demanding the attention of the paramount leader of the New Republic. She reviews economic plans and reports from various governmental bodies, meets with visiting dignitaries, maintains ties with allies in the Inner Council and Senate to ensure her initiatives are supported, manages the recovery of Coruscant and other worlds hardest hit by the Empire, and sees that New Republic holdings are adequately protected.
By far her greatest task and responsibility is strengthening the fledgling New Republic and ensuring that it grows stronger with each passing year. To this end, she begins an aggressive program of establishing ties with neutral worlds by sending out numerous diplomats to forge relationships, develop cooperative development programs, and establish embassies. She places a particularly high value on courting pro-Imperial worlds such as Carida, since she sees them as being the greatest resistance points to New Republic reunification.
Though Mothma has traditionally been somewhat cool toward Leia due to ideological differences between herself and Leia's foster father Bail Organa, she comes to rely more on Leia when Furgan's nano virus attacks her body. As she weakens, she delegates more of her duties to others. Ultimately, she turns her office over to Leia, with the support of the Inner Council, because she feels her sickness has made her appear weak in the eyes of the New Republic.
Mon Mothma
Type: New Republic Chief of State
DEXTERITY 3D
Blaster 3D+1*, dodge 4D*
KNOWLEDGE 4D
Alien species 9D+2, bureaucracy 12D, bureaucracy: New Republic Inner Council 13D+2, bureaucracy: New Republic Senate 12D+2, cultures 11D, intimidation 7D, languages 8D, planetary systems 9D, survival 7D, value 6D, willpower 8D
MECHANICAL 3D
Astrogation 5D, beast riding 3D+2, communications 5D+2, repulsorlift operation 4D+1, space transports 4D, starfighter piloting 4D
PERCEPTION 4D
Bargain 11D, command 10D, command: New Republic bureaucrats 10D+2, command: New Republic soldiers 11D+1, con 9D, gambling 6D, hide 6D+2, persuasion 8D, persuasion: debate 10D+2, persuasion: oration 11D+1, search 7D, sneak 4D+1*
STRENGTH 2D
Stamina 3D+1*, swimming 2D+2*
TECHNICAL 2D
Computer programming/repair 6D, droid programming 5D, droid repair 4D, first aid 7D, security 5D+1, starfighter repair 2D+1
Force Points: 5
Character Points: 10
Move: 8*
Equipment: Comlink, datapad
* Note: Some skills have been lowered to reflect aging and lack of use. All of these stats represent Mon Mothma's skills and abilities at the onset of her illness. Most skills drop considerably as her illness progresses.
A Paradigm Shift
Address to New Republic Senate
Mon Mothma, Chief of StateMy Dear Fellow Beings,
Once again, we emerge from a galactic conflict with the remnants of the Empire: we are bloodied and battle-weary, and yet we are victorious. The effort to reclaim — and now rebuild — Coruscant has been an arduous journey.
Though we have a great deal of work ahead of us in rebuilding our capital, we have a still greater task in rebuilding ties with former allies and forging new alliances with the thousands of neutral worlds which have yet to choose a New Republic or Imperial affiliation. This will be a tremendously difficult task.
What world will desire to throw its lot in with us, when the Empire is still at large? When we cannot even hold our capital, who has faith that the New Republic can protect them from Imperial assault should they ally with us? The sad fact is that the Imperial threat is far from eliminated. As long as the Empire maintains a partial hold in the Core, we may expect additional military challenges in the years to come.
However, our NRI analysts expect no immediate attacks. Deprived of strong leaders, the Imperial enclaves have fallen to bickering and fighting amongst themselves. As long as their energies are turned inward, we are afforded an opportunity to shift our focus from a military to a diplomatic paradigm.
We shall therefore cease our offensive against the Empire for a time, and concentrate on bringing more worlds into the New Republic. We must begin restoring relationships with the worlds in the more remote sectors, many of which have languished since losing the protection of the Empire. Every world we bring into the New Republic fold is a world we deny the Empire.
This effort will require a great deal of planning, and will demand a great deal from our diplomacy corps. Minister Organa Solo shall head this initiative, acting as my direct representative. I am asking for the support of the Senate in enacting this new policy, and hope that you will join me in welcoming new worlds into our republic.
May the Force be with you.
The Inner Council is the executive branch of the New Republic. The Chief of State is elected by the Senate, and serves as the Speaker of the Senate. She fills her ministries as she sees fit. She may create as many ministries as she likes, but the Senate is granted the right by the New Republic Charter to place as many of its own members in the Inner Council as there are ministers. The Chief of State may replace ministers at any time, but she has no power to appoint or dismiss Senate representatives.
Most executive decisions are made by straight vote, which gives the Senate the ability to greatly influence proceedings (though the Chief of State always has the power to break ties). In time of war, the Senate may grant the Chief of State special emergency powers which allow her to act without approval of the Inner Council. To prevent such powers from being abused, the New Republic Charter places restrictions regarding their use.
The size of the Inner Council varies from year to year as the Chief of State and Senate add or phase out positions, and occasionally positions change and members are replaced.
During Admiral Daala's campaign, the New Republic is in a "transitional" form; it is likely that the structure of the New Republic will change considerably in the future, to reflect the needs of the time.
During the days of the Rebellion, the Alliance High Command was responsible for directly setting overall strategy, and overseeing nearly every facet of the Rebel military.
Since reclaiming Coruscant, the High Command has changed to allow more flexibility in dealing with a crisis. Essentially, the High Command acts as an advisory board to the Chief of State, as well as providing instruction and guidance to the New Republic's Supreme Allied Commanders.
The High Command is the hand-picked cabinet of Inner Council members who comprise the Chief of State's inner circle. Because the New Republic has been engaged in armed conflict since its inception, the military has a significant presence in the High Command.
The following people are some of the key members of the High Command at the time that Coruscant first learns of the Sun Crusher and Maw Installation.
Mon Mothma, Chief of State Leia Organa Solo, Minister of State Admiral Ackbar, Minister of Defense General Crix Madine, Minister of the Army General Jan Dodonna, Executive Advisor General Carlist Rieekan, Military Advisor Senator Garm Bel Iblis, Senate Representative
Nano viruses are artificially created microbes which attack a victim's body as a virus, dismantling the cells one nucleus at a time. They can be administered orally or by physical contact, and have a gestation that can be as short as one to five days, depending on the design.
Once contracted, nano viruses are exceedingly difficult to stop before they completely ravage the victim's body. Total immersion in a bacta tank can delay the onset of the disease, but is ineffective in purging the body of the viruses themselves. In the space of a month or two, the victim grows less and less active, and finally slips into a coma and dies.
Fortunately for the galaxy at large, nano viruses are extremely difficult and expensive to develop, though the technology for creating them has been around several centuries. Designing a virus requires a large and well-equipped suite of laboratories, a staff of highly specialized nano-scientists, and several months of extremely expensive development time. Genetic samples from the target person are also required.
As high as they are, the research and development costs would likely be negligible for most organizations which routinely employ assassination as a business tool but for one key factor — each specific strain of the virus must be custom-designed to attack the genetic structure of each individual victim. Otherwise, the nano virus becomes a tool of indiscriminate murder, only useful as a weapon of mass destruction — a weapon that can turn on those who wield it. A virus designed to attack one person would be ineffective if used on another.
Few organizations possess the means, the need, and the will to use such horrible technology on a person-by-person basis, and those that do usually favor less complicated and more direct methods of eliminating competitors and obstructions. Still, the nano viral solution can be useful under certain circumstances, such as if a well-heeled assassin desires to effect a mysterious and slow death. Nano viruses are extremely difficult to detect if the medical staff doesn't know exactly what to look for, and few doctors and medical droids are trained to look for the subtle signs of a nano virus at work, since it is so very rare.
Nano virus technology was developed by human researchers, and thus far can only be used on other humans, and some near-human species.
As Minister of Defense, Admiral Ackbar is responsible for the military forces of the New Republic. This is a lonely, high-pressure job, and Ackbar has been shouldering it for a long time. He finally breaks after he crashes his B-wing into the Cathedral of Winds on Vortex (due, unbeknownst to him, to sabotage by his aide Terpfen).
Guilt-ridden, and believing his clumsy piloting is to blame for the disaster, his only desire is to fade from sight and be forgotten. He resigns his commission and retreats to Mon Calamari. There he retires to a childhood retreat out in the seatree beds and devotes his time to performing geological studies in an attempt to determine whether the recent Imperial attacks have damaged the planetary crust.
When Daala attacks Mon Calamari, Ackbar comes out of his funk and rallies the Mon Calamari forces. His victory enables him to redeem himself in his own eyes, and reminds him that he is not the sort of person who can run from his failures and problems. However, he resolves to stay on Mon Calamari.
When Leia travels to Mon Calamari to enlist Ackbar's aid in rescuing Winter and Anakin from Furgan, he drops everything to help. He rapidly recruits the most loyal members of his salvage crew on Reef Home City, and rounds up a ship from Mon Calamari's orbital defense fleet.
After engaging and driving the Vendetta away from Anoth, he accompanies Leia and the Mon Calamari commando team down to the surface, where they recover young Anakin Solo and slay Furgan.
Ackbar prevents Terpfen from killing himself, and tells his subordinate that he cannot take the easy way out of atoning for past misdeeds — he must work to repair them. He realizes, at the same time, that he himself cannot run away from his own duties and responsibilities.
Admiral Ackbar
Type: Mon Calamari Admiral
DEXTERITY 3D
Blaster 5D+2, blaster artillery 4D+1, dodge 4D+1, melee combat 5D+1, missile weapons 4D+1, missile weapons: power harpoon 5D+1
KNOWLEDGE 3D
Alien species 7D+1, bureaucracy 8D+1, bureaucracy: New Republic Senate 8D+2, cultures 5D, intimidation 5D+1, languages 6D, planetary systems 8D, scholar: Mon Calamari marine geology 4D+1, survival 4D, survival: ocean/undersea 6D+2, tactics: capital ships 9D+1, tactics: fleets 9D+2, tactics: starfighters 7D+1, value 5D+2, willpower 6D
MECHANICAL 3D+1
Astrogation 8D, capital ship gunnery 7D+2, capital ship piloting 8D+1, capital ship piloting: Mon Calamari battle cruiser 10D, capital ship shields 6D+1, repulsorlift operation 5D+1, repulsorlift operation: submersible 4D+1, sensors 5D+1, space transports 5D+2, starfighter piloting 7D
PERCEPTION 2D+1
Bargain 7D, command 9D, command: Mon Calamari crewmen 12D, hide 4D+2, persuasion 6D, search 5D+1, sneak 4D+2
STRENGTH 3D
Lifting 4D, stamina 6D, swimming 8D+2
TECHNICAL 3D+1
Capital ship repair 5D+1, capital ship weapon repair 4D+2, computer programming/repair 4D+1, droid programming 4D+1, first aid 4D+1, first aid: Mon Calamari 5D+1, repulsorlift repair 5D+1, security 7D+1
Special Abilities:
Moist Environments: When in moist environments, Mon Calamari receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks.
Dry Environments: When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks.
Force Points: 3
Character Points: 15
Move: 10
Equipment: Comlink (wired into the HoloNet), datapad, military dress uniform, standard military uniform
Princess Leia Organa Solo has seldom been so busy. In the first few years of the provisional New Republic government, the fledgling government was concerned primarily with containing Imperial forces while it established itself on Coruscant. Leia's duties as Minister of State for the New Republic, the government's second-highest-level diplomat, mainly consisted of mediating between the various member worlds of the former Rebel Alliance, and establishing embassies on pro-New Republic worlds.
Now that Mothma has shifted policy tactics away from direct confrontation with Imperial forces toward wooing neutral and pro-Imperial worlds into the New Republic, Leia finds herself busier than ever, especially when Mothma's advancing illness forces her to put more of her duties on Leia. Ultimately, Mothma sees that Leia is appointed Chief of State in her place. Leia is not sure she wants the job, but agrees for the sake of the New Republic to take on the heavy responsibility of representing the New Republic.
Leia's busy professional life leaves her very little time for her family, which she finds distressing. She does what she can to make time for her husband and children, but events constantly conspire against her. She is overjoyed at having Jacen and Jaina home again, but finds that she has grown much more protective and fearful for them now that they are near.
She feels guilty for not devoting more time to her Jedi training, but it takes a definite back seat to her professional duties and family time. Luke has said nothing, but Leia knows that he worries about her lack of progress. Perhaps by way of apology, she personally takes on the task of selecting a location for Luke's Jedi academy, despite her full schedule.
Leia Organa Solo
Type: Minister of State
DEXTERITY 3D
Blaster 9D, blaster artillery 4D+1, brawling parry 5D+2, dodge 8D, grenade 4D+1, lightsaber 5D+2, melee combat 6D+2, melee parry 6D+1, running 5D, vehicle blasters 4D
KNOWLEDGE 4D
Alien species 8D, bureaucracy 9D+2, bureaucracy: New Republic Inner Council 10D, bureaucracy: New Republic Senate 10D, cultures 9D+1, languages 7D+2, law enforcement 7D+1, planetary systems 9D+1, streetwise 7D, survival 8D, value 6D+1, willpower 7D+2
MECHANICAL 2D+2
Astrogation 5D, beast riding 4D+1, communications 5D+2, hover vehicle operation 3D+2, repulsorlift operation 5D+1, sensors 4D+2, space transports 3D+1, starfighter piloting 6D, starship gunnery 6D+1, starship shields 5D+2
PERCEPTION 3D+1
Bargain 7D, command 11D, con 6D, gambling 5D, hide 7D, persuasion 9D, persuasion: debate 11D, persuasion: oration 11D+2, search 6D, sneak 7D+1
STRENGTH 3D
Brawling 4D+2, climbing/jumping 5D+1, stamina 7D, swimming 5D+1
TECHNICAL 2D
Computer programming/repair 4D+2, demolitions 3D+1, droid programming 5D, first aid 7D, security 6D, space transports repair 4D+1
Special Abilities:
Force Skills: Control 5D+1, sense 4D+2, alter 3D
These are only some of the powers that Leia has demonstrated:
Control: Absorb/dissipate energy, control pain, resist stun
Sense: Danger sense*, life detection, life sense, magnify senses, receptive telepathy
Alter: Telekinesis
Control, Sense, and Alter: Force harmony**
* Described in The Thrawn Trilogy Sourcebook.
** Described in Dark Empire Sourcebook.
This character is Force-sensitive
Force Points: 4
Character Points: 14
Move: 10
Equipment: Lightsaber (5D), comlink, datapad, hold-out blaster (3D).
Han Solo, who at one time teased his old mentor Roa about settling down and "going respectable," finds that these days Roa has had the last laugh. Han doesn't necessarily enjoy the frippery and formality of State dinners and the cloying false friendships which come with being the husband of the Minister of State of the New Republic, but Leia and the children are worth all of the minor inconveniences and annoyances. He may have lost some of the independence and freedom of a smuggler captain, but he has gained so much more.
Not that his wayward past doesn't occasionally come back to haunt him. Now that Han has such a high profile, old friends and enemies are constantly reappearing to renew acquaintances and even old scores. When he travels to Kessel as a representative of the New Republic, he runs afoul of one of these old acquaintances, an amphibian named Moruth Doole. Doole once betrayed Han to the Imperials, which forced Han to dump an entire shipment of spice, and subsequently led to his falling out with Jabba the Hutt. Doole, who has his own reasons not to love Han, imprisons Solo and Chewbacca in the spice mines of Kessel.
While in the mines, Han encounters a young man named Kyp Durron. As Roa took Han under his wing, Han in turn befriends Kyp and forges a mentor-like bond with the young man. He is determined to see that Kyp gets a taste of the life that has been denied him up until now, and the two spend a lot of time together on Coruscant before Kyp leaves to join Luke on Yavin Four. When the Sith-maddened young man begins his one-man crusade against the Empire with the Sun Crusher, Han successfully uses his bond with him to bring Kyp back from the edge of the abyss.
Han Solo
Type: Smuggler
DEXTERITY 3D+1
Blaster 8D+2, blaster: blaster rifle 5D+1, blaster: heavy blaster pistol 10D+1, blaster artillery 5D+1, brawling parry 8D, dodge 8D+2, dodge: energy weapons 9D+2, grenade 6D+1, melee combat 6D+1, melee parry 5D+1, missile weapons 6D+1, pick pocket 5D+2, running 5D+2, thrown weapons 5D+2, vehicle blasters 6D+1
KNOWLEDGE 2D
Alien species 7D, bureaucracy 7D, business 6D, business: smugglers 7D+2, cultures 6D+1, intimidation 8D, languages 6D, law enforcement 6D, planetary systems 8D, streetwise 9D, streetwise: Jabba the Hutt's organization 10D+1, survival 8D, value 6D, willpower 6D+2
MECHANICAL 3D+2
Astrogation 9D, beast riding 5D+2, beast riding: Tauntaun 6D, capital ship gunnery 6D+2, capital ship piloting 8D+2, capital ship shields 6D+2, ground vehicle operation 5D+2, repulsorlift operation 8D+1, sensors 6D, space transports 8D, space transports: YT-1300 transports 12D, starfighter piloting 7D+2, starship gunnery 9D, starship shields 7D+1, swoop operation 8D+2
PERCEPTION 3D
Bargain 8D+1, command 8D, con 8D+1, forgery 5D, forgery: ships IDs 7D, gambling 8D+2, hide 8D+2, persuasion 6D+2, search 6D+1, sneak 6D
STRENGTH 3D
Brawling 7D+2, climbing/jumping 6D, lifting 5D+2, stamina 8D, swimming 4D+2
TECHNICAL 2D+2
Blaster repair 5D, computer programming/repair 7D+1, demolition 6D+2, droid programming 6D+1, first aid 3D+2, ground vehicle repair 5D+2, repulsorlift repair 7D, security 7D+1, space transports repair 7D+2, space transport repair: YT-1300 transports 9D+2, starship weapons repair 5D
Force Points: 1
Character Points: 10
Move: 10
Equipment: Modified heavy blaster pistol (5D+2), comlink
Jacen and Jaina are feisty, strong-willed two-and-a-half year old twins with well-defined features and dark brown hair.
They have spent very little of their young lives in the company of their parents, having lived in remote secret locations to prevent Imperial agents from kidnapping them. Not surprisingly, they view Winter more as a mother-figure than Leia, since the serious woman has all but raised them.
The Force is strong in the Solo twins, and they have already demonstrated a crude ability to manipulate objects from time to time. They seem to share a kind of psychic link, speaking in half sentences to each other or somehow communicating in complete silence.
The twins are strong-willed children, and take a lot of discipline to control. Winter and Leia established early on who was in charge, but when the twins are left in the hands of Chewbacca and C-3PO, it is only a matter of time before something goes horribly wrong.
It doesn't take long. Jacen and Jaina steal away from the two guardians, and embark on a series of adventures in the wilderness of Coruscant's Undercity. Fortunately, between their fledgling Force skills and the aid of King Daykim, they emerge unscathed, and are returned to their parents none the worse for wear.
Leia and Han bring the twins with them to Yavin Four when they rush to Luke's side after Kyp places him in a Sith-induced coma. They immediately demonstrate a sensitivity for detecting the non-corporeal presences of Exar Kun and Luke in the complex, and play a key role in protecting Luke from the Sith Lord's attacks on Luke and the others.
Baby Anakin isn't quite old enough yet to get into much trouble, though he causes plenty of it by virtue of his heritage. He has already demonstrated that he is strong in the Force. Even as an unborn child he helped his mother and uncle defeat the reborn Emperor, and he acts again to defend himself and his family when Furgan threatens him — by compelling a power droid to deliver a mild shock to Furgan, which provides just enough of a distraction to allow the Mon Calamarians to rescue him. As far as Luke can ascertain, Anakin's grasp of the Force is purely reflexive at this stage in his life.
Chewbacca had already lived nearly two centuries when he was enslaved by the Empire. He learned to hate both the Empire and his chains while in forced captivity, and extended a life-debt to Han Solo when the young Imperial officer freed him.
Since that time, he has stuck close to Han, gradually guiding him toward a more stable lifestyle and a more respectable line of work. It took years of patient effort, but now Chewbacca considers his work just about done, as he smugly reminds Han when the human gets particularly cocky. Not that he shows any signs of leaving Han — the man bears constant watching, in Chewie's opinion.
Chewbacca bears many psychological scars from his time as an Imperial slave, scars which have never completely healed. These scars have recently been cruelly reopened by his experiences on Kessel and in the Maw, though he takes pains to hide this from his friends. On both of these occasions, faced with slavery, he seriously considers fighting to the death rather than submit again. Only his concern for Han prevents him from entering a berserker rage and taking out as many of his enemies as possible before dying.
While a prisoner in Maw Installation, Chewbacca meets a small band of broken Wookiees who have toiled for over a decade under a sadistic slave driver. He promises both himself and his fellow captives that he will see them free. After escaping with Han and Kyp, Chewbacca makes this promise his personal mission in life.
With the support of Wedge Antilles and Han Solo, Chewbacca successfully convinces the Inner Council to send a rescue and occupation force back into the Maw to free the Wookiees. His proposal flounders at first, but makes immediate headway when he points out that the New Republic cannot risk leaving Maw Installation unmolested as long as there is a chance that it might be used as a platform to devise weapons which might be deployed against the New Republic.
He accompanies the SpecForce team which is assigned the task of taking the Maw Installation and frees the enslaved Wookiees. When Daala's forces return to the Maw during the mission, Chewie leads the now-freed Wookiees in an attack in the Installation's own assault shuttles, with some atypically useful help from C-3PO.
Chewbacca
Type: Wookiee
DEXTERITY 2D+2
Blaster 7D, bowcaster 10D, brawling parry 8D+1, dodge 7D, grenade 5D+1, melee combat 8D, melee parry 8D, vehicle blasters 7D
KNOWLEDGE 2D
Alien species 7D+1, bureaucracy 4D+2, business 5D+1, cultures 3D+2, languages 6D, planetary systems 8D, streetwise 7D, survival 7D+2, value 8D
MECHANICAL 3D
Astrogation 8D+2, beast riding 4D, communications 5D+1, repulsorlift operation 7D+2, sensors 7D, space transports 8D+1, space transports: YT-1300 transports 11D+2, starship gunnery 8D+1, starship shields 7D, walker operation: AT-ST 4D+2
PERCEPTION 2D
Bargain 5D+1, command 5D+2, gambling 5D+1, hide 4D+2, search 4D+1, sneak 4D+2
STRENGTH 5D
Brawling 11D, brawling: martial arts 6D, climbing/jumping 8D, lifting 11D, stamina 10D, swimming 7D
TECHNICAL 3D+1
Blaster repair 5D+2, bowcaster repair 6D, computer programming/repair 9D, demolitions 6D, droid programming 8D, droid repair 7D+2, first aid 5D+1, repulsorlift repair 7D+1, security 7D+2, space transports repair 11D, space transport repair: YT-1300 transports 12D+2
Special Abilities:
Strength skills:
Brawling: martial arts: Chewie learned the rudiments of the Noghri martial arts style. He gets +2D to brawling when fighting somebody without this specialization and causes Strength +1D+2 damage. See page 94 of the Dark Force Rising Sourcebook for more information.
Berserker Rage: Chewie gains +2D to Strength when brawling in berserker rage. See page 137 of Star Wars: The Roleplaying Game, Second Edition and page 124 of Star Wars Gamemaster Handbook.
Climbing Claws: +2D to climbing.
Force Points: 1
Character Points: 10
Move: 13
Equipment: Bowcaster (4D damage), ammo, droid tool kit, starship tool kit, waist pouch
Winter has long been a friend and confidante to Leia, and her most trusted aide and servant. When the Solos realize what tempting targets their children pose to Imperial schemers, they immediately turn to Winter. When the base on New Alderaan is penetrated by the resurrected Emperor's agents, Winter, Luke, and Ackbar establish a secret base on the fractured world of Anoth. Winter serves willingly as nanny and protectress to the Solo children in their years in hiding. She dearly loves her charges, and fiercely protects them with her life.
Her duty is not without sacrifice, however. The life of an exile is a lonely one for someone who has only infants for company. Winter looks forward to the few visits Han, Leia, and their close circle of family friends can make to the remote world with great anticipation. When the twins leave Anoth to rejoin their parents, she becomes very depressed, though she rarely shows any trace of emotion. She is also greatly disappointed when Ackbar declines her invitation to visit for awhile after he resigns from the Inner Council.
Winter faces the Imperial intruders alone when Furgan invades to steal away Anakin Solo. She takes out a number of the Imperial MT-AT "spider" walkers using the automatic defenses of the base, and then lies in wait inside, so that she can lead the invaders on a chase through the interior. She successfully leads the pursuing stormtroopers into the depths of the station, and into the dim computer core chamber. There she unleashes the room's hidden occupants on the stormtroopers — assassin droids. Fortunately, Leia and the New Republic arrive with reinforcements before Furgan's remaining forces can overpower her.
Winter
Type: Councilor Aide
DEXTERITY 3D+1
Blaster 5D+2, blaster: hold-out blaster 7D+1, brawling parry 4D+1, dodge 6D+2, grenade 4D+1
KNOWLEDGE 4D
Alien species 6D, bureaucracy 6D, bureaucracy: New Republic Inner Council 7D+2, cultures 5D, cultures: Alderaan royalty 9D, Imperial supplies 6D, languages 7D, planetary systems 7D, streetwise 5D, value 7D+1, willpower 6D
MECHANICAL 2D
Beast riding 4D, communications 5D+1, repulsorlift operation 3D, sensors 4D+2, space transports 5D, starfighter piloting 3D+1, starship shields 3D+2
PERCEPTION 3D+1
Bargain 6D+1, bargain: military supplies 8D+2, command 4D+1, con 7D+1, forgery 5D+2, hide 6D+2, persuasion 5D+1, search 4D+2, sneak 5D+1
STRENGTH 2D+2
Brawling 3D, stamina 4D+2, swimming 4D+2
TECHNICAL 2D+2
Computer programming/repair 4D+2, droid programming 4D, first aid 4D+2, security 7D+1
Special Abilities:
Perfect Memory: Winter has "holographic memory" — she has instant and total recall of everything she has ever heard, felt, witnessed, researched, or otherwise experienced.
Force Points: 1
Character Points: 15
Move: 10
Equipment: Hold-out blaster (3D+1), comlink, New Republic Consular ID
Artoo-Detoo has spent most of the last decade at the side of Luke Skywalker, and has been in more adventures than any one droid has a right to be. Small wonder, then, that he decided that a quiet week or so in the relatively sedate environs of the Imperial database center would do him some good. At Luke's behest, he combs the Imperial databases in search of potential candidates for Luke's Jedi academy, while Luke goes on to check a few leads of his own.
He and Threepio accompany Lando on a trip to Umgul to check on one lead that he turns up. The lead turned out to be a dead end, but Artoo does help Lando land a million credit reward, for which Lando is no doubt grateful.
When Luke returns from his journeys, Artoo resumes his duties of keeping a watchful eye on his master. He accompanies Luke and Lando to Kessel, and guards Luke's defenseless body on Yavin Four after Kyp places him in a Sith coma.
R2-D2
Type: Industrial Automaton R2 Astromech Droid
DEXTERITY 2D
Electroshock prod 4D+2, dodge 5D
KNOWLEDGE 2D
Planetary systems 9D, survival 6D+2, value 7D+2
MECHANICAL 4D
Astrogation 12D, communications 7D, repulsorlift operation 6D+2, sensors 8D+1, starfighter piloting 7D, starfighter piloting: X-wing 9D+2, starship gunnery 5D, starship shields 5D+2
PERCEPTION 3D
Command 4D, con 4D+2, gambling 6D, search 4D, sneak 5D
STRENGTH 3D
Lifting 4D, swimming 3D+1
TECHNICAL 4D
Computer programming/repair 9D+2, droid programming 5D+2, droid repair 8D, machinery repair 5D+2, repulsorlift repair 5D, security 7D+1, starfighter repair: X-wing 9D+2, space transports repair 7D, space transports repair: YT-1300 transports 9D+2, starship weapons repair 5D
Equipped With:
- Three wheeled legs (one retractable)
- Retractable heavy grasper arm (+1D to lifting)
- Retractable fine work grasper arm
- Extendable 0.3 meter long video sensor (360° rotation)
- Small electric arc welder (3D damage, 0.3 meter range)
- Small circular saw (4D damage, 0.3 meter range)
- Video display screen
- Holographic projector/recorder (one meter range)
- Fire extinguisher
- Small internal "cargo" area (20 cm by 8 cm)
- Inner pitch acoustic signaller
- One long range sensing array; includes radar, Geiger counter and life form sensor, infrared receptors, electromagnetic field receptors (add +3D to search at range of up to 100 meters)
- Broad-band antenna receiver (can monitor all broadcast and communication frequencies)
- Information storage/retrieval jack for computer link-up
- One compressed air launcher (used for Luke's lightsaber or flares)
Force Points: 1
Character Points: 6
Move: 5
Size: 0.96 meters tall
Cost: Not for sale
Equipment: Long-range comlink attachment (100 kilometer range)
C-3PO is fond of telling anyone who will listen how under-appreciated he is, and he does have a point. He has many decades of experience as a protocol droid, and is highly skilled at the tasks involved. Unfortunately, he is seldom called upon to perform the protocol duties he was designed for, and more often than not finds himself in situations his programming does not prepare him for — such as babysitting or flying into combat as a battle coordinator.
C-3PO spends a lot of his time doing domestic chores for Leia Organa Solo. He has trained himself to prepare gourmet meals, and is assigned the task of managing the twins when they return from Anoth (unfortunately for him, Leia discovered he had spent a year supervising preschoolers on Alderaan many years ago). He eventually escapes this ignoble duty (along with Chewbacca) by accidentally misplacing the twins during a field trip.
He undoubtedly wishes he hadn't, since he is almost immediately assigned to accompany Chewbacca and Page's Commandos on a raid of Maw Installation. Officially, he is expected to be useful in analyzing the data stored in the Maw computers, and translating for the various alien scientists. However, he more than suspects that Leia put his name in to get him away from the twins.
Things do not go as expected in the Maw, however, and the droid is dragooned into flying into combat against Daala with Chewbacca. He serves as battle coordinator, and provides navigation guidance for the various Imperial assault shuttles the New Republic presses into action.
C-3PO
Type: Cybot Galactica 3PO Human-Cyborg Relations Droid
DEXTERITY 2D
Dodge 5D+2
KNOWLEDGE 5D+2
Alien species 8D+1, bureaucracy 9D, cultures 8D, languages 13D, planetary systems 6D, scholar: child care 6D, survival 5D+2, value 5D+2
MECHANICAL 3D
Repulsorlift operation 5D+2, space transports 4D, starship shields 3D
PERCEPTION 3D+1
Bargain 7D, con 6D+1, hide 5D, sneak 5D
STRENGTH 2D
TECHNICAL 3D
First aid 4D
Equipped With:
- Humanoid body (two arms, two legs, head)
- Two visual and two audial sensors — Human range
- Broad-band antenna receiver
- AA-1 Verbo-brain
- TranLang III Communication module with over seven million languages
- Vocabulator speech/sound system capable of providing an extraordinarily wide range of sounds including sound effects and exact impersonation of Princess Leia's voice as well as very passable imitations of Han Solo, Chewbacca, Lando Calrissian and Luke Skywalker
Force Points: 1
Character Points: 5
Move: 8
Size: 1.67 meters tall
Cost: Not for sale
A Change of Command
"The Admiral will see you now."
Wedge nodded to the young ensign. She looked tired. He looked around the central corridor of the Headquarters Frigate. Everyone looked tired. And defeated. As he stood, slowly smoothing his uniform. The deck plates thrummed as one of the main engines coughed — it had been damaged during the escape from Coruscant.
Wedge stepped into the Admiral's office, and remained respectfully by the door waiting to be acknowledged. Admiral Ackbar stood looking out of his window at the knotted swirling maelstrom of hyperspace. He turned with a rasping sigh, his hands thoughtfully stroking his chin tendrils. His glassy eyes swiveled in their sockets to focus on Wedge.
"Please make yourself at home, Commander." He waited for Wedge to seat himself, and then sat down himself. "I have read your report. You and Rogue Squadron are to be commended for your work in covering the evacuation of Coruscant."
"Thank you, sir."
"I did not bring you here to offer congratulations, however." Ackbar bowed his domed head. "The Imperials have done their work well. By launching their sneak attack while we were celebrating our victory over Thrawn, they caught many of our military leaders in the review stands at the parade grounds. Between the first wave of attack, the ensuing battles, and the evacuation, we have lost over 60 percent of the Army's command staff. The upper hierarchy has been severely disrupted. We still have majors and colonels aplenty, but above that ... You must understand that this information has yet to be made public."
Wedge gasped. He had heard that some of the Army divisions had lost commanders, but he had had no idea the situation was so serious. "That news is going to decimate morale," he said. "Generals Rieekan and Madine must be going out of their heads trying to dig up replacements."
Ackbar nodded. "We are, of course, promoting as many from the lower commissioned ranks as we can, and General Madine is taking steps to recall officers from other posts and worlds. I'm sure they are able commanders, but many of our best COs, even those stationed on other worlds, had traveled to Imperial City for the victory celebrations." He sighed again and fingered a small coral sculpture on his desk. "The bottom line is that the Army's leadership has suffered a grievous blow. General Dodonna and other members of the gray cadre have offered to come out of retirement, and Calrissian has reactivated his commission, but we are facing a definite shortage of other high-ranking officers."
Wedge furrowed his brow. He wasn't exactly sure where Ackbar was going, but he did know he didn't much like the general drift. "Well, what can I do for you, Admiral? You want me to brief the new guys? Bring some retired officers up to speed on current technology and naval tactics?"
Ackbar leaned forward, and looked into his eyes. "I want you in the Army."
Wedge tried not to laugh, but the request was too sudden, too unexpected. On top of everything that had happened in the last week, it was simply too much. He snorted.
Ackbar's tendrils twitched. "You find my request amusing, Commander?"
Wedge blanked his face. "No, sir, my apologies, sir. I just don't ... I mean, me, a ground pounder? I don't have the training for that!"
"You are too modest. Your role as wing commander of Rogue Squadron has more than prepared you for such duties. And the work you did in rallying the Imperial City militias just this week has dispelled any lingering doubts I may have had regarding your ability to lead men on the ground as well as in the air."
Wedge hesitated. You don't simply say "no" to an Admiral. "With all due respect, Admiral, I feel I can better serve the New Republic in my cockpit than in a repulsortank somewhere."
Ackbar opened his jaws in a Mon Calamari chuckle. "I do not anticipate sending you into the field, Commander Antilles. I want you on my command staff. You are about due for a promotion, are you not? How would you like to be a general?"
Wedge grinned wryly. "I'm deeply flattered, Admiral, but I didn't exactly join the Navy to become a general."
Ackbar gestured for Wedge to lean closer. "I am Navy myself, Antilles," he said in a low gravelly voice, "and I do not ask you to turn your back on the Service lightly. But as you said yourself, morale is low. We need leaders the troops can rally around. You have been with the Alliance for a long while. You are well regarded and loved by the men and women you lead, and you are a hero in the eyes of the people. I must have veterans like yourself at the head of my Army." He paused. "I will not order your transfer. I don't want you if you won't go voluntarily, however desperate the hour might be."
Wedge winced. Ackbar knew exactly what he was doing, tugging at his sense of duty and honor. Ackbar might pretend he was giving Wedge a choice, but they both knew he was as good as hooked. You just didn't say "no" to an Admiral.
Not that he had to go without a fight. With the Empire on Coruscant and chasing the New Republic up and down the Trade Spine, he might have some bargaining power. "As long as I can lead Rogue Squadron, you can pin whatever rank or title you want on me."
Ackbar's eyes swiveled in surprise. Well, there it was. Either Ackbar went for it or he didn't. "A ... general commanding a naval starfighter squadron is certainly a novel proposition. But, I suppose that Rogue Squadron is not a typical squadron, either ..." Ackbar paused a long moment, and made a show of examining his coral sculpture again. "Very well. I shall probably never hear the end of it from Madine, but I will agree." Ackbar stood, and Wedge quickly followed suit.
"General Antilles, from this moment on, you shall be my Fighter Command Liaison. You will serve on my command staff as a representative of the Army, and I expect you to familiarize yourself with the protocols of that branch and get to know your fellow officers and troops throughout the command chain. You may remain wing commander of Rogue Squadron, and may continue to fly missions so long as your doing so does not interfere with your new duties. You will continue to report directly to me. Is that satisfactory?"
Wedge grinned. "You got yourself a general, Admiral."
As much as he relishes the command of Rogue Squadron, Wedge is beginning to get a little restless as he nears his fourth decade. He is beginning to realize that he's never had much of a normal life. He went from being a kid knocking around a spaceport to a pilot flying for the Rebellion, with not much of a chance to get out and try a few things, see a bit of the universe, enjoy himself for a while, and try to figure out who Wedge Antilles is.
As the New Republic seemingly enters a new era of peace, Wedge decides to take a leave of absence from Rogue Squadron and tackle a few personal projects of his own. He spends his first four months supervising salvage crews working to clear away the battle debris still clogging the orbital traffic lanes around Coruscant. Once that project is off and rolling, he takes on the task of heading a large-scale work crew charged with clearing away a portion of Imperial City's sundered cityscape. A few weeks later, the urge to get back into space grows too powerful to resist, and Wedge volunteers to head the relocation of the Eol Sha colony to Dantooine.
Wedge agrees to look after Qwi Xux, the Imperial research scientist who defects to the New Republic, after he and she hit it off at an initial debriefing session. Some in the Inner Council feel that a professional bodyguard might be more appropriate for the task, but others, Wedge among them, feel that she might be better off with someone she feels comfortable around.
When he learns that Qwi is uncertain about what she wants to do with her life, he simply takes her along as he pursues his own interests — at first, out of convenience, and later, out of a growing interest in her. Together, they join the disaster relief crews on Vortex, and work to help the Vors clear away the ruins of their Cathedral of Winds.
For a long while, Wedge holds himself responsible for Qwi's memory loss. If she had had a real professional rather than a lovesick fighter pilot for a bodyguard, she wouldn't have fallen prey to Kyp. Only later can he accept Luke's gentle argument that if he, a Jedi Master, could not stand up to Kyp's Sith-augmented powers, Wedge could not be expected to do so when Kyp came for Qwi Xux.
The emergence of Admiral Daala's forces ends Wedge's period of introspection and personal exploration. With Imperial forces once again on the move, he must return to his duties as a general and a warrior.
General Wedge Antilles
Type: Brash Pilot
DEXTERITY 3D
Blaster 6D, brawling parry 4D+1, dodge 6D+1, melee combat 4D+1, melee parry 4D, vehicle blasters 4D
KNOWLEDGE 2D
Alien species 6D, bureaucracy 6D+1, cultures 4D, languages 4D+2, planetary systems 6D+2, streetwise 5D, survival 5D, tactics 5D
MECHANICAL 4D
Astrogation 7D+2, repulsorlift operation 5D+2, space transports 5D+2, starfighter piloting: X-wing 7D+2, starship gunnery 7D+1, starship shields 6D
PERCEPTION 3D
Bargain 5D, command 7D+1, command: Rogue Wing 8D+2, gambling 4D, hide 4D, search 5D, sneak 4D
STRENGTH 3D
Brawling 4D, stamina 6D, swimming 5D
TECHNICAL 2D
Computer programming/repair 6D, repulsorlift repair 4D+1, space transports repair 6D, starfighter repair: X-wing 6D+2
Force Points: 1
Character Points: 8
Move: 10
Equipment: Blaster pistol (5D damage), comlink, blast vest (+1D physical, -1 energy), New Republic uniform, survival pack (see page 96 of The Rebel Alliance Sourcebook)
Every now and then, Jan Dodonna, the brilliant general who conceived the Rebel attack on the first Death Star at the Battle of Yavin, thinks about retiring. He has tried it a few times, but events always conspire to bring him back into the thick of galactic affairs.
These days, Dodonna leaves the running of the military to younger men and women. He serves the Inner Council by special appointment as an elder statesman. He directs no ministry, and takes on only the projects which interest him.
Most recently, he has taken on the issue of reintegrating the feral humans of the Undercity into mainstream Coruscanti life. This has proven to be a daunting task, and Dodonna has had to expand his staff several times to maintain the rapidly expanding program. Even so, he has successfully brought several hundred families back to the surface, and is working with government health and support departments to provide them housing and a means to earn a living.
General Jan Dodonna
Type: New Republic General
DEXTERITY 1D+2*
Blaster 3D*, dodge 3D*, melee combat 3D+1*
KNOWLEDGE 3D
Alien species 6D, bureaucracy 6D+2, cultures 7D+1, languages 9D, military history 7D+2, military history: modern fleet battles 12D+2, planetary systems 8D+1, tactics: capital ships 9D+2, tactics: fleets 7D+1, tactics: sieges 10D+2, tactics: starfighters 7D+2
MECHANICAL 3D+2
Astrogation 5D+2, repulsorlift operation 6D, space transports 4D+2, starship gunnery 4D+2
PERCEPTION 3D+1
Bargain 5D+1, command 9D, con 9D, gambling 9D+2, search 7D, sneak 5D
STRENGTH 1D+2*
TECHNICAL 3D
Computer programming/repair 7D, demolition 5D, droid programming 7D, droid repair 5D+2, security 7D+1
Force Points: 2
Character Points: 18
Move: 8*
Equipment: Datapad, blaster pistol (4D), comlink
* Note: Some attributes and skills have been lowered to reflect aging and lack of use.
General Crix Madine has always viewed himself more as a military man than a politician, which makes his current position as New Republic Minister of the Army somewhat surprising. However, the losses the New Republic Army officer corps has suffered within the last 24 months has forced a drastic shuffling of upper-level officers within the Army, and Madine has not escaped the reorganization.
Madine is not altogether thrilled with the situation — he favors field assignments over staff jobs — but at least he has discovered he can handle the demands of the job with competence. He is still a trifle unsure of himself in political matters, however, and tends to take Mon Mothma's lead when asked to vote on non-military matters.
Madine, who defected from the Empire when ordered by the Emperor to lead a squad of Storm Commandos to Dentaal to unleash the dreaded Candorian Plague, has never been in favor of employing weapons of mass destruction, and has viewed the never-ending procession of Imperial superweapons with considerable distaste. He prefers to use surgical strikes to achieve military objectives rather than the imprecise and indiscriminate bludgeons favored by the Empire.
Since his feelings are well-known by his colleagues in the Inner Council, it comes as no surprise to anyone that he adamantly opposes any use of the Sun Crusher.
General Crix Madine
Type: New Republic General
DEXTERITY 2D+2
Blaster 6D+2, blaster artillery 5D+2, blaster artillery: anti-infantry 9D, blaster artillery: anti-vehicle 7D+2, brawling parry 5D, dodge 7D+1, grenade 5D+2, melee combat 5D, melee combat: force pike 7D, melee parry 4D
KNOWLEDGE 3D
Alien species 6D+2, languages 4D+2, military history 12D, planetary systems 7D, streetwise 5D, survival 5D, tactics: ground assault 10D+2, tactics: squads 14D, willpower 5D+2
MECHANICAL 3D+2
Beast riding 5D+2, beast riding: Cracian thumper 6D+2, capital ship gunnery 4D+2, ground vehicle operation 5D+2, powersuit operation 5D, repulsorlift operation 6D, starship gunnery 5D
PERCEPTION 3D+1
Bargain 5D+1, command 11D, con 5D+1, gambling 4D+2, hide 6D+1, persuasion 5D+2, search 7D, sneak 6D+1, sneak: forest 6D+2
STRENGTH 2D+1
Brawling 6D, climbing/jumping 4D+1, stamina 6D+1, swimming 3D+1
TECHNICAL 3D
Computer programming/repair 5D, demolition 6D, droid repair 4D+1, ground vehicle repair 4D+2, security 8D, space transports repair 6D, starfighter repair 4D+2
Force Points: 1
Character Points: 12
Move: 10
Equipment: Blaster pistol (4D damage), comlink, datapad
Garm Bel Iblis, one of the founders of the Rebel Alliance and a popular senator — even the notoriously cynical Han Solo looks up to him — from Corellia, fell away from the Alliance many years ago to form his own anti-Empire organization. With the rise of the New Republic, however, Bel Iblis has once again become an influential member of the New Republic Senate, and a Senate-appointed member of the Inner Council.
Though Bel Iblis has moderated his views somewhat since the days of the Empire, he still tends to favor military solutions over diplomatic ones. He leads the opposition to Mon Mothma's new foreign policy initiative, because he feels that the New Republic cannot allow the Empire to regroup in the Imperial Core without taking steps to disrupt them or at least contain them.
When presented with the awesome power of the Sun Crusher, Bel Iblis is sure that it represents a solution everyone will be able to support. Without diverting resources Mothma has allocated to diplomatic programs, the military can use the Sun Crusher to rob the Imperials of their most strategically important systems, and perhaps force them to surrender when they realize that they are faced with an unbeatable weapon and an opponent willing to use it.
Unfortunately for the Bel Iblis Plan, they aren't faced with such an opponent. To his surprise and displeasure, Mothma and her coalition in the Inner Council successfully block his plan on moral grounds. Bel Iblis finds this vastly discouraging, but is able to affect a philosophical attitude about the matter — this isn't the first time he and Mothma have held differing opinions, after all, and it probably won't be the last.
Garm Bel Iblis
Type: New Republic Senator
DEXTERITY 3D
Blaster 8D, blaster artillery 7D, brawling parry 6D, dodge 7D, grenade 5D, melee combat 5D, melee parry 5D, missile weapons 5D+2, thrown weapons 4D+2, vehicle blasters 6D
KNOWLEDGE 4D
Alien species 8D+1, bureaucracy 8D, bureaucracy: New Republic Inner Council 8D+1, bureaucracy: New Republic Senate 8D+2, business 8D, cultures 7D+2, intimidation 7D, languages 7D, law enforcement 6D, law enforcement: Old Republic law 7D+2, law enforcement: New Republic law 5D+2, planetary systems 7D+2, streetwise 7D, survival 6D, tactics: ground assault 9D+1, tactics: capital ship 9D, tactics: starfighter 8D+2, value 5D, willpower 7D
MECHANICAL 3D
Astrogation 5D, beast riding 5D, capital ship gunnery 5D+2, capital ship piloting 7D, capital ship shields 5D+2, communications 5D, ground vehicle operation 6D, repulsorlift operation 6D, sensors 6D, space transports 5D+1, starfighter piloting 6D, starship gunnery 6D, starship shields 6D
PERCEPTION 4D
Bargain 9D, command 9D+2, command: Peregrine's Nest troops 11D, con 6D, gambling 7D, hide 7D, investigation 6D, persuasion 7D+2, persuasion: debate 9D+1, persuasion: oration 8D+2, search 5D, sneak 7D
STRENGTH 2D
Brawling 6D, climbing/jumping 3D+1, lifting 3D, stamina 5D+1, swimming 4D
TECHNICAL 2D
Capital ship repair 3D+2, capital ship weapon repair 3D+2, computer programming/repair 3D, demolitions 3D, droid programming 3D, droid repair 3D, first aid 5D, ground vehicle repair 4D, repulsorlift repair 4D, security 5D, space transports repair 4D
Force Points: 2
Character Points: 26
Move: 10
Equipment: Sporting blaster (3D+2), comlink, datapad
Hrekin Thorm is a native of the Core world Fedalle. Like Leia Organa Solo and Mon Mothma, Thorm was a member of the Imperial Senate before it was disbanded.
Fedalleans do not particularly care who runs the galactic government so long as they are taken care of, and Thorm is a typical representative of this pragmatic if self-centered philosophy. He vaguely supported the Emperor when he was in power, and he vaguely supports Mothma now that she controls the agenda.
Since Fedalle is a powerful and wealthy Core world, Thorm has an influential place in the Senate, and the backing to get himself appointed to the Inner Council (he has many contacts in Core industry). For the most part, he prefers to go along with the flow. However, he can be ruthless when it suits him, and tends to strike an opponent when he or she is already down.
Thorm is an obese man with graying black hair and a kindly wizened face. He dresses very stylishly, and is a lover of life of the highest order. He has a vast repertoire of jokes and anecdotes to fit every occasion.
Senator Hrekin Thorm
Type: New Republic Senator
DEXTERITY 3D
Dodge 4D
KNOWLEDGE 4D
Alien species 6D+1, bureaucracy 6D, bureaucracy: New Republic Inner Council 7D+2, bureaucracy: New Republic Senate 8D+2, cultures 6D, intimidation 7D, languages 7D, planetary systems 7D, survival 4D+2, value 6D+1, willpower 7D+1
MECHANICAL 3D
Astrogation 4D, communications 5D+2, repulsorlift operation 5D+1, space transports 4D+2
PERCEPTION 4D
Bargain 9D, command 4D+2, command: New Republic bureaucrats 9D+2, con 9D, gambling 7D, hide 6D+2, persuasion 8D, persuasion: debate 8D+2, persuasion: oration 6D, search 5D, sneak 5D
STRENGTH 2D
Brawling 4D+1
TECHNICAL 2D
Computer programming/repair 6D+2, droid programming 5D+1, first aid 5D, security 5D+1
Character Points: 14
Move: 9
Equipment: Comlink, datapad
Tresk Ortola first ran into Rebel sympathizers while a student at the Academy. He and a few friends entered the merchant marine after graduation, and soon found a chance to jump ship and join the Rebel Alliance. He spent a number of years as the first officer of a Rebel gunship protecting Rebel transports, and after a number of bold actions, was promoted to command the Corellian corvette NovaFlare, shortly before the Battle of Endor.
Ortola is a bold captain, and is not above taking tremendous chances if he gets the gut feeling he can pull off a difficult maneuver. While his service record is exemplary, he has a reputation for developing selective hearing or creatively interpreting his orders when he feels he has a better solution to a given situation. This weakness has brought him his biggest successes, but it is also the reason he is still commanding an aging corvette while other Alliance veteran captains have gone on to bigger and more modern ships.
Captain Tresk Ortola
Type: New Republic Captain
DEXTERITY 2D+2
Blaster 5D+1, blaster artillery 3D+1, brawling parry 4D, dodge 5D, grenade 3D+2, melee combat 3D+1, melee parry 4D, running 3D
KNOWLEDGE 3D
Alien species 5D, bureaucracy 6D, intimidation 4D+1, planetary systems 6D, tactics: capital ships 7D, streetwise 5D+1, survival 4D, willpower 4D
MECHANICAL 3D+2
Astrogation 6D, capital ship gunnery 5D+1, capital ship piloting 5D, capital ship piloting: Corellian corvette 8D+1, capital ship piloting: Corellian gunship 7D, repulsorlift operation 5D+2, sensors 5D+2, space transports 6D+1
PERCEPTION 3D+1
Bargain 5D, command 7D, con 5D+1, gambling 4D+2, hide 4D+1, persuasion 6D, search 5D, sneak 4D+1
STRENGTH 2D+1
Brawling 4D, climbing/jumping 4D+2, lifting 4D, stamina 3D+1
TECHNICAL 3D
Capital ship repair 4D, computer programming/repair 5D+1, first aid 5D, security 5D+2
Force Points: 1
Character Points: 9
Move: 10
Equipment: Comlink, datapad, hold-out blaster (3D)
In his youth, Terpfen was a gifted mechanic who worked on Mon Calamari's fleet of beautiful and elegant spaceliners. When his world was discovered and attacked by the Empire, Terpfen joined the many Mon Calamari engineers and mechanics who rushed to arm their ships for war.
He was eventually captured by the Imperials, and taken from Mon Calamari to work on designing and refining Star Destroyers. He and a small band of enslaved mechanics sabotaged one of the Star Destroyers they were working on. Unfortunately, they were recaptured before they could slip out of the shipyard and escape.
The saboteurs were scheduled for termination, but were shipped to Carida for a new top secret experimental program instead. Of the 14 Mon Calamari that entered the program, only Terpfen survived, a horrible scar on his smooth domed head a permanent souvenir of his ordeal.
Upon obtaining his freedom, Terpfen lost no time in rejoining the Mon Calamari Rebel starship repair crew. He soon rose to become Admiral Ackbar's chief starship technician.
While all who know Terpfen are aware of his horrible ordeals with the Empire, none are aware of the dark secret that Terpfen has harbored for all the years he has worked for the New Republic — he is an unwilling spy controlled like a puppet by his Imperial masters on Carida. While he was a prisoner on Carida, Imperial doctors had placed organic circuitry in his brain which forces him to comply with their every command.
Ambassador Furgan, his final controller, places some new minor compulsion on Terpfen every few days or so, to maintain and reinforce his hold over him. Furgan takes particular delight in torturing Terpfen, and channels the hate the Mon Calamari feels for him into treasonous acts.
Furgan has compelled Terpfen to spy for years, and begins demanding more overt acts of sabotage and treason. Terpfen is forced to obtain a genetic cell sample of Mon Mothma for his Imperial master, and then compelled to sabotage Admiral Ackbar's personal B-wing in an attempt to kill Leia and Ackbar. His final act of betrayal is to deliver into the hands of Furgan the secret location of the planet where Anakin Solo is being raised.
With the destruction of Carida and Furgan's departure for Anoth, Terpfen's conditioning begins to break down, and he finds the strength to confess his crimes to Leia and Ackbar. He accompanies the New Republic's rescue force to Anoth, and has the pleasure of taking a part in foiling Furgan's plans. Freed to express at long last his deep hatred for Furgan, Terpfen pursues his former master into the depths of the base. The two engage in a furious walker battle in the landing bay of the station. Terpfen casts Furgan's walker out into the void beyond the opening of the hangar, and destroys it before it strikes bottom. Driven mad with grief and guilt, he attempts to hurl his walker out after it, but Ackbar stops it before it can plunge off the side of the cliff.
Ackbar reminds Terpfen that he too was forced to work in the service of the Empire. The best any of them can do now is to do their best to defeat the system they once aided.
In view of the involuntary nature of his treason, Mon Mothma grants Terpfen a full pardon. Nonetheless, Terpfen cannot bring himself to don his uniform again. Ultimately, he asks Ackbar permission to return to Mon Calamari so he can help rebuild the destroyed city of Reef Home.
Terpfen
Type: Mon Calamari Starship Mechanic
DEXTERITY 3D
Blaster 4D+2, blaster artillery 4D, dodge 4D+1, melee combat 5D+1, missile weapons 4D, missile weapons: power harpoon 4D
KNOWLEDGE 3D
Alien species 4D+1, bureaucracy 4D+1, cultures 5D, languages 6D, planetary systems 6D, survival 4D, survival: ocean/undersea 5D+2
MECHANICAL 3D+1
Astrogation 8D, capital ship gunnery 5D+2, capital ship piloting 4D+1, capital ship piloting: Mon Calamari battle cruiser 5D, capital ship shields 6D+1, repulsorlift operation 5D+2, sensors 5D, space transports 4D+2, starfighter piloting 4D+2
PERCEPTION 2D+1
Bargain 5D, command 7D, command: Mon Calamari crewmen 8D+2, hide 4D+1, persuasion 4D+1, search 5D+1, sneak 4D+2
STRENGTH 3D
Lifting 4D, stamina 6D, swimming 7D+2
TECHNICAL 3D+1
Capital ship repair 7D+1, capital ship weapon repair 7D+2, computer programming/repair 6D+2, droid programming 5D+1, first aid 4D+1, first aid: Mon Calamari 5D+2, repulsorlift repair 5D+2, security 7D+1, space transports repair 8D, starfighter repair 10D, starship weapon repair 8D+2
Special Abilities:
Moist Environments: When in moist environments, Mon Calamari receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks.
Dry Environments: When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks.
Willpower: Because of physical alterations to Terpfen's brain, he cannot resist a command issued by an Imperial officer. His willpower is always assumed to be zero in such cases, though Force and Character Points may modify this score.
Force Points: 1
Dark Side Points: 2
Character Points: 12
Move: 10
Equipment: Comlink, datapad, military dress uniform, standard military uniform
Imperial Organic Implants
One of the many sadistic medical research programs Imperial doctors engaged in at the height of the Empire's expansion was organic mind control implants. Early subjects for experimentation were all Mon Calamari, because the compartmental structure of their brains made them ideal subjects.
Imperial xenosurgeons opened the skulls of their "patients," and surgically removed the portions of their brains which control a Mon Calamarian's loyalty, volition, and resistance to special commands. The doctors replaced the missing areas of the brain with specially grown circuits that mimic the size, shape, and composition of the removed tissue.
The organic circuits were perfectly camouflaged and were invisible to the most thorough medical scan. In theory, they would make the subject a perfect slave and spy — helpless to resist Imperial commands, and able to employ all of his abilities and knowledge to complete his assignments.
In application, the program either killed or drove insane all but Subject X-2B who, after extensive monitoring and conditioning, was released to serve the Empire from within the enemy's camp. The program was canceled soon after, when it became apparent that the process could not be reliably duplicated on other Mon Calamari, let alone humans, the eventual goal of the program.
Cutting Ties
Leia maintained an air of absolute calm, as the Barabel ambassador smashed his fist into the conference table. Growling curses in his native tongue, the Barabel railed against the New Republic, the Empire and negotiations in general.
"I am sorry that you feel the request for access to the spaceport facilities at Alater-ka is unreasonable, Ambassador. Perhaps you can suggest an alternative," Leia spoke soothingly. Hopefully she could calm the angry Barabel, recognizing that the violent outbursts and aggressive gestures were in fact a component of the aliens' negotiation style.
"Not unreasonable, Organa Solo," the Barabel growled leaning across the table until his face was scant centimeters from Leia's. "Impossible! Barab I will not play host to New Republic military. Empire was bad enough. What you ask is folly!"
The Barabel had intended to emphasize his statement by pounding his fist into the conference table again, directly in front of Leia. Normally, the sight of an angry Barabel was enough to convince most sentient beings to capitulate, and the angry ambassador believed his size and ferocity would easily persuade Organa Solo to grant more favorable treaty terms to his people.
A steely grip settled on his wrist, stopping it before it struck the table and a gravelly, catlike voice purred at him. "You will not harm the Mal'ary'ush," the voice said, silky and menacing. "You will step back now."
The Barabel ambassador swung around suddenly, aiming a ferocious blow at the small, grey-skinned alien that had appeared at his side as if conjured. The blow never connected, and the ambassador only had time to register surprise before he fell flat on his back on the cold stone floor of the conference room. His consciousness fled a moment later.
Moving quickly to the fallen Barabel, Leia confirmed her fears: the Noghri bodyguard that had been skulking in the shadows had used his species' peculiar martial arts skills to render the angry ambassador unconscious. At least he's not dead, Leia thought.
The problems associated with her Noghri bodyguards had become evident in the days following the assault on Mount Tantiss. Several species that had once been enslaved by the Empire took exception to Leia's relationship to the Noghri. The Elomin representative to the New Republic went so far as to call Leia a "slaver." Mon Mothma had been gently pressuring her for months to cut her ties to the Noghri, though Leia was not sure if she could actually sever them; getting some distance from her overzealous protectors was the best she could hope for.
"Apologies, Lady Vader," the Noghri growled, "but I feared he would strike you. That cannot be allowed."
"I know, Ahk'laht," Leia sighed. "But I cannot allow any more incidents like this. Between the political problems associated with your life-debt to my family, and this," she paused, gesturing to the prone Barabel, "I simply cannot allow you to stay."
Ahk'laht seemed despondent, and Leia laid a comforting hand on the Noghri's shoulder. "This isn't a dishonor, Ahk'laht," she said, gently. "I simply no longer require your services. Send a message to the clan dynasts on Honoghr," she finished. "Tell them you and your comrades are coming home."
Now, Leia thought glumly, all I have to do is explain this mess to Mon Mothma. I think I'd rather face the Barabel when he wakes up ...
A year ago, the diagnosis for war-torn Coruscant was rather dire. Disaster consultants, economists, and public policy experts all agreed that the beloved center of human civilization had suffered a grievous blow that would take years, if not decades, to recover from. When the hysteria died down, it was discovered that, while Coruscant had suffered incalculable damage and millions of its people had died during the recent Imperial Civil War, the situation was not nearly so dire as first thought.
The large solar mirrors which warm the upper and lower latitudes of the planet still ride in their orbits, and no permanent damage has been done to the planet itself. Many of the urban centers still stand, and most critically, the major water distribution systems are largely untouched.
Disaster relief efforts have brought aid to many of the refugees who were cast adrift by the civil war. Most of the sentient life forms have been evacuated from the deep underworld of the ancient metropolis, although some stubbornly evade detection and relocation.
New Republic civil and military forces have dedicated themselves to rebuilding the planet, and have received funding from the New Republic Senate to do so. Top priority has been given to restoring the infrastructure of the galactic government, especially Imperial City and the Imperial Palace, where the ministers work and the Senate chambers are located.
Most key Imperial City governmental areas have been largely restored, and the immense metropolis has returned to its usual governmental and business activities, its recent sufferings already growing dim in its collective memory. This is not too surprising, given that over the centuries and millennia, Coruscant's recent experiences with war and devastation were but a minor "glitch" in the grand scheme of things.
Another restoration priority is clearing away the hazardous debris drifting in orbit — parts from wrecked starships destroyed in the vicious battles the New Republic fought to reclaim Coruscant choke the spacelanes, posing a real danger to shipping. With no production capabilities of its own, Coruscant is absolutely dependent on regular shipments of food and other consumables. Fortunately, after several months of hard work, the New Republic Navy has cleared safe zones through the debris, allowing ships to come and go on a somewhat regular timetable.
Meanwhile, the Emperor's construction droids range through the rubble of destroyed urban centers, sifting salvageable raw materials out of the wreckage for re-use, and assisting in the construction of new buildings. Gradually, a new Coruscant is emerging from the ashes of the old.
Coruscant
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Terrain: Urban, mountains, plains, icecaps
Length of Day: 24 standard hours
Length of Year: 368 local days
Sapient Species: Humans (N)
Starport: Stellar
Population: 1 billion
Planet Function: New Republic capital
Government: Representative democracy
Tech Level: Space
Major Exports: None
Major Imports: Foodstuffs, medicinal goods, luxury goods
Nearly the entire planetary surface of Coruscant is covered with layer upon layer of urban strata, consisting of buildings from a thousand eras and a thousand architectural styles. These buildings have been rebuilt, demolished, and rebuilt time and time again, until no one can say where one generation of buildings leaves off and another begins.
The immense towers of Imperial City, which rise several kilometers into the sky, are some of the oldest on a very old world. The cornerstones of these towers have been in place for thousands of generations, dating back to the formative days of the Old Republic. Over the millennia, higher and higher structures have been built on top of the ruined foundations.
Overhead, one can see the faint outlines of the numerous orbital shipyards and skyhooks. Hover barges drift above the buildings, flashing announcements in numerous languages and ferrying tourists about town to take in the sights of the ancient capital.
The weather of Imperial City is somewhat difficult to predict, because of the many microclimates which are generated by moisture trapped beneath the tall buildings. Occasionally, unexpected storms coalesce out of water evaporating from millions of exhaust vents, condensing and rising from the skyscraper forests, and falling again as rain. There is a pronounced aurora over Imperial City, a natural phenomenon exaggerated by the recent war.
At 40 stories tall, an Imperial construction droid is simply enormous. Sensors and optic arrays in its domed head survey the ruins before it. As it repairs the city, the droid checks the buildings arrayed before it, repairing those it can, and demolishing the rest. Demolished buildings are "recycled" inside the giant machines, and new constructs made from these materials are erected. It has a master construction plan implanted in its computer core, which it consults while making its demolition and construction decisions.
The constructor droid has enormous girdered arms designed to plow down buildings. At the end of many of these arms are shovel-clawed hands it uses to feed the debris into a processing mouth where the materials are separated and new components extruded. Some of its smaller limbs are equipped with implosion wrecking balls or plasma cutters that send explosive jolts into the walls to further break them down into component parts. Collector arms rummage through the rubble, sorting the salvage from the junk. Altogether, the constructor droid has dozens of arms of various sizes and shapes.
Rubble deemed unrecoverable is shoveled into waiting hoppers to be towed away. Wreckage deemed recyclable is scooped directly into the droid's churning mandibles. Internal conveyor belts deliver it to atomic incinerators, which break down the materials and extract the useful substances. Additional machines within the droid's structure process these substances into new building components. The smelting pods within the droid put out a lot of heat, causing the immense droid to glow slightly in darkness.
The droid moves about on huge support pods, which it uses only to move itself from job to job. Once it positions itself, it lowers itself to the ground and digs in.
The constructor droid is not a joy to work with. Its droid brain is balky, outdated, and unpredictable, and takes three days to program and recalibrate once interrupted. Nonetheless, there are no viable substitutes, and the New Republic government relies heavily on them.
The Imperial Palace is arguably the most important complex in the galaxy, and has been for many millennia. More a city unto itself than just another administrative complex, the rising spires of the cathedral-like citadel tower above all other buildings on Coruscant, and have housed the governments of hundreds of thousands of Old Republic administrations as the Presidential Palace.
When Emperor Palpatine came to power, he aggressively remodeled the Presidential Palace into a symbol of the New Order, and renamed it the Imperial Palace. Even in the New Republic, the name has stuck, if only because the Senate has not had time to consider a new one.
The functionality of the Imperial Palace has largely been restored after being nearly levelled during the recent battles on Coruscant. The once-polished, gray-green walls inside the sections of the palace fortunate enough to escape destruction remain scarred and burned from the recent war. Within its many chambers and halls, thousands of bureaucrats, diplomats, politicians, governors, military officers, palace aides, and court droids bustle about the business of running the government.
The Empire, as a totalitarian government with a centralized economy, was far more interested in keeping tabs on the doings of its citizens than had been the more "hands off" Old Republic. To meet the increased need for an information-gathering-and-processing system, the Imperials established a huge computer archival center deep within the bowels of the Imperial Palace, once nominally controlled by COMPNOR.
Within the information center, glossy droids and human technicians processed millions of political, economic, and military reports flowing in from all of the vast domains of the Empire, boiling them down into digestible information packets of use to the Emperor's policy makers. They sent these packets out on a need-to-know basis, based on the rank, clearance, and position of the person or office requesting a particular packet of information.
The information center was sealed behind meters of shielding walls and guarded by the elite Imperial Guards. It had to be — since anyone gaining access to the information center could actually rewrite the most important official Imperial records. Likewise, the staffers who worked here were subjected to the tightest imaginable vetting process, which included mind probes and loyalty conditioning. Absolutely no one gained access to the center who was not absolutely loyal to the Emperor to the exclusion of all else.
Given the loyalty of the information center's staff to the Emperor, the New Republic is fortunate in having recovered it intact — and only did so because a power failure during the siege of Imperial City cut off the air supply and power to the sealed center as the techs labored to wipe the computers.
The New Republic has reactivated the center, both because it contains important economic information on the worlds of the former Empire, and because it promises to bring to light a myriad of the Empire's secrets, from ultra-secure diplomatic codes still in use in the Imperial Core, to organizational charts for intelligence operations running on Coruscant and other worlds. Hundreds of lumpy, dull-gray slicer droids are hardwired into the terminals, assigned the task of meticulously hacking at the security encryption codes and backup viruses set up in the Emperor's mainframes. They have been working feverishly at the task, and have already exposed twenty-three Imperial spies in deep cover trying to sabotage the burgeoning New Republic.
The facility is as tightly guarded as it was in the days of the Empire, because it is a high-priority target for the deep-cover Imperial spies still assumed to be operating in the Palace.
The Palace Traffic Control Center is a huge multi-story datacenter located in the upper levels of the Palace. It collates and processes information on all insystem starship traffic, as well as planetary air traffic. Though system-wide traffic information flows through this central system, only consular ships, or those bound for the Palace landing pads, are patched directly to PTCC. The rest of the system traffic is handled from other traffic control centers on Coruscant or in orbital stations.
In the central control room, a huge 40-meter-wide holographic spherical grid shows the locations of all vessels within sensor range, and plots approach vectors and holding orbits for traffic around the planet. A number of areas on the holographic sphere are blotched in red tints, indicating danger zones where the debris of wrecked ships from the battle of Coruscant still drifts.
Specialized traffic control droids process information on ship sizes and landing requirements, and keep track of vessels reporting impaired control. Dozens of space-traffic controllers stand at stations surrounding the three-dimensional planet map, flagging images with light pens and drawing safe-approach vectors or prioritizing landing patterns.
The projection room is located in one of the Imperial Palace's many sublevels. It is a great domed chamber, with giant curved windows set in the walls and arcing into the ceiling. The windows seemingly look out over the rooftops of the palace from a great height, as if the room is the uppermost room of a mighty tower. This is, of course, just an illusion — the windows are actually high-resolution monitors, displaying a view generated by a cluster of holographic cameras mounted at the top of the palace, so positioned to provide a realistic view to those within the large chamber.
The utility of the room goes beyond the trick of projecting oneself several hundred stories up in space. With the proper programs and image files, one can project panoramas from any number of worlds into the windows of the projection room, as well as displaying news and communications from a variety of sources.
The Palace has a large fleet of fliers, courier ships, military escort craft, humble delivery and service vehicles, and luxury yachts for use by its officials, who go on thousands of junkets, diplomatic tours, and fact-finding missions every year. These craft are stored and serviced in a very well-equipped maintenance facility located in interior landing bays in the Palace.
A cordoned-off area contains the Palace starfighters, a special division of the New Republic Navy. These ships are maintained by Ackbar's hand-picked Mon Calamari crew, led by the Admiral's chief starship mechanic, Terpfen.
In terms of stature and ornateness, only the Imperial Palace eclipses the adjoining Senate complex. The Senate chambers are some of the oldest buildings on this level of Coruscant, and have served as the center of legislative power for thousands of years.
The Senate assembly chamber is a giant amphitheater in which gather the inner circle of appointed senators and outer rows of representatives from member worlds of the New Republic. The seats assigned to each world are custom-fitted to support the needs of its representatives — each species is provided chairs suitable to its body shape, and those in need of them are provided with alternate gravity fields and containment fields holding appropriate atmospheric mixes.
A dramatic feature of the room was put into place at the order of the Emperor himself. Stained glass mosaics set in the ceiling high overhead fan colored sunlight over the dais at the center of the chamber, scintillating over the people occupying this space as they deliberate. This prismatic skylight has a twin in the Emperor's former throne room.
When the Senate is in session, holos of proceedings of key interest may be broadcast all over Coruscant, and recorded for later transmission to other planets. A great many committee chambers and Senate offices occupy the buildings surrounding the Senate Assembly chamber.
One of the Emperor's secrets which surfaced in the restoration of Imperial City were the secret Imperial interrogation chambers. These sealed bunkers are disguised as nondescript, run-down buildings close to the squalid surface of Imperial City, but are protected by solid metal walls able to withstand great pressure.
The interior is a showcase of horrors — torture racks, bed platforms with manacles and electrical torture rods, neatly ordered cabinets filled with pain-inducing drugs and serums, and so on. Silent and deactivated, glossy black Imperial interrogation droids slumber in their sockets atop resting stands, ready to go about their dreadful business at a moment's notice.
In a significant way, the renewed Jedi Knights get their start in one such interrogation chamber. Luke Skywalker discovers a device within which was once used by Darth Vader's minions to detect Jedi — a Force "paddle" — which he turns to the better end of seeking out potential candidates for his academy.
The Undercities were once the original surface cities of Coruscant. As layer upon layer of newer buildings was built on their solid foundations, the well-to-do moved into the newer, more modern accommodations and communities, leaving the lower levels with their reduced exposure to sunlight to poorer citizens. Gradually, these levels grew increasingly rundown, until even the middle and lower class citizens moved up to the levels above them, vacated by the wealthy who had moved into still newer levels built at still greater heights.
After a millennia or two of this process, the actual surface of the planet has been long-abandoned by Coruscant's regular inhabitants, leaving it to the dregs of society. The occasional efforts to reclaim these areas have met with failure — though the foundation remains strong, the areas of the Undercity have run wild too long for recolonization. Certainly, no one has thought seriously of tearing down buildings all the way to the surface — the upper levels are so dependent on one another for support that such an action would destabilize the entire infrastructure.
Turbolifts of modern construction do not run all the way down to the Undercity. A few turbolifts of ancient vintage did run to these levels when they were inhabited by average citizens of the planet centuries ago, but have since been modified to stop before they reach the depths of the Undercity.
The corridors and ancient highways of the Undercity are a chaotic jumble of fallen girders, crumbling walls, and pitted floor panels. The wreckage of abandoned equipment lays in piles, rusted and corroded.
Toadstools sprout from random compost piles, and fungus overflows from stagnant pools, leaky wall pipes, and ancient corridor gravel gardens. Water drips from the ceiling everywhere. Micro-climates of rising air and condensing moisture create tiny rainstorms in the alleys, but the dripping water smells no fresher than the standing pools or gutters.
The air is thick with the smell of rotted garbage, dead things, corroded metal, and stagnant water. The upper levels of the Undercity are dimly lit by sunlight filtering down through kilometers of urban construction — the sky itself cannot be seen from this distance, except, from certain vantage points, as a thin sliver of illumination more resembling the light at the end of a tunnel than the open sky. The lower levels are pitch black.
Some of the denizens of the Undercity are outlaws hiding from the fury of the Emperor, while others are colonists who have established savage civilizations unknown to the New Republic above. Many alien communities took refuge in the Undercity to escape the discrimination of Palpatine's regime.
Some of the inhabitants of the Undercity can no longer be classified as fully human. Shabby and naked, with pallid skin and sunken eyes, they are the descendants of those who long ago fled to Coruscant's darkest alleys to escape crimes or because of poverty.
Animals also dwell in the depths of Coruscant. Millennia of tourists, politicians, and government officials have brought animals to Coruscant who escaped or were flushed down into the sewers of the cities. There they bred and co-mingled, some to emerge as predators and some as prey.
A complex ecosystem has evolved over centuries, and spawned some real horrors. It is rumored that biological experiments sponsored by the Emperor were released into the Undercity by researchers frightened of retribution when the New Republic came to power.
The Coruscanti ogre is an example of the sorts of creatures which have found a home in the Undercity. The ogre is a large simian humanoid covered with a pelt of shaggy hair. Its triangular head is set flush between its thick muscular shoulders, and its toothy maw hangs in a long crooked slash, twisted sideways through some old injury or deformity. Its left eye is overgrown with a mass of tumors and rotting flesh, and the other is bloodshot and shines a sickly yellow.
The ogre is semi-intelligent, and lives in a rude shelter assembled from the rubble of the Undercity. It has lined its lair with cages it built to hold prey. It creeps out to hunt at night, and drags whatever it catches back to its lair to consume at its leisure. It isn't very particular about what it eats.
Coruscanti Ogre
Type: Undercity denizen
DEXTERITY 2D
Brawling parry 4D, dodge 4D+1, melee combat 3D+2, melee parry 4D, thrown weapons 3D
KNOWLEDGE 1D
Survival: Coruscant Undercity 5D+2
MECHANICAL 1D
PERCEPTION 3D
Hide 6D, search 6D, sneak 7D+2
STRENGTH 5D
Brawling 7D+1, climbing/jumping 6D+2, lifting 6D, stamina 7D+1
TECHNICAL 1D
Special Abilities:
Smell: The ogre hunts as much by smell as sight. It does not incur any penalties when attempting to use its Perception skills in the dark.
Character Points: 2
Move: 11
Equipment: Chains, large club (STR+2D)
"King" Daykim was once Onibald Daykim, a low-level civil servant in the employment of the Corusca Bank (Imperial Palace branch) who, for two brief hours, was the most famous man on Coruscant. Thanks to a simple accounting error committed by Daykim's staff, Emperor Palpatine spent two hours with his name at the top of the publicly-posted daily list of loan defaulters in Imperial City.
Needless to say, the Emperor was not pleased. He fired the entire board of directors at the Corusca Bank, and then went looking for the person responsible for the erroneous posting. Daykim, not eager to be arrested and placed in a re-education camp, fled into the unsettled depths of Coruscant, along with many of his fellow bureaucrats implicated in the error. They have lived there ever since, eking out a living.
Daykim is a naturally optimistic and cheerful man, which has brought his people through many a dark time. However, the hard life of the Undercity has left its mark on him. He is strong and hale, but has lost teeth, and has a badly healed broken nose. Like all of his people, Daykim is very pale, and has reddish-brown hair and a wispy beard. Though his face is the color of raw bread dough, his eyes are bright and alert.
As king of the band, Daykim wears the best material available to his people — fine animal skins, shoulder pads and polished white gloves taken from a stormtrooper.
King Daykim
Type: Feral bureaucrat
DEXTERITY 3D+1
Archaic guns 4D, blaster 5D+1, bow 5D, brawling parry 4D+1, dodge 4D+2, running 5D
KNOWLEDGE 4D
Alien species 5D+2, bureaucracy 6D, scholar: accounting 4D+2, streetwise 7D, survival: Coruscant Undercity 11D
MECHANICAL 2D
Swoop operation 3D
PERCEPTION 3D+1
Bargain 5D, command: Daykim's Kingdom 9D+2, con 4D, hide 6D+1, persuasion 8D, search 5D, sneak 4D+2
STRENGTH 2D+1
Brawling 4D, climbing/jumping 4D+2, stamina 5D
TECHNICAL 3D
Blaster repair 4D, bow repair 3D+2, computer programming/repair 5D, droid programming 5D, droid repair 4D+2, first aid 5D+1, security 5D
Character Points: 14
Move: 10
Equipment: Hold-out blaster (3D), bow (2D+1), knife (STR+1), heavy cloak
Capsule: "King" Daykim was once Onibald Daykim, a low-level civil servant in the employment of the Corusca Bank (Imperial Palace branch) who, for two brief hours, was the most famous man on Coruscant. Thanks to a simple accounting error committed by Daykim's staff, Emperor Palpatine spent two hours with his name at the top of the publicly-posted daily list of loan defaulters in Imperial City.
Daykim's Kingdom is one of the refugee communities established in the Undercity by those fleeing the wrath of the Emperor. Consisting of a gang of former bureaucrats and their families, Daykim's people fled into the depths of old Imperial City after angering the Emperor over an embarrassing accounting error.
They have established a relatively primitive but stable society in the undercity, ruled by their former boss, "King" Onibald Daykim. Daykim's people tap into the energy grids of Imperial City with old generators, and have cobbled together awkward surveillance and support systems, using jury-rigged electronic equipment, computer panels, holographic display modules, and old-model food-processing units.
They live in a gutted-out office building, guarded by several screens of sentries which intercept intruders before they can approach the living areas. In the evenings, they gather around a junk-heap bonfire, over which they roast the meats of the creatures they have trapped that day. They sit amidst bedrolls, tattered clothing, and stashes of scavenged possessions. Some sit mending rags, while others work on repairing or constructing spring-loaded animal traps. A few older men and women build small musical instruments pieced together from old pipes, and entertain their fellows.
The people are ragged, and very pale, because few have been exposed to direct sunlight in many years. They wear torn and threadbare clothing, some mended and some not, all ragged and random. They have long, shaggy hair, and the men have long beards. The members are fast aging, and the community has few children.
The citizens of Daykim's Kingdom are very isolated, and are not aware that the Emperor is dead and his Empire gone until Jacen and Jaina Organa Solo enter their world by accident. Though assured of the New Republic's benevolence, Daykim and his band have come to prefer the freedom of the Undercity to the bureaucratic dullness of surface life. After returning the children to their parents, they disappear back into the depths of the Undercity.
The New Republic has faced numerous threats in its young life from the remnants of the Empire, especially those elements commanded by Grand Admiral Thrawn and the resurrected Emperor. Now that the immediate threat of extinction is gone, the New Republic government can devote more of its resources to shoring up its foundations.
The Jedi Knights formed an integral part of the Old Republic, and Luke believes that if the New Republic is to thrive, it must once again have a strong unifying force. The citizens of the New Republic deserve just guardians to keep order in the galaxy — order that only the Jedi Knights can maintain.
Until now, Luke's search for potential Jedi has been rather hit or miss. He has encountered several potential Jedi in his travels, among them Mara Jade, Kirana Ti and Kam Solusar. However, with the coming of peace and a reduced demand for his military skills, Luke realizes that he needs to begin a more organized search for Jedi. He needs to establish a Jedi academy, so the knowledge of the Jedi can be passed on to a new generation.
With the discovery of the Imperial Force "paddles" in the depths of Imperial City, and the ability to probe a person's mind and detect the presence of Force talents, Luke has the tools he needs to begin his search. With the blessing of the New Republic's Senate, he begins to comb the galaxy for Jedi students, both by following his own leads and generating new ones by initiating computer searches in the Imperial databases designed to flag activities which suggest someone might be using the Force.
After a time, Luke succeeds in gathering together twelve students who are willing to learn how to harness the powers they have in the service of the New Republic.
Luke has some doubts as to where he should train his Jedi candidates. He is concerned that his students might unleash something like a Force storm while experimenting with the Force, and he doesn't want any bystanders harmed. Ultimately, Leia and Mon Mothma select Yavin Four as a good site for his academy. It is isolated, and already equipped with the infrastructure necessary to support a small colony. Luke is pleased with the symmetry of the choice, and soon arrives there with his first class of students, unaware of the evil intelligence which awaits him, lost for the moment in an uneasy slumber.
In setting up his academy, Luke reviews the exercises and lessons Yoda and Obi-Wan taught him, trying to reconstruct his training so that he can pass it on to others. From Yoda he derives many of the Force exercises he teaches his students, including levitation training, employing the Force in battles and conflicts, and sensing other animals and creatures in the forest.
He has other resources to draw from — Jedi artifacts he has discovered in his travels. The most useful of these artifacts is the Holocron Leia recovered from the resurrected Emperor's stronghold. The Holocron is very useful in augmenting Luke's training regimen, but its true utility is in instilling in his students the knowledge of Jedi history and culture — all of the lessons Yoda never had the time or luxury to teach him on Dagobah when he was preparing him to face Vader.
He has other resources as well, including a host of tutorial books and datatapes he found on ancient Ossus and Dathomir. He also draws on the Jedi training Kam Solusar received as a young man, because his master, Ranik Solusar, came from a different school of Jedi training than did Obi-Wan and Yoda.
From Kam's training he derives a series of exercises in resourcefulness and concentration. In one such exercise, Luke sends his students in pairs into the wilderness. Alone, with no other abilities but their own, they work on powers of concentration, sensing and studying other life-forms, and touching the Force.
The Jedi Praxeum
Excerpt from a speech from Jedi Master Skywalker to his first class of students
"Your training will be a landscape of self-discovery. Learn new things and share what you have learned with others. I will call this place a praxeum. This word, made up of ancient roots, was first used by the Jedi scholar Karena, distilling the concepts of learning combined with action. Our praxeum, then, is a place for the learning of action. A Jedi is aware, but he does not waste time in mindless contemplation. When action is required, a Jedi acts."
Training Jedi is a most rewarding pursuit, but one ringed with many unseen perils. Never, Oh master Jedi, rest easy when your pupil begins to grow anxious to learn at a pace greater than that which you have set for him. Such impatience is natural in the young and inexperienced, and a commendable trait in a student. But it also signals a time when the pupil is most open to the temptation of stepping onto the broad path of instant gratification and easy advancement that leads to the dark side. Beware, Jedi Master, lest through carelessness and inattention you loose on the galaxy a monster...
— Bodo Baas, Jedi Holocron
The ancient Jedi masters knew that Jedi training must proceed at a slow pace. Too much power gathered too quickly can corrupt even the most selfless and devout apprentice Jedi. A Jedi student must be properly humble in his powers, and mature enough to embrace the tremendous responsibility that comes with wielding the Force.
A student impatient with the slow pace of tutorship, a gifted student eager to dispense with "pointless exercises" and embrace the "true" powers of the Force misses the entire point of being a Jedi. The Jedi does not crave power, but seeks to serve others, without the expectation of becoming "great in the Force." The true Jedi is cautious, and reluctant to learn too much too quickly. Overeager students run a fearful risk of opening themselves up to the temptations of taking the deceptively easy path of the dark side.
In the days of the Old Republic, the Jedi teachers kept a careful watch on their apprentices, ever alert for the telltale signs of the headstrong apprentice who wanted more than he was ready for. Every Jedi disciple soon heard the dreadful cautionary tale of the gifted Jedi Exar Kun, and how he was lost to the dark side by an arrogant belief that he could embrace Sith teachings and not be dominated. If a great Jedi Master could fall, their teachers told them, they themselves must tread with special care.
While Jedi teachers in the past could draw upon centuries of tradition and experience in training Jedi, Luke Skywalker has fewer resources available to him. Like Obi-Wan before him, Luke knows less than he should about the immense dangers which arise in training Jedi.
While he restricts the pace of teaching to allow his students to develop at a safe pace, he fails to anticipate the problems this might cause in his star pupils. He misses the warning signs that Gantoris and Kyp, impatient with Luke's apparent reluctance to teach them the "true" Jedi secrets, are moving into dangerous orbits.
Even though the corrupting influence of a power as great as Exar Kun is a special case not anticipated by most Jedi teachers, Luke comes out of the experience with a new respect for the awesome responsibility that comes with being the teacher of a new generation of Jedi.
In the period following the defeat of the resurrected Emperor, Luke Skywalker became increasingly convinced that his destiny was to forge a new order of Jedi Knights from the scattered remnants of the Jedi of old.
For a time, the complex logistics of the operation discouraged Luke from initiating his search. How to find people who successfully eluded the Emperor's agents for decades? How to discover those strong in the Force who may be unaware of their own potential? With an entire galaxy to search, Luke's task looked all but impossible.
Fortunately, two important discoveries help Luke solve part of his problem. While training Leia, he probes her mind and finds an area which instinctively "knocks back" the prober if the subject is Force-sensitive. At almost the same time, he discovers a scanning device the Empire used to ferret out Force-sensitive people. By combining these discoveries with an exhaustive electronic search of galactic computer nets, Luke has the means to conduct his search for potential Jedi candidates.
Though he easily convinces the New Republic Senate that founding a Jedi academy is an important step toward restoring the values of the Old Republic, Luke is not entirely confident in his own ability to train a new generation of Jedi Knights. He knows that he had good role models in Obi-Wan Kenobi and Yoda, but his recent experiences with Joruus C'baoth and the resurrected Emperor make him cautious. And ever-present at the back of his mind is the harsh lesson Kenobi learned in taking Anakin Skywalker as a student before he was truly prepared to teach Jedi. Luke wonders whether he has the strength to bring back a student who gives in to the dark side.
Over the course of a few weeks, Luke recruits his first class of students, and immerses himself in the task of establishing a Jedi academy on Yavin Four. At first, he is delighted at the progress made by his students. But as time passes, Gantoris, and later Kyp, become bitter, impatient, and aggressive. It seems that the more Jedi knowledge they acquire, the more volatile they become. Anger and ambition begin to dominate their actions — dangerous traits in a Jedi student.
Ultimately, Luke comes to realize that there is an evil entity at work on Yavin Four, corrupting his students with the dark teachings of the Sith religion and its promises of easy power. By the time Kyp returns to the Yavin moon to recover the Sun Crusher, Luke knows that something has gone seriously wrong in the remote academy.
By augmenting his power with that of Kun, Kyp places Luke in a deep coma from which even the best New Republic doctors cannot awaken him. Force probes by his students and Leia reveal only a great empty void within him. Until they can figure out what to do with him, they place Luke's body on a raised dais in the grand audience chamber.
The disturbance the destruction of Carida causes in the Force brings awareness back to Luke, though he is still separated from his body. He is in a ghost-like state, hovering over his body.
While he is in this state, the evil force which has haunted the academy reveals itself to mock him. It is Exar Kun, a Sith Lord and former Jedi Knight long thought dead. While Kun believes that he can now corrupt Luke's students, it is they that prove to be the stronger. Together they defeat Kun, and revive Luke.
Luke forgives Kyp for his actions, and accepts him back as a student, but requires of him a penance — Kyp must cast the Sun Crusher into the Maw. Kyp agrees, though events do not play out exactly as anticipated.
Luke Skywalker
Type: Jedi Master
DEXTERITY 3D+2
Blaster 6D+2, brawling parry 6D+2, dodge 9D, melee combat 5D+2, melee parry 10D+2, lightsaber 11D
KNOWLEDGE 3D
Alien species 5D+2, bureaucracy 5D+2, intimidation 6D, languages 4D, planetary systems 5D+1, scholar 5D, streetwise 6D+1, survival 8D, value 5D, willpower 8D
MECHANICAL 4D
Astrogation 7D, beast riding 5D+1, beast riding: Tauntaun 6D+1, communications 4D+1, repulsorlift operation 8D+1, repulsorlift operation: airspeeder 8D+2, starfighter piloting 8D+1, starfighter piloting: X-wing 10D+1, starship gunnery 8D+1, starship shields 7D+1
PERCEPTION 3D
Bargain 5D, command 8D+1, con 4D, hide 7D, search 6D, sneak 7D+1
STRENGTH 3D+2
Brawling 6D+2, climbing/jumping 7D+2, lifting 6D, stamina 8D+2
TECHNICAL 3D
Computer programming/repair 5D+2, droid programming 6D+1, droid repair 6D+1, droid repair: astromech 7D+1, first aid 5D+1, lightsaber repair 9D, repulsorlift repair 7D+1, security 5D+1, starfighter repair 6D+1
Special Abilities:
Force Skills: Control 13D+1, sense 11D+1, alter 10D+2
These are only some of the powers that Luke has so far demonstrated:
Control: Absorb/dissipate energy, accelerate healing, concentration***, control pain, detoxify poison*, emptiness, enhance attribute*, hibernation trance, reduce injury, remain conscious, resist stun, short-term memory enhancement*
Sense: Combat sense*, danger sense*, instinctive astrogation**, life detection, life sense, magnify senses, receptive telepathy, sense Force, sense Force potential
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, doppleganger**, force harmony**, telekinetic kill*
Sense and Alter: Dim other's senses*, lesser Force shield
* Described in The Thrawn Trilogy Sourcebook
** Described in the Dark Empire Sourcebook
*** Described in The Movie Trilogy Sourcebook
This character is Force-sensitive.
Force Points: 7
Dark Side Points: 3
Character Points: 24
Move: 10
Equipment: Lightsaber (5D), comlink, cloak
The blood of the Jedi runs in the veins of Gantoris, the charismatic and strong leader of the long-forgotten Eol Sha colony. Growing up in a harsh environment of sudden earthquakes and volcanic eruptions, Gantoris displayed an aptitude for manipulating the Force from an early age. On several occasions, he was able to sense impending groundquakes, and once miraculously survived an avalanche that killed all the other children in his play group.
Gantoris grew up to become the leader of the small band of abandoned colonists. He is a strong man, accustomed to giving orders and being obeyed. It is not easy for this hardened man to yield to the authority of Luke Skywalker, especially since he has long been haunted by a mysterious vision of a dark man who would promise him glory and then destroy him. However, Luke successfully runs Gantoris' gauntlet of challenges, and the colony leader agrees to come with Luke, despite the dangers his fledgling Force abilities have revealed to him.
Once over his initial resistance to Luke's teachings, Gantoris quickly proves himself to be a talented and dedicated student, mature and disciplined. Unfortunately, he is unwilling to slow down and absorb what he has learned, and harbors a desire to press on into areas of knowledge he is not yet prepared to handle. His impatience, coupled with his fierce independent streak, leaves him vulnerable to the temptations of Exar Kun.
The shade of Kun easily convinces Gantoris that Luke is withholding Jedi secrets from him, secrets which he tells Gantoris that he is ready to learn. Yielding to the temptation to take the easy path to power, Gantoris begins learning Sith philosophy and powers from his shadowy mentor, ignoring the premonition which has haunted him from childhood.
Under Kun's guidance, Gantoris builds his own lightsaber in secret. Ultimately, he grows bold enough in his new forbidden powers to challenge Luke to a duel. When Luke defeats him, he begins to suspect that he has taken the wrong path to achieve the goals he is seeking.
Unfortunately, this revelation comes too late to Gantoris. Still priding himself in his independence and knowledge of the Jedi Code, he believes he can face Exar Kun alone. However, Kun easily goads Gantoris into striking out at him with his passions, by taunting him with a vision of the Eol Sha colonists dying. In resisting Kun with his anger, Gantoris is burned to ashes, thus fulfilling his vision of being destroyed by a dark man.
Gantoris
Type: Colony Leader
DEXTERITY 3D
Archaic guns 5D, blaster 4D+2, bows 4D+2, brawling parry 5D+2, dodge 6D, lightsaber 4D, melee combat 5D, melee parry 6D, missile weapons 5D+1, running 5D, thrown weapons 5D+1
KNOWLEDGE 4D
Alien species 3D, cultures 4D+1, intimidation 5D, languages 4D+1, survival 5D, survival: Eol Sha 7D+1, survival: Yavin Four 4D+1, willpower 6D+2
MECHANICAL 2D
Beast riding 5D
PERCEPTION 3D
Bargain 4D+2, command 4D+2, command: Eol Sha colony 7D+1, con 5D, hide 6D, persuasion 4D+2, search 6D, sneak 5D+2
STRENGTH 4D
Brawling 6D+2, climbing/jumping 7D, lifting 5D, stamina 6D+2, swimming 5D
TECHNICAL 2D
Armor repair 4D, first aid 5D+1, lightsaber repair 4D
Special Abilities:
Force Skills: Control 4D, sense 4D+1, alter 2D
These are only some of the powers that Gantoris has demonstrated. His abilities were unnaturally augmented by Exar Kun. These are the skills Gantoris has mastered on his own:
Control: Accelerate healing, concentration***, control pain, hibernation trance, rage**, reduce injury, remain conscious
Sense: Combat sense*, danger sense*, life detection, life sense, magnify senses, sense Force
Alter: Telekinesis
Control and Alter: Aura of uneasiness
Control and Sense: Farseeing*, lightsaber combat
Control, Sense and Alter: Drain life energy
* Described in The Thrawn Trilogy Sourcebook
** Described in the Dark Empire Sourcebook
***Described in The Movie Trilogy Sourcebook
This character is Force-sensitive
Force Points: 1
Dark Side Points: 3
Character Points: 12
Move: 10
Equipment: Knapsack, Jedi cloak, double-bladed lightsaber (6D), knife (STR+1D)
Kyp Durron was born in the Deyer colony of the Anoat system to a family of outspoken politicians. His parents, embracing the rhetoric of the Empire but ignorant of its deadly realities, believed they could moderate Palpatine by speaking out against some of his more extreme policies. They discovered their error when stormtroopers broke down their door. Kyp and his parents found themselves political prisoners sentenced to hard labor in the spice mines of Kessel, while Kyp's brother Zeth was spirited away to the Imperial training facility on Carida for indoctrination and training as a recruit.
Kyp's parents died in the prison revolt which occurred on Kessel just a year later. For eight years, Kyp labored in the darkness of the tunnels, alone, surviving by coping with the rules and not calling attention to himself.
Kyp's life is forever changed by the arrival of two new prisoners, Han Solo and Chewbacca. Starved for news from the outside, and sensing that Han is not like most of the other men he has known, Kyp arranges to share a work shift with the two ex-smugglers. Han and Kyp find much to like in each other, and immediately hit it off.
Kyp knows he has a talent for the Force, thanks to a provident encounter with a strange old woman named Vima-Da-Boda. He knows a few tricks thanks to her, but yearns for someone to teach him how to truly manipulate the Force.
Han, recognizing his potential, resolves to take Kyp to Luke for training.
After a few weeks on Coruscant (recuperating from his ordeals with Han), Kyp travels to Yavin Four to join Luke's Jedi academy. There, he immerses himself in work, and within days has surpassed the achievements of the other Jedi students. He doesn't socialize with the others, preferring to concentrate on honing his Jedi skills.
He is only there a week when Exar Kun appears before him, and offers to teach him secret knowledge that Luke Skywalker knows nothing about. Foolishly, motivated by a desire to crush the Empire that destroyed his family, Kyp thinks he can get what he wants from Kun without paying a price. In his pride, Kyp believes that he has the strength of character to walk the path of the dark side and not be touched by it; that he can use the power of the dark side for the benefit of the New Republic.
As his tutorials with Exar Kun advance, his respect for Luke decreases. He feels that Luke's emphasis on the model of the ancient Jedi order is erroneous — the Jedi Knights, for all their power, still fell victim to Palpatine and Vader. In Kyp's view, Luke refuses to learn from that failure. To bring the new Jedi Knights to greater power, he should recognize new abilities, to make his Jedi Knights powerful enough to resist a purge like Vader's. Kyp believes that the powers of the Sith, as revealed by Exar Kun, is the source of a greater power.
Ultimately, Kyp openly defies Luke, and aided by Exar Kun's power, places the Jedi Master in a deep trance. He steals the Sun Crusher, which had been cast into the heart of the Yavin gas giant.
Armed with the dread superweapon, Kyp begins a rampage of destruction aimed at crippling the remaining Imperial forces. He destroys one of Daala's Star Destroyers, destroys Carida in a failed attempt to rescue his brother, and goes on to destroy a major Imperial depot in a peripheral Imperial Core system. Along the way, he stops by Ithor to wipe Qwi Xux's memory of the Sun Crusher and all knowledge she used to invent it. Only the death of Exar Kun breaks the spell that holds Kyp in thrall to the shade of the ancient Sith Lord.
After facing the High Council, Kyp must face Luke. Luke tells him that he has been tested by his journey into the dark side, and may have emerged a stronger Jedi for it. For the first time realizing the awesome responsibility of being a Jedi, Kyp fears the possibility he may again use his powers for evil.
As penance, Luke requires Kyp to face the dark side in Kun's temple. Inside, Kyp is confronted with a dark specter he assumes to be Kun, but proves to be his brother Zeth. By choosing not to succumb to the easy path of violence, either by using Sith powers or the weapon of a Jedi, Kyp proves to both himself and Luke that he has matured.
When he re-emerges from the temple, Luke welcomes him as a Jedi Knight. Kyp continues to wear the black cape that Han gave him as a reminder of what he might have become. His ordeal is behind him, but Kyp's brush with the dark side has taken its toll on him. His face and eyes look far older than his 18 years.
Kyp Durron
Type: Kessel Miner
DEXTERITY 3D
Blaster 3D+2, dodge 4D+2, lightsaber 5D, melee parry 4D, pick pocket 4D+1, running 5D+1
KNOWLEDGE 2D
Alien species 3D, bureaucracy: Kessel mining installation 3D, intimidation 3D, languages 2D+2, survival 3D, survival: Kessel 4D+2, survival: Yavin Four 3D+2, value 3D+1, willpower 4D
MECHANICAL 4D
Astrogation 4D+1, repulsorlift operation 5D, space transports 4D+2, starfighter piloting 4D+1, starfighter piloting: Sun Crusher 4D+2, starship gunnery 4D+2, starship shields 4D+1
PERCEPTION 3D
Bargain 4D, con 4D+1, hide 5D+1, persuasion 5D, search 4D, sneak 4D+1
STRENGTH 4D
Brawling 4D+2, climbing/jumping 4D+1, lifting 4D+1, stamina 4D+2
TECHNICAL 2D
Blaster repair 2D+2, computer programming/repair 3D, first aid 2D+2, lightsaber repair 3D
Special Abilities:
Force Skills: Control 5D+2, sense 5D, alter 3D+2
These are only some of the powers that Kyp has demonstrated. His abilities were unnaturally augmented by Exar Kun. These are the skills he has mastered on his own:
Control: Accelerate healing, contort/escape, control pain, hibernation trance, rage**, receptive telepathy, reduce injury, remain conscious, remove fatigue
Sense: Combat sense*, danger sense*, instinctive astrogation***, life detection, life sense, magnify senses, sense Force
Alter: Telekinesis
Control and Alter: Aura of uneasiness, Force lightning*
Control and Sense: Farseeing*, lightsaber combat, projective telepathy
Control, Sense and Alter: Affect mind, control mind*, drain life energy, telekinetic kill*
Sense and Alter: Dim other's senses*
*Described in The Thrawn Trilogy Sourcebook
**Described in the Dark Empire Sourcebook
***Described in GG 9: Fragments From The Rim
This character is Force-sensitive
Force Points: 2
Dark Side Points: 3
Character Points: 15
Move: 10
Equipment: Jedi robes, black cape, datapad, lightsaber (5D), blaster pistol (4D).
Streen is an elderly man who spent many years as a reclusive gas prospector on Bespin. Luke comes to recruit him for his Jedi academy after learning that Streen has a knack for using the Force to predict when atmospheric eruptions will discharge valued tibanna gases into the upper atmosphere of Bespin. After determining that Streen definitely has Force abilities, Luke tempts him away from Bespin by promising to teach him how to shut out the clamoring voices Streen hears in his head whenever he goes to populated areas.
Streen's sensitivity in the Force allows him to detect Exar Kun's presence. He senses a "Dark Man" who whispers to him just as he whispered to Gantoris and Kyp. Streen resists Kun, but is not clever enough to avoid being manipulated by the wily Sith Lord, who deceives Streen into attacking Luke by convincing him that he is really fighting Kun. Empowered by Kun, Streen attacks Luke's sleeping body by creating a force of wind which lifts Luke up toward the skylight in the room. He is not aware of what he is doing, and ceases as soon as Kirana Ti tackles him and breaks his trance.
In order to redeem himself, he demands to stand guard over Luke's body when the others mount their attack against Exar Kun. It is Streen who protects the group from Kun's throat-constricting attack while they work to defeat the ancient Sith Lord.
Streen
Type: Tibanna Gas Prospector
DEXTERITY 2D
Blaster 3D+1, brawling parry 3D, dodge 3D+2, lightsaber 2D+2, melee combat 2D+2, melee parry 3D
KNOWLEDGE 3D
Bureaucracy 4D, bureaucracy: Cloud City 5D, business 3D+2, business: tibanna gas industry 4D+2, planetary systems 5D, streetwise 4D+1, survival 4D, survival: Yavin Four 4D+2, value 3D+1, value: tibanna gas 4D+2
MECHANICAL 4D
Airship piloting 6D, hover vehicle operation 4D+2, repulsorlift operation 5D, sensors 5D, space transports 4D+2, swoop operation 4D+1
PERCEPTION 2D
Bargain 3D, con 3D+1, hide 3D+2, persuasion 4D, search: tibanna gas eruptions 5D, sneak 4D+1
STRENGTH 3D+1
Climbing/jumping 4D, lifting 3D+2, stamina 4D+2
TECHNICAL 3D+2
Airship repair 5D+1, computer programming/repair 4D, droid repair 4D, first aid 4D+2, lightsaber repair 4D, machinery repair: tibanna gas processor 5D+1, repulsorlift repair 5D, security 4D+1
Special Abilities:
Force Skills: Control 3D+1, sense 4D, alter 4D
These are only some of the powers that Streen has demonstrated. His abilities were unnaturally augmented by Exar Kun. These are the skills he has mastered on his own:
Control: Accelerate healing, concentration*, control pain, emptiness, hibernation trance, reduce injury, remain conscious, remove fatigue
Sense: Danger sense**, life detection, life sense, magnify senses, receptive telepathy, shift sense, weather sense
Alter: Telekinesis
Sense and alter: Force wind
Control, sense and alter: Lesser force shield
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
This character is Force-sensitive
Force Points: 2
Dark Side Points: 1
Character Points: 15
Move: 10
Equipment: Jedi robes, jumpsuit with many pockets, datapad, toolkit, hold-out blaster (3D+2)
Kirana Ti is one of the young witches of Singing Mountain Clan on Dathomir, who leaves her husband and daughter to study under Luke at the Yavin Four Jedi academy. She is a warrior as well as a Force-wielder, and feels vulnerable when not clad in the reptile-skin garments and ornate lacquered battle helm of her homeworld. She wears her armor whenever she anticipates facing danger.
Kirana knew Luke prior to his offer to study at his academy. She and her Force-wielding, rancor-riding sisters were instrumental in helping him recover an ancient wrecked starship, the Chu'unthor, in which resided many records of old Jedi training — records that Luke later studied to develop exercises for his Jedi trainees.
Kirana Ti
Type: Young Dathomir Witch
DEXTERITY 3D+2
Blaster 4D+1, dodge 4D, melee combat 4D, melee parry 4D, running 5D, thrown weapons 4D
KNOWLEDGE 2D+1
Alien species 3D, cultures 2D+2, survival 3D, survival: Dathomir 4D+1, survival: Yavin Four 3D+1, value 2D+2, willpower 4D
MECHANICAL 2D+2
Beast riding: rancor 5D
PERCEPTION 4D
Command: Singing Mountain Clan troops 4D+1, hide 5D, persuasion 5D+1, search 4D+1, sneak 4D+1
STRENGTH 3D+1
Brawling 4D, climbing/jumping 3D+2, stamina 4D+2
TECHNICAL 2D
Armor repair 3D+1, blaster repair 2D+2, first aid 3D
Special Abilities:
Force Skills: Control 3D, sense 4D, alter 2D
These are only some of the powers which Kirana Ti has so far demonstrated:
Control: Accelerate healing, concentration*, control pain, emptiness, hibernation trance, reduce injury, remain conscious, remove fatigue
Sense: Beast languages, danger sense**, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: Telekinesis
Control and Sense: Projective telepathy
Dathomir Spells***: Control pain 4D, force of will 3D+1, telekinesis 3D, translation 4D
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
*** Dathomir spells work identically to Force powers of the same name, but the character rolls the spell's die code against the power's difficulties. (Dathomir spells do not require control, sense and alter.) Dathomir spells are described in greater detail in Cracken's Threat Dossier.
This character is Force-sensitive.
Force Points: 3
Character Points: 11
Move: 10
Equipment: Helm (+1D physical, +1 energy), exotic robes, wulfa boots.
Dorsk 81 is a bald, green-and-yellow-skinned humanoid from Khomm, a world where all family units are genetically identical, cloned and raised to carry on the status quo. Eighty generations of the Dorsk line have been genetically identical, and have been trained to perform the same jobs with the same level of skill, maintaining their level of "perfection."
Dorsk 81, the eighty-first reincarnation of the same genetic template, was born slightly different from his brothers — he found that he could sense and manipulate the Force. For many years he hid his talents, ashamed of his genetic "failure," until Luke Skywalker came to his world and took him to Yavin Four to train him at his Jedi academy. Now, as a student of the Jedi philosophy, Dorsk 81 is learning to harness his special talents.
Dorsk 81 must constantly fight an urge to feel ashamed of his variance from the Dorsk template. No matter how he might reason that his ability to use the Force is useful and a practical contribution to the galaxy, his culture and society have reinforced through his entire lifetime the idea that any deviation from the norm is a major failing. Dorsk 81 is always struggling with insecurity.
Dorsk 81
Type: Khomm Bureaucrat
DEXTERITY 2D
Dodge 4D, lightsaber 3D+1, melee combat 3D, melee parry 3D+1, running 4D
KNOWLEDGE 5D
Alien species 5D+2, bureaucracy 5D+2, bureaucracy: Khomm civil service 7D, business 6D, cultures 6D, planetary systems 5D+2, survival 5D+2, survival: Yavin Four 6D, willpower 5D+1
MECHANICAL 2D
Astrogation 3D+2, beast riding 4D, ground vehicle operation 4D+1, repulsorlift operation 4D+1, sensors 3D+1, space transports 3D, starship shields 3D
PERCEPTION 4D
Bargain 5D+2, investigation: bureaucratic audit 6D+1, persuasion 5D
STRENGTH 2D
Climbing/jumping 2D+2, lifting 2D+1, stamina 3D
TECHNICAL 3D
Computer programming/repair 4D, first aid 4D+2, lightsaber repair 4D+1, repulsorlift repair 3D+1, security 4D, space transports repair 3D+2
Special Abilities:
Force Skills: Control 4D, sense 3D+1, alter 3D
These are only some of the powers which Dorsk 81 has so far demonstrated:
Control: Accelerate healing, concentration*, control pain, emptiness, hibernation trance, reduce injury, remain conscious, remove fatigue
Sense: Danger sense**, life detection, life sense, magnify senses, sense Force
Alter: Telekinesis
Control and Alter: Accelerate another's healing, control another's pain, remove another's fatigue
Sense and Alter: Dim others' senses**
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
This character is Force-sensitive
Force Points: 2
Character Points: 9
Move: 10
Equipment: Jedi robes, staff, datapad
Kam Solusar is a middle-aged man, tall and solidly built. The Force runs strong in his family, and Kam's father, Ranik Solusar, was a great Jedi master.
Kam studied under his father for a number of years before the Imperial Jedi purges drove his family apart. Ranik fell at the hands of Lord Darth Vader, and Kam himself barely escaped the Imperial inquisition. He went into hiding in the isolated regions of the Outer Rim.
Like Luke and Kyp, Kam has had his brush with the dark side of the Force. While in exile, he was captured and tortured by evil Jedi, and twisted to serve the dark side. Luke won him back over to the light side, and brought him back to the Core to serve as his apprentice.
Kam's grasp of the Force is astounding in some areas, and remarkably weak in others, because he was forced to leave his master before he could complete his training. Though he has received advanced training in certain areas, he still knows little about many aspects of the Force.
Kam Solusar
Type: Jedi Apprentice
DEXTERITY 4D
Blaster 6D+2, brawling parry 5D, dodge 5D+2, lightsaber 5D, melee combat 5D+2, melee parry 4D+2, running 5D, thrown weapons 5D
KNOWLEDGE 4D
Alien species 5D, cultures 5D+1, intimidation 6D, languages 4D+2, planetary systems 5D, streetwise 5D+2, survival 4D+2, survival: Yavin Four 5D, value 5D, willpower 6D
MECHANICAL 3D
Archaic starship piloting 4D+2, astrogation 4D+1, beast riding 5D, ground vehicle operation 4D+2, repulsorlift operation 5D, sensors 3D+2, space transports 5D, starship gunnery 4D+2, starship shields 4D
PERCEPTION 3D
Bargain 4D+1, command 4D+2, forgery 3D+1, hide 4D, persuasion 5D+2, search 4D+2, sneak 5D
STRENGTH 2D
Brawling 4D, climbing/jumping 5D+1, stamina 5D
TECHNICAL 2D
Blaster repair 3D+1, computer programming/repair 4D, droid programming 3D, first aid 4D, lightsaber repair 4D+1, repulsorlift repair 3D+1, security 4D, space transports repair 3D+2
Special Abilities:
Force Skills: Control 2D+2, sense 4D+1, alter 6D
These are only some of the powers which Kam Solusar has so far demonstrated:
Control: Accelerate healing, concentration*, control pain, emptiness, hibernation trance, reduce injury, remain conscious, remove fatigue
Sense: Danger sense**, life detection, life sense, magnify senses, sense Force
Alter: Injure/kill, telekinesis
Control and Alter: Accelerate another's healing, control another's pain**, inflict pain**, remove another's fatigue
Sense and Alter: Dim others' senses**
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
This character is Force-sensitive
Force Points: 2
Dark Side Points: 1
Character Points: 17
Move: 10
Equipment: Lightsaber (5D), comlink
Tionne is a winsome young woman with an undying passion for the Jedi way. As a child, she was fascinated by tales of the Jedi, and heard many a story of the Jedi of old at the knees of her grandmother, who knew them even after all traces of the Jedi — holovids, books, data histories, and the Jedi themselves — had disappeared from Imperial space. Her grandmother instilled in her a great passion for the old Jedi legends, and she has dedicated her life to resurrecting the old stories; digging them out of the archives and popularizing them through music.
Blessed with a keen mind capable of quickly grasping broad concepts and detecting trends, and a talent for singing and playing musical instruments, Tionne could have been equally successful as a historian or minstrel. Happily, her ability to wield the Force has allowed her to wed these disparate talents together into a stronger whole.
Becoming a Jedi is a dream come true for Tionne. Having grown up in a world bereft of all traces of the Jedi, in a world where mention of the Jedi was grounds for arrest and imprisonment, she never dared believe she would one day meet a Jedi, let alone become one herself.
Though she is not particularly powerful in the Force, her enthusiasm and devotion to the Jedi cause is very infectious and strong. In many ways, she is the heart and soul of Luke's first Jedi class. She is the morale booster when the other students grow despondent.
More than the other students, Tionne has made it her task to study the Jedi Holocron. Before its destruction, she spent many long hours studying its many depths, and unlocking its secrets. She perhaps knows it better than anyone else living, Luke included.
It is Tionne who provides the Jedi students with the information they need to combat Exar Kun. She discovers the accounts of the Great Sith War, and learns that though Kun was far more powerful than any one other Jedi of the time, a combined force had defeated him. She supposes that the students have a chance of defeating him, since Kun no longer has his servants to draw on for power. He is his only resource.
Tionne is a young, silver-haired woman. Her eyes are large and oval, glinting with a pearlescent sheen. She plays a stringed instrument: two hollow resonating boxes separated by a shaft strung with tonal cords.
Tionne
Type: Minstrel
DEXTERITY 2D+2
Blaster 3D+1, dodge 4D, lightsaber 3D, pick pocket 3D+2, running 4D
KNOWLEDGE 4D
Alien species 5D, business 4D+2, cultures 4D+1, languages 4D+1, planetary systems 4D+2, scholar: folklore 5D+2, scholar: Holocron 5D, scholar: Jedi history 6D, streetwise 5D+1, survival 4D+2, survival: Yavin Four 5D, value 5D+1
MECHANICAL 3D+1
Beast riding 4D, musical instrument operation: double viol 6D, repulsorlift operation 4D+2, sensors 4D, space transports 4D+1, swoop operation 4D
PERCEPTION 4D
Bargain 5D+1, con 5D, gambling 4D+2, persuasion 5D, persuasion: storytelling 6D+1, search 4D+2, sneak 5D
STRENGTH 3D
Brawling 3D, climbing/jumping 3D+1, swimming 4D
TECHNICAL 2D
Blaster repair 3D, computer programming/repair 3D, droid programming 3D+1, first aid 4D, lightsaber repair 3D, musical instrument repair: stringed instruments 4D+2
Special Abilities:
Force Skills: Control 2D+2, sense 2D, alter 1D+2
These are only some of the powers which Tionne has so far demonstrated:
Control: Accelerate healing, concentration*, control pain, reduce injury, remain conscious
Sense: Danger sense**, life detection, life sense, magnify senses
Alter: Telekinesis
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
This character is Force-sensitive
Force Points: 3
Character Points: 13
Move: 10
Equipment: Jedi robes, blaster pistol (4D), double viol, datapad
Cilghal is a Mon Calamari ambassador who takes charge of Leia while the Minister of State is on Calamari looking for Ackbar. Together they search out Ackbar, and convince him to come out of hiding. When Admiral Daala attacks Calamari, Cilghal reveals a unique Force-driven talent for predicting which combatants are about to die.
Intrigued, and sensing that Cilghal might be a strong Jedi candidate, Leia invites her to visit Luke on Yavin Four. Luke is immediately impressed by her ability, and senses in her the potential to become a great healer. She agrees to stay on as his student.
She finds her fellow students rather shaken by the death of Gantoris and the defection of Kyp. Somehow sensing that something evil is in their midst, the students are unsure of themselves. Cilghal, a natural consensus-builder and peacemaker, immediately begins to draw the small group of Jedi students closer together. In the aftermath of Luke's fall, Cilghal emerges as the leader of the Jedi students, despite her status as the newest disciple.
Cilghal soon lives up to Luke's expectations, and reveals herself as a great healer. At his request, she sits down to combat the artificial virus destroying Mon Mothma's body. After hours and hours of isolating and ejecting each molecule of the virus, she succeeds in restoring the great leader to health.
Cilghal
Type: Calamarian Ambassador
DEXTERITY 3D+1
Blaster 4D+1, dodge 4D+2, lightsaber 3D+2
KNOWLEDGE 4D
Alien species 5D+2, bureaucracy 5D, bureaucracy: Calamari 7D+2, bureaucracy: New Republic 6D+2, business 5D, cultures 5D, languages 4D+2, language: Calamarian Knowledge Bank 5D, planetary systems 5D+1, survival 4D+1, survival: Yavin Four 4D+2, willpower 6D
MECHANICAL 2D
Astrogation 3D, beast riding 3D, repulsorlift operation 2D+2, space transports 3D+2, starfighter piloting 3D, starship gunnery 2D+1, starship shields 2D+2
PERCEPTION 3D
Bargain 5D+2, command 7D+1, hide 4D+1, persuasion 5D, persuasion: oration 7D+2, search 3D+2
STRENGTH 3D
Brawling 3D+2, stamina 4D, swimming 6D
TECHNICAL 2D+2
Computer programming/repair 4D, droid programming 3D, first aid 6D+2, lightsaber repair 3D, security 4D+1
Special Abilities:
Moist Environments: When in moist environments, Mon Calamari receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks.
Dry Environments: When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks.
Extended Danger Sense: Cilghal has a unique Force talent which allows her to peer a few seconds into the future and determine which members of a specific group of life forms locked in combat will be alive or dead at that time. The group may be a swarm of insects, a school of fish, or a group of starfighters locked in combat. The power is of limited utility, since the vision comes mere seconds before the actual event, giving Cilghal little time to affect the outcome of the situation.
Force Skills: Control 4D, sense 3D+2, alter 5D
These are only some of the powers which Cilghal has so far demonstrated:
Control: Accelerate healing, concentration*, control pain, detoxify poison**, emptiness, hibernation trance, reduce injury, remain conscious, remove fatigue
Sense: Danger sense**, life detection, life sense, magnify senses, sense Force
Alter: Telekinesis
Control and Alter: Accelerate another's healing, control another's pain, detoxify poison in another, remove another's fatigue
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
This character is Force-sensitive.
Force Points: 2
Character Points: 13
Move: 10
Equipment: Jedi robes, datapad
The tranquillity of the jungle moon of Yavin Four, formerly the site of the Rebel Alliance's primary secret base, is once again disturbed by the arrival of the first generation of Jedi students, under the tutelage of Jedi Master Luke Skywalker. He establishes his Jedi academy in the Massassi temple ruins once used by the Rebels to house their small Rebel fleet.
The nights of Yavin Four are seldom dark, since the jungles and mountains of the moon are bathed in the near-constant glow of Yavin's immense surface. Even when the sun is not shining directly on the gas giant, a diffuse glow still surrounds the planet, creating a shadowy twilight world on most nights. Occasionally, the Yavin gas giant too eclipses the sun, plunging Yavin Four into the dark night most people are more accustomed to.
A beautiful atmospheric phenomenon occurs in the early morning on Yavin Four, as a result of the moon's orbit around the gas giant Yavin. Light from the sun is refracted into primary colors when it passes through the upper atmosphere of Yavin prime, and filters through the swirling mists which pool in the lowlands to create a shower of rainbows which only last a few minutes. They can be seen clearly from the Massassi temples occupied by the Jedi students.
Yavin Four
Type: Terrestrial Satellite
Temperature: Hot
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Jungle, mountain, swamp
Length of Day: 24 standard hours
Length of Year: 13.2 standard years
Starport: Landing Field
Planet Function: Abandoned hidden base
Sapient Species: None
The jungles of Yavin Four are thick with the ruins of stone temples and ziggurats, pyramids, and towers, the sole remaining signs of an advanced alien civilization which once thrived on the jungle moon, then vanished without a trace. The Rebels were far too wrapped up in the war against the Empire to bother with detailed archaeological inspections.
One inquisitive Sullustan naturalist named Dr'uun Unnh did make a partial study of the ruins. He learned through his studies of the hieroglyphic markings on temple walls that they were long ago erected by the enslaved Massassi people, under the direction of a Sith Lord named Exar Kun.
Unnh never discovered much more than that about the long vanished Sith Lord. In truth, Kun based the architecture on incredibly ancient Sith designs which he recovered from long-lost Sith records during his forbidden studies. They were designed to serve as focal points for a Sith Lord's power, and Kun found them indispensable in boosting his power sufficiently to work dark miracles.
When the Jedi came to fight Kun, they razed most of the structures on the planet in the battle. Many ruins are still visible from orbit, however, and other towers and temples still stand, hidden from sight in the thick lush growth of the rainforests.
The Rebels set up shop in one of the larger temples, one which promised shelter for their fleet of starfighters as well as their troopers. When they first set up their hidden base in the Massassi temple, they scoured the thick plant life from the chambers, and erected new pourstone walls and inner chambers remodeled to suit their new functions as barracks, machine shops, hangar bays, sensor rooms, and so on.
Returning to the base years later, Luke did not have to do much to restore the temple to a working condition, except clear away the encroaching vegetation, and repair glowpanels, water systems, and food-prep facilities the Alliance had installed years before. Once he reactivated the power generation station, he found that the turbolifts still functioned. The Jedi academy would be a spartan place, but not an uncomfortable one.
The grand audience chamber, located at the apex of the main temple, was seldom used by the Alliance except for ceremonies. The Jedi students use it even less, though some students meditate within it upon occasion. It is here that Luke is bedded while in his Sith-induced coma, on the very dais upon which he received his award from the Rebel Alliance for his part in the Battle of Yavin.
At dawn and sunset, the sunlight shines directly through the skylights, illuminating the room with a warm glow. At other times of the day, the light is more diffuse.
On the second floor of the temple is the war room, the former command center of the Rebel secret base where General Dodonna planned his daring strike against the first Death Star. Fittingly, it is also in the war room that the Jedi students gather to plan their final attack on Exar Kun.
The room was originally sealed by the Rebel engineers against the humidity of the planet. When the Rebels evacuated, the room was not sealed behind them, and the room has fallen into disrepair. The control panels and sensory arrays are covered in grime and mildew. Few of the sensors still work, though the more essential traffic control and meteorological computer systems have been repaired, and new glowpanels line the walls.
Deep within the bowels of the temple, a hot mineral spring bubbles up from the depths of the planet. The grotto is steamy and crusted with mineral deposits, and a strong smell of brimstone permeates the area. Far above, the grotto opens on jungle sky.
Luke uses the spring to teach his students to protect themselves and one another against the heat. The cooperative lesson of mutual support is one the students find a ready application for in opposing Exar Kun.
Some distance from the Great Temple, hidden amidst thick jungle foliage and rocky outcroppings, is a wide glassy lake, completely free of ripples. The lake is very deep, and the water crystal clear. Submerged stone pillars rise to just below the surface, forming stepping stones to the small island at the center.
The island is dominated by an obsidian split-pyramid of sharp angles showing the distinctive markings of Massassi architecture; another temple, but this one seemingly untouched by the passage of time. Between the bifurcated spire of the tall pyramid stands a colossus, a polished obsidian statue of a dark man, with long hair swept back behind him, clad in the archaic padded garments of a Sith Lord. The tattoo of a black sun is carved in his forehead.
The figure is Exar Kun. He had designed the temple to be an angular funnel to concentrate the Force, in a configuration which would enhance the powers of Sith rituals. The Great Temple, where Luke founds his Jedi academy, had once served as the focal point for the entire Massassi civilization that Exar Kun had built up from primitive decay — it was the prime focus of Kun's battles in the Sith War. But this smaller isolated temple was more of a private retreat for Kun, the place where he concentrated on improving his own abilities.
The dark walls inside are polished to a glassy sheen. The inside of the temple lacks windows and openings, and yet is dimly lit by some unseen light source, as if lightning bolts trapped within the black slabs of glass continue to send faint sparks visible only from the corner of the eye. Deep green tendrils of moss grow on the polished stones, swirled and distorted into disturbing patterns. Against one wall stands a smooth rounded cistern filled with water.
Faint etched marks of hieroglyphics can be made out in the glassy stone, written in a long-forgotten tongue. They relate in the Massassi language the coming of Exar Kun, his impact on their civilization, and his crusade against an external force — the Jedi of the Old Republic.
Control Difficulty: Very Easy for loose bonds; Easy for hand binders; Moderate for serious restraints; Difficult to Heroic for maximum security (varies at gamemaster's discretion, depending on security measures)
Required Powers: Concentration, control pain, enhance attribute
Effect: The character escapes bonds by contorting in painful and difficult (but physically possible) ways. By dislocating joints and the like, a Jedi can escape almost any physical restraining device. While this is indeed a painful procedure, Jedi are trained to block out the pain and focus on the task at hand.
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between six and 12 months; Difficult if the Jedi has lived in the area between one and six months; Very Difficult if the Jedi has lived in the area for less than one month. Modified by severity of disaster (larger disasters are easy to predict) and degree to which the disaster could be predicted (e.g. gamemasters may decide that certain disasters are easier or harder to predict based on a multitude of factors).
Required Powers: Danger sense, life detection, weather sense
Time to Use: 15 minutes. May be reduced in five-minute increments by increasing difficulty one level per five-minute increment (minimum time to use of one-minute).
Effect: This power allows the Jedi to sense local meteorological and geological conditions and predict imminent disasters, such as quakes, volcanic eruptions, floods, landslides, avalanches, cave-ins, mine subsidences, large scale conflagrations (such as forest fires) and even dangerous storms, tornadoes and hurricanes (which can also be predicted with weather sense). By opening his or her senses to the environment, the Jedi can predict these disturbances, much as animals can seemingly sense a quake hours or even days before it happens.
Like weather sense, this power does not lend itself to quick predictions. It customarily takes weeks for a Jedi to acclimate to local weather patterns and topography.
The prediction is effective for 12 hours. The difficulty increases by one level for each additional 12-hour period by which the Jedi wishes to extend the prediction.
Required Powers: Life detection, life sense, receptive telepathy, sense Force
Time to use: Six rounds.
Effect: This power allows a Jedi to probe the mind of a target, and determine whether that person has the potential to be strong in the Force.
The deep subconscious of a Force-sensitive person is shielded by a protective barrier which prevents another Force wielder from penetrating his or her inner mind. This shield pushes violently back at an intruder, sending him or her stumbling back. This "shield" is an involuntary defense mechanism maintained by every Force-sensitive person. It is one reliable way to determine which people might have the potential to become Jedi.
The magnitude of the backlash generated by the shield depends on the character's strength in the Force. A person who is merely Force-sensitive will shove the intruder back several feet. Someone with actual Force skills will produce a more intense reaction. Those with little training will send the intruder reeling back across the room. Someone who is well-trained, or who has a great deal of raw talent in the Force, might actually hurl an intruder across the room.
Sense Difficulty: Moderate for simple phenomena (such as heat or simple scents); Difficult for more uncommon phenomena (such as comm frequencies, infrared radiation); Very Difficult for specific, complex phenomena (such as setting olfactory nerves to detect the presence of tibanna gas).
This power may be kept "up."
Required Power: Magnify senses
Time to use: One minute. May be reduced in 10-second increments by increasing difficulty by one level per 10-second increment (minimum time to use of 30 seconds).
Effect: The character may shift his or her senses as to detect phenomena of a different type than normal; shifting eyesight to the infrared spectrum, setting olfactory nerves to detect specific chemical combinations, or hearing frequencies above or below normal range for his or her species. This power counts as a "skill use" for determining die code penalties.
Please note that this power is exceptionally useful in some aspects, but fairly limited in others. For example, a Jedi may detect comm frequencies, but that does not mean the Jedi can listen in on the transmission. The Jedi will be able to detect that a transmission is present, but may not necessarily be able to locate the signal's source, and certainly will not be able to decode the information carried by the transmission.
Sense Difficulty: Moderate for humans or aliens, Difficult for high-density languages used by droids. If the target is being purposely cryptic, add +5 to the difficulty, +20 if the language is written down.
Required Powers: Receptive telepathy, projective telepathy
This power may be kept "up."
Time to use: One minute.
Effect: This power allows the character to translate a language and speak it in kind. The Jedi may decipher body language, explore the spoken word, or translate ancient Sith texts. In order for this power to work, the character must first hear the target speak, or see the words in written form (such as an ancient text or document). This power has many advantages. First, it takes only one application of this power to "understand" a language. As long as they all speak the same language and the power is kept up, the character need not roll for each individual talking. Also, because they also "speak" using beeps and whistles, droids may be communicated with using this power. Finally, the Jedi can translate ancient texts, even if the language has long since vanished from the galaxy.
Note that the character does not really know the language. Once this power is no longer in use, the Jedi is once again unable to decipher the target language.
Sense Difficulty: Easy if the Jedi has lived in the area for more than a year; Moderate if the Jedi has lived in the area between six and 12 months; Difficult if the Jedi has lived in the area between one and six months; Very Difficult if the Jedi has lived in the area less than one month. Modified for proximity and local meteorological conditions.
Required Powers: Magnify senses
This power may be kept "up."
Time to use: One minute.
Effect: This power allows the Jedi to attune himself to the workings of local weather patterns. By sensing the movements of clouds, winds, tides, and solar bodies, someone using this power can discern patterns in the weather, and so make limited predictions regarding the behavior of atmospheric phenomenon.
The power does not lend itself to quick predictions, however. It usually takes weeks for a Jedi to become accustomed to local weather patterns and become familiar with unique features of the local topography that it is possible to obtain accurate readings.
The prediction is effective for four hours. The difficulty increases if the Jedi wishes to make more extended forecasts.
Control Difficulty: Very Easy, modified by relationship.
Alter Difficulty: Very Easy for very mild poison (such as alcohol); Easy for a mild poison; Moderate for an average poison; Difficult for a virulent poison; Very Difficult to Heroic for a neurotoxin.
Required Powers: Accelerate another's healing, accelerate healing, control pain, control another's pain, detoxify poison
Time to Use: 5 minutes
Effect: This power allows a Jedi to remove or detoxify poison from a patient's body faster than is normally possible. While using this power, the Jedi must remain in physical contact with the patient. As long as the Jedi is in contact with the target, that person is considered immune to the effects of the poison. Failure to make the required control and alter difficulty checks or breaking physical contact during the use of the power wounds the patient.
Control Difficulty: Easy.
Alter Difficulty: Moderate. Modified by proximity and relationship.
Required Powers: Accelerate healing, accelerate another's healing, control pain, control another's pain, remove fatigue.
Effect: This power allows the Jedi to remove the effects of fatigue in another. However, unlike the basic power, the Jedi must wait until the target is actually fatigued, before offering assistance. Hence the penalties for failing a stamina check can be counteracted, but must be addressed as they occur.
"A second after he hit the ground, a wall of steam and superheated water belched from the geyser. Luke shielded his exposed flesh from the scalding droplets and waited for the blast to dwindle."
Sense Difficulty: Easy
Alter Difficulty: Moderate
Required Powers: Absorb/dissipate energy, concentration, magnify senses, telekinesis
This power may be kept "up."
Time to use: One round
Effect: This power allows the Jedi to surround his body with a Force-generated shield. The shield can be used to repel energy and physical matter away from the Jedi's body, down to the molecular level.
The shield acts as STR+1D armor to all energy and physical attacks made against the Jedi, including non-directional attacks such as gas clouds and grenade blasts. The shield is not particularly strong, but can sometimes be just enough to protect the Jedi from serious injury.
Control Difficulty: Difficult.
Sense Difficulty: Difficult
Alter Difficulty: Moderate, modified by proximity.
Required Powers: Concentration, telekinesis
The target must be in within the Jedi's line of sight.
Time to use: One round
Effect: Projected fighting allows a Jedi to strike at an opponent, inflicting damage without physically touching the target. Use of this power is more than a little risky; in many cases projected fighting is quite simply using the Force to attack. However, the Jedi attempting to use projected fighting can elect to cause stun damage only, and even then should only attempt to use this power if it is to protect an innocent in immediate danger. A Jedi who uses projective fighting for any other reason, or causes anything more serious than stun damage, receives a Dark Side Point.
After successfully using the power, the Jedi makes a brawling skill roll. If attacking a Force-sensitive, the target may use the control or brawling parry skill to avoid the attack. Otherwise, the target cannot deflect the Jedi's blows. If the target is not Force-sensitive, a Difficult brawling parry roll is necessary to block the Jedi attack. If the brawling roll is successful, the Jedi rolls his or her full Strength versus the target's Strength. The Jedi may target a specific portion of the body (which adds +1D to damage), but must subtract an additional -1D from his brawling skill (see Star Wars, Second Edition, page 63). Be sure to add any armor bonuses that the target may have.
This power can be kept up as long as the distance between the Jedi and the target remains the same. Should the target move significantly or the Jedi wish to select a new target, the power must be rerolled.
Example: Harlan declares she is going to make a projected fighting attempt aimed specifically at a guard's head. She makes her control, sense and alter plus proximity rolls each with a -3D multiple action penalty (she is doing four things: using her control, sense, alter, and brawling skills, plus targeting the head). If she successfully rolls the first two, she then must make an Easy brawling roll, this time with a -3D modifier, due to her preference in hit location. Because the target is not Force-sensitive, no brawling parry attempt can be made. Harlan makes her brawling roll and then rolls her Strength dice against the guard's Strength. Because she aimed for the head, Harlan gains an additional +1D to her damage roll.
For many millennia, the dark Sith Lords studied the Force in their towers and palaces, amassing great power and knowledge of the mysteries of the dark side. Many dynasties of Sith Lords ruled over the Sith people before the Jedi Knights of old united with the armed forces of the Old Republic to drive them from their marble palaces and murky libraries.
The Sith were driven to near-extinction, and the Jedi destroyed as many of their fortresses, artifacts, and Sith holocrons as they could find. Only a few isolated Sith strongholds were permitted to stand, so that selected Jedi Masters could carefully study the Sith teachings to devise defenses should the Sith ever rise again.
Four thousand years ago, 1,000 years after the Sith Empire had fallen, Exar Kun, a disciple of Vodo-Siosk Baas, discovered fragments of Sith teachings. Drawn by a thirst for forbidden knowledge, Exar Kun delved into the study of Sith philosophy.
Disregarding his master's warnings that only very advanced and experienced Jedi Masters could safely study the Sith teachings without going to the dark side, Kun traveled to one of the preserved strongholds on Onderon. There he located the tomb of Freedon Nadd, a great Sith initiate who had brought the dark side to Onderon and retired there.
The shade of Nadd, still lingering in the musty halls, revealed itself to Kun and promised him great power if he would consent to become Nadd's disciple. Kun agreed, sure that he could use Nadd without himself being used. However, even as Kun prided himself on his strength and ability to learn from Nadd without surrendering to the dark side, Nadd brought him further under his sway.
In time, Nadd brought Kun to Yavin Four, where a fallen rival Sith Lord had once worked shadowy miracles with dark side alchemy. There, Exar Kun fully embraced the dark side and destroyed Freedon Nadd.
While building his empire on Yavin Four, Kun formed his own synthesis of Jedi and Sith teachings to form a new philosophy and school of Force manipulation. With this knowledge Exar Kun established a vast and powerful brotherhood and claimed the title of the first Dark Lord of the Sith.
Exar Kun did not long content himself with ruling over the Massassi people of Yavin Four. He had greater ambitions. Joining forces with another powerful Jedi, Ulic Qel-Droma, Kun worked his invisible threads into the fabric of the Old Republic, bringing the Jedi Order to the brink of ruin through treachery and his distorted abilities with the Force.
There is no telling what Kun and his Brotherhood of the Sith might have accomplished if Qel-Droma had not in the end betrayed Kun and given him over to the Jedi Knights. When the Jedi combined their might and came to Kun's retreat on Yavin Four to fight him, they unleashed such power that Kun had to drain every last one of his Massassi slaves just to trap his spirit within his temples — to survive so that one day he could come back. There he rested in uneasy slumber for thousands of years, stirring fitfully from time to time, awaiting the day when beings strong in the Force would again visit his temples and provide him the energy he needed to revive himself and escape his prison.
Meanwhile, in the greater galaxy, generations passed, and the memory of the Great Sith War passed from public knowledge. Ashamed of the conflict caused by one of their own, the Jedi themselves did nothing to keep the memory alive.
Of the great Brotherhood of the Sith, only a very few survived to pass their dark knowledge down to small bands of disciples. In the time between the fall of Kun and the rise of the Empire, the Dark Lords of the Sith were secretive and elusive. Only with the rise of the Empire would the Sith name again gain the power to strike terror in the hearts of millions ...
Exar Kun passed the millennia in uneasy slumber. For a moment, and only for a moment, he was roused partially from his stupor by the bright presence of a man strong in the Force. Slowly extending feelers in the direction of the mysterious man, Kun discovered that one of his great temples was inhabited by a small band of armed humans. But before he could gather enough strength to reach out to tap this energy source, the Force-user and his fellows departed, and Kun again lapsed into sleep.
A few scant years later, Kun is brought sharply awake by the arrival of not one or two, but a dozen humans blazing with the power he needed to live again. Eagerly but cautiously, Kun observes each arrival, probing for weaknesses and the power he needs to restore his lost reserves of energy. For a time, he is able to subside by feeding on their residual energy, but soon he will need worshippers if he is to grow more active. With a nucleus of followers to provide him energy-providing anger and fear, Kun will have enough power to escape his exile and take on human form.
To his surprise, Kun recognizes the leader to be the same man who had visited Yavin Four years earlier, now much more powerful in the Force. Too powerful, for the moment, for Kun to tackle.
Kun finds Gantoris, strong-willed and impatient to learn, to be a more promising first candidate. He easily seduces Gantoris in the same manner that Nadd had seduced him — by promising forbidden knowledge and the truly powerful Jedi secrets Gantoris cannot wait to learn.
Carefully building up and feeding on the anger of his first apprentice, Kun grows in power. Soon he feels confident to make an attempt to subvert Luke, knowing that if he can sway the teacher, the students will all follow. Kun, posing as Anakin Skywalker, appears to Luke and attempts to pull him toward the forbidden Sith teachings by tempting him to use Sith power to seize control of the New Republic and destroy the Empire. Realizing that this shade is not that of his father, Luke rejects the offer.
Enraged and drained, Kun returns to Gantoris. Desperate for more energy, he goads Gantoris to new heights of anger by showing him the Eol Sha colonists dying on Dantooine. Gantoris is pushed too far, however, and turns on his Sith master. Realizing that Gantoris is no longer his, Kun utterly drains him to provide himself a reserve of energy to last until he can subvert more students.
Kun has just begun edging in on Streen when Kyp Durron arrives at the Jedi academy. Kun immediately senses in the young man his ideal subject. Like Gantoris, Kyp is strong-willed and impatient to learn. Moreover, he is far more powerful than the Eol Sha leader, and young enough to be overconfident and naive.
Over a number of weeks, Kun slowly bends Kyp to his will, and begins to augment his power. He grows very powerful on Kyp's hate, and soon his hold on Kyp is so complete that he can send Kyp beyond the planet to do his will and still retain control over his subject.
Ultimately, he has Kyp return to Yavin Four and helps him reclaim the Sun Crusher. He also bolsters Kyp's talents to allow him to defeat Luke and place him in a coma.
He reveals himself to Luke in his coma-like state, to taunt him. He tells Luke of his plans to revive the Lords of the Sith, using his disciples as his first generation of students. He boasts that he already owns Kyp and Streen, and destroyed Gantoris.
Still not ready to take on Luke directly, Kun makes several attempts on Luke's body. Each attack is thwarted by the Jedi students and Leia. Thanks to the Solo twins (who can speak with Luke) and Kirana Ti (who has studied Exar Kun in the Holocron), the students learn the identity of their foe and how to defeat him.
The students corner Kun in the great chamber where Luke's body is resting. He seeks to tempt and taunt each, but they close in on him. At the very end, his master Vodo appears among them, along with Luke. Kirana Ti and Streen jointly deliver the final blow, using the lightsabers of Luke and Gantoris to destroy Exar Kun.
The Sith philosophy is very different from the Jedi Code. Whereas a Jedi uses the Force for knowledge and defense, a Sith uses the Force to bend the universe to his will. The Jedi manipulates the Force passively, while in a state of calm and control. The Sith gives himself over to his passions, and channels the Force by harnessing the power of anger, hate, love, and jealousy. To use any Sith power is to relinquish any claim to call oneself a Jedi. Even the minor powers of the Sith are extremely dangerous for Jedi to use, since they lead to the dark side.
The Sith teachings have largely vanished from the universe by the time of the New Republic. Even 4,000 years ago, when the Jedi Exar Kun first sought the forbidden teachings, they were virtually impossible to find. The true power of the Sith has largely passed from the universe. Many now regard the once-feared Sith as little more than silly superstition.
The following powers are some of the remnant powers Exar Kun taught his disciples Gantoris and Kyp Durron. Exar Kun himself possessed a great many other dark powers that he was unable to harness without the energy he needed to fuel his disembodied will. Some of these powers he was able to channel through Kyp, Gantoris, and Streen to achieve his ends. How he was able to do such things is a Sith mystery which has not been revealed for many centuries.
Note: The dark knowledge of the Sith teachings died with Kun; it is extremely unlikely that any records survive, either on Yavin Four, or elsewhere (keep in mind that even Lord Vader, himself a Dark Lord of the Sith, did not know all there is to know of the Sith powers). Under no circumstances should a Jedi use any of these powers, even for the best intentions.
"Insects and small biting creatures buzzed and scuttled around them, but none bothered Kyp. He consciously exuded a shadow of uneasiness around him so that lower creatures had no incentive to come nearer. Exar Kun had taught him that trick too."
Control Difficulty: Easy. Modified by proximity, but limited to line of sight.
Alter Difficulty: Easy.
This power may be kept "up."
Warning: A character who uses this power against a sentient being immediately gets a Dark Side Point.
Effect: This power allows a Sith to project a field of vague discomfort and unease around him, which causes nonsentient creatures to avoid him. Sentient creatures sense a vague "uneasiness" about the person.
Aura of uneasiness effectively acts as the intimidation skill. When used against a sentient being, the Sith rolls alter+3D against the target's willpower or Perception. (See sample modifiers and skill description on page 76 of Star Wars, Second Edition.)
When used against predatory animals, the Sith rolls alter+5D against the target's willpower or Perception.
"In outrage Kyp found the power to send a burst of controlling thought through the integrated circuits in the Sun Crusher's computer. He flushed the alien programming, wiping pathways clean and rebuilding them in an instant. He remapped the functions with a sudden mental pinpoint that made the Sun Crusher whole again."
Control Difficulty: Easy for non-sentient machines; Moderate for sentient machines; Difficult for sentient machines hostile to Sith. Modified by proximity.
Alter Difficulty: Easy for slight alterations; Moderate for significant changes in programming; Difficult for major reprogramming.
Required Powers: Absorb/dissipate energy, affect mind
Time to use: One round
Warning: A character who uses this power immediately gains a Dark Side Point.
Effect: This power allows a Sith to channel his anger into the electronic circuits of a computer, droid, or machine, and reprogram it by manipulating its physical and electrical components. The reprogramming can only restore original programming which has been altered, not actually rewrite a computer's programming.
Since this Sith power can only be evoked in a state of rage, the Jedi have long avoided using it.
Sense Difficulty: Moderate
Alter Difficulty: Moderate to affect 5 meters; Difficult to affect 10 meters, Very Difficult to affect 15 meters.
Required Powers: Magnify senses, shift sense, telekinesis
This power may be kept "up."
Warning: A character who uses this power immediately gets a Dark Side Point.
Effect: This power allows the Sith to manipulate and channel air currents to form powerful and destructive tornadoes which can lift people bodily up into the air and fling them about. The cyclone does the Sith's alter code in damage to all within its range.
Control Difficulty: Easy.
Sense Difficulty: Easy. Modified by proximity.
Alter Difficulty: Easy.
Required Powers: Affect mind, control pain, control another's pain, dim other's senses, hibernation trance, life detection, life sense, receptive telepathy, sense Force, transfer Force
This power may be kept "up."
Warning: A Jedi who uses this power gains a Dark Side Point.
Effect: This power allows a Sith to draw power from nearby nonsentient beings to boost his ability to go without sleep. As long as this power is kept up, the Sith will not fatigue or require sleep. Use of the power depends on a ready supply of nearby insects, small rodents, birds, and so on to draw energy from. This power may not be used to draw energy from sentient beings.
Control Difficulty: Moderate.
Sense Difficulty: Target's willpower, Perception or control roll. Modified by relationship.
Alter Difficulty: Target's willpower, Perception or control roll. Modified by relationship.
Required Powers: Control pain, hibernation trance, life detection, life sense, magnify senses, sense Force, telekinesis, farseeing, projective telepathy, affect mind, control mind, dim other's senses
Warning: A character who uses this power immediately gets a Dark Side Point.
Time to use: Five minutes.
Effect: This dreadful power allows a Sith to sift through another person's mind, and destroy all knowledge of specific events or learned skills. Use of the skill requires direct contact with the target, and only one specified objective can be pursued per session.
Though many Core worlds readily embraced the New Republic when the provisional government established itself on Coruscant, the vast majority resisted integration into the new government, primarily because they feared the consequences of allying themselves with the former Rebellion when there was still a very good chance that the Empire might rise again to eclipse the New Republic.
The arrival of Grand Admiral Thrawn exacerbated these fears, and it was very difficult for New Republic diplomats, led by Mon Mothma and Leia Organa Solo, to woo worlds into the New Republic fold even after his defeat at Bilbringi. Worse, the Emperor's reappearance and subsequent attacks occurred shortly after Thrawn's campaign. During the Emperor's latest campaigns, the New Republic suffered mightily, reduced once again to a band of Rebels. It has been a long, difficult struggle, but the restored New Republic is finally beginning to make some progress in establishing itself as a legitimate form of government, in the wake of Palpatine's latest defeat.
Recently, the Council decided to direct more resources into winning over neutral worlds than in clashing with the remnant armies and navies of the Empire.
Many Core worlds refused to enter the New Republic under any circumstances, out of loyalty to the Imperial systems. These "Imperial Core Worlds" fared very well under Palpatine, and many owed the Empire for their influence and power. Their leaders and people preferred aiding the remaining Imperial forces, in the hopes that they would have an exalted place in a restored Empire.
The various Imperial warlords, both those who desired to restore the Empire, and those who merely wanted to establish one of their own, retreated into these Imperial Core systems to regroup, vie and bicker for resources, and await a leader that would reunite them. Their greatest hope rose and died in the form of the resurrected Emperor. Bereft of a great leader, the Imperial Core has pulled in on itself, leaving the New Republic to lick its wounds for a few years of uncertain peace.
For a time at least, the New Republic is free to pursue more peaceful pursuits, confident that the Imperial threat is safely bottled up in the Imperial Core. Little do its citizens realize that another threat lies in the Maw just beyond Kessel, waiting to be unleashed. Or that a still greater threat to its leaders lurks plotting in the marble halls of Carida ...
Ambassador Furgan, the pompous ambassador and nominal ruler of the Imperial training world of Carida, is a short, barrel-chested man with spindly arms and legs. He sports thick eyebrows on his squarish face, which flare upwards like birds' wings.
His pseudo-Imperial uniform is bedecked with more badges, ribbons, insignia, and achievement studs than any one person could possibly have earned in a lifetime. These accolades could certainly not have been earned by Furgan, who has no combat training or experience, and only a vague idea of what it means to command men's lives responsibly.
A loyal servant of the Empire, Furgan is enraged to see many of the warlords in the Imperial Core systems waste their considerable resources wrestling for dominance among the remnants of the Imperial fleet rather than fighting against their real enemy, the New Republic. Furgan himself has the will but not the means to restore unity to the feuding factions; while Carida has some of the most sophisticated weaponry and soldiers in the entire galaxy, she lacks a fleet. All the troops on the planet mean nothing without the means to transport them. Furgan has been unsuccessful in obtaining capital ships from other warlords, because his fellow Imperials jealously guard the ships which Thrawn and the reborn Emperor did not claim as their own and remove from their fleets.
Furgan has nonetheless been productive. If he cannot strike a blow against the New Republic with direct military forces, he must use what resources he does have more creatively. What he has is diplomatic status, elite troopers, a large staff of brilliant military scientists, and a well-placed spy on Coruscant.
From these resources, Furgan conceives a daring plan which will deprive the New Republic of its key leaders, and place the Jedi children of Leia Organa Solo in his hands. He envisions himself as the man who will forge a new Empire from the ashes of the old, with a grandson or granddaughter of Darth Vader on the throne and himself as foster parent and "helpful" regent.
The first segment of the plot involves assassinating Mon Mothma, Leia Organa Solo, and Admiral Ackbar, the three best-known leaders in the New Republic government. To arrange the accidental deaths of Leia and Ackbar, Furgan uses his key spy on Coruscant, the Mon Calamari starship mechanic Terpfen, who has been biochemically brainwashed to obey his every command. At the same time, he instructs his research staff to concoct a traceless nano virus which will destroy Mon Mothma's body from within.
Terpfen successfully sabotages Ackbar's B-wing, and though Ackbar and Leia survive the subsequent accident, Terpfen convinces Furgan that the disgrace Ackbar has suffered is far more effective in lowering New Republic morale than his death would be. Furgan himself travels to Coruscant to inoculate Mothma with the nano virus by throwing a drink containing the contaminant into her face at a diplomatic function.
With the Chief of State doomed to die of a mysterious wasting sickness, Ackbar gone, and Leia's coalition in the Inner Council severely weakened, Furgan turns to the second stage of his plan — discovering the location of the Jedi children. Again he uses Terpfen, who plants a beacon in Ackbar's ship in the hopes that Ackbar will eventually travel to the mysterious world. Eventually, Ackbar does so, and Furgan discovers that the Solo children are hidden on Anoth.
No matter that the two older twins are no longer on the planetoid — all Furgan needs is one token Jedi, and Anakin Solo will do just as well as his older brother and sister.
Furgan plans the operation to kidnap Anakin with extreme care. He selects the best stormtroopers on Carida to form his assault force, and incorporates the new Mountain Terrain Armored Transport (MT-AT) into the attack. He entrusts the mission to the best ship in his meager fleet, the Vendetta.
His plans are almost ruined at the last moment by the appearance of Kyp Durron in the Sun Crusher. In attempting to capture the Sun Crusher, Furgan goads Kyp into launching one of his system-destroying torpedoes into the Caridan sun. When it becomes obvious that Furgan cannot save Carida, he gives the evacuation orders, and barely escapes with only his attack ship Vendetta and its crew.
Eager to claim Anakin at the earliest possible moment, Furgan accompanies the eight spider walkers which raid Anoth. Furgan successfully captures Anakin, but is forced to sacrifice all his men to do so. New Republic forces arrive, led by Leia and Ackbar.
For a moment, an impasse holds, until young Anakin causes a power droid to distract Furgan long enough for Terpfen to snatch the baby away. Displaying amazing speed, Furgan manages to flee into the depths of the base, the Calamarians in hot pursuit. Furgan attempts to flee in one of the spider walkers, but is destroyed by Terpfen before he can escape the area.
Ambassador Furgan
Type: Imperial Diplomat
DEXTERITY 2D
Blaster 3D, dodge 4D+2, running 2D+2
KNOWLEDGE 4D
Alien species 5D, bureaucracy 5D, bureaucracy: Carida 10D, bureaucracy: Imperial Army 7D+2, business 6D+1, cultures 4D+2, intimidation 5D+2, languages 5D, law enforcement: Carida 7D+1, planetary systems 5D, tactics 4D+1, willpower 6D
MECHANICAL 3D+1
Communications 4D+2, hover vehicle operation 4D, repulsorlift operation 4D+2, sensors 4D+1, walker operation 3D+2
PERCEPTION 3D+2
Bargain 5D, command 7D, con 5D+2, hide 4D, investigation 4D, persuasion 6D, persuasion: oration 8D+1, search 4D+1, sneak 4D
STRENGTH 2D
Brawling 3D+1, climbing/jumping 3D, stamina 3D
TECHNICAL 3D
Computer programming/repair 5D, droid programming 4D+1, first aid 4D, security 6D+2
Force Points: 5
Dark Side Points: 12
Character Points: 22
Move: 9
Equipment: Ornate custom Imperial uniform, comlink, datapad
Colonel Ardax, a middle-aged Chandrila native, is as accustomed to commanding men on the bridge of a starship as he is to commanding men on the ground. He has spent the last decade serving aboard various Army-controlled ships in the Carida system, from small patrol craft to larger cruisers.
A few years ago, he took command of the Dreadnaught Vendetta, one of the few capital ships in the Carida system. Ardax has honed his crew into a finely-tuned machine capable of responding to changing tactical situations in seconds. He is a tough but fair taskmaster who always puts his crew first, and his crew is extremely loyal in return.
The Vendetta is chosen by Furgan to transport his assault team to Anoth. Furgan evacuates the doomed Carida aboard the Vendetta just as the system is destroyed, and takes nominal command of the ship. Ardax, however, is an independent captain who is more concerned with commanding his ship properly than humoring a bureaucrat who has no real military experience.
When the New Republic shows up during the raid on Anoth, Ardax abandons Furgan's assault team and prepares to flee the system. He flies between the two largest portions of the shattered world in an attempt to lose the New Republic ship in the sensor-blind area as he prepares for a leap to hyperspace. The immense static discharges generated by the planetary fragments discharge directly on the hull of his ship, destroying it.
Colonel Ardax
Type: Imperial Army Officer
DEXTERITY 3D
Blaster 5D, dodge 4D+2, grenade 4D, vehicle blasters 4D+2
KNOWLEDGE 2D+1
Bureaucracy 3D, bureaucracy: Imperial Army 6D+2, cultures 3D+2, intimidation 3D, law enforcement: Imperial law 5D, planetary systems 4D+1, survival 4D, tactics: capital ships 5D, tactics: ground assault 7D, willpower 3D+1
MECHANICAL 3D+2
Astrogation 4D, capital ship gunnery 4D+1, capital ship piloting 5D+2, capital ship shields 4D+2, communications 5D, hover vehicle operation 5D, repulsorlift operation 5D, sensors 5D, space transports 4D+2, starship gunnery 4D, starship shields 4D+1, walker operation 4D+1
PERCEPTION 2D+2
Bargain 3D, command: Vendetta crew 8D+1, hide 3D+2, investigation 4D, persuasion 4D, search 4D+1
STRENGTH 4D
Brawling 6D, stamina 5D
TECHNICAL 2D+1
Capital ship repair 3D, capital ship weapon repair 3D+2, computer programming/repair 4D, droid programming 3D+2, first aid 4D, repulsorlift repair 3D, security 4D+1
Character Points: 12
Move: 10
Equipment: Imperial Army uniform, comlink, datapad
Carida's stormtroopers are the best in the galaxy. They are the products of Carida's legendary training programs, which turn out wave after wave of stormtroopers and specialist elite troopers for use throughout the Empire.
Carida Stormtrooper
Type: Stormtrooper
DEXTERITY 3D
Blaster 5D, blaster artillery 5D+1, brawling parry 5D, dodge 4D+2, grenade 4D, melee combat 5D+2, melee parry 5D, vehicle blasters 4D+2
KNOWLEDGE 2D
Survival 4D
MECHANICAL 2D
Repulsorlift operation 3D, walker operation 3D+1
PERCEPTION 2D
Command 3D+2, hide 3D, investigation 2D+1, search 3D, sneak 4D+1
STRENGTH 2D
Brawling 4D, climbing/jumping 3D+1, lifting 3D+2, stamina 3D
TECHNICAL 2D
Armor repair 2D+2, blaster repair 2D+1, demolitions 2D+2, first aid 3D, security 4D, walker repair 2D+2
Character Points: 6
Move: 10
Equipment: Stormtrooper armor (+2D physical, +1D energy, -1D to Dexterity and related skills), blaster rifle (5D), blaster pistol (4D)
Admiral Daala has spent her entire life moving at full speed. As a cadet, she pushed herself to her physical and mental limits, and occasionally beyond. She excelled in every curriculum, and used her strategic skills to wipe out entire navies in wargames.
She soon developed a reputation as a brilliant tactician, and might have gone on to an equally brilliant career in the fleet, but for one seemingly insurmountable problem — the anti-female prejudices present through every layer of the Imperial Navy, all the way up to the Emperor himself. Daala found herself in a dead-end career, watching less qualified men pass her by on their way to their own commands.
Out of frustration and a desperate desire to be heard and respected by her peers, Daala created a false persona in the computer networks to serve as her mouthpiece. This fictional person rapidly made a name for "himself" by proposing radical but effective tactics and ideas, and drew the attention of Moff Tarkin. He traveled to Carida to find this brilliant new tactician and found Daala instead.
More innovative and open-minded than the Emperor (or perhaps simply more willing to make use of all resources available to him), Tarkin quietly took Daala under his wing, reassigning her to his personal staff in the Outer Rim, and set her to work. She absorbed every lesson Tarkin taught her, and came to analyze every scenario and situation in light of how he might respond to it. She became his prize protege and lover. Under his supervision, she became a commander, and then a captain.
To keep her hidden from other Imperial leaders — and perhaps because he was tiring of her as a lover — Tarkin ultimately gave her four Star Destroyers and charged her with protecting his precious Maw Installation. He promoted her to admiral, making her one of the only females to reach that rank in the Imperial Navy.
Though Admiral Daala has spent over 10 years isolated and cut off in the Maw, she has kept herself and her troops at peak performance, honed to a fine point through constant drilling and wargames. She prides herself on keeping her men primed for action at a moment's notice.
The news that the Empire lies broken, along with Tarkin and his mighty Death Star, shakes her to her core. She resolves to hit the New Republic as hard as she can, with her arsenal of experimental weapons.
Unfortunately, things go wrong for her almost immediately. Daala soon learns that an aptitude for theory is no substitute for experience. Her inability to alter her plans to take into account the unexpected is instrumental in her eventual downfall. Han Solo, Kyp, and Chewbacca escape with her prize superweapon, the Sun Crusher, and destroy the Hydra, one of her four Star Destroyers.
After battling Moruth Doole's forces at Kessel, Daala retreats to the Cauldron Nebula to recover and plot her next step. Refusing to submit to any of the warlords in the Imperial Core, she settles on a hit-and-run strategy designed to strike terror in the New Republic.
Her plan works for a time, until she decides to hit the orbital dockyards at Calamari. Her plan is tactically flawless, but it reveals her greatest weakness: her tendency to rely on Tarkin's strategies rather than her own instincts. She uses one of Tarkin's classic maneuvers which is recognized by Ackbar, who is also familiar with Tarkin's tactics. He recognizes her feint for what it is, and counter-strikes in a brilliant move which results in the loss of Daala's second destroyer, the Manticore.
Daala again reassesses her goals, and determines that she has not been doing much damage to the New Republic. After briefly detaining (and then destroying) a Sullustan trader and learning from his records that the shield generators on Coruscant have not yet been repaired, Daala forms a new attack plan. She resolves to strike at Coruscant itself, ramming the stripped-down Star Destroyer Basilisk into Imperial City at full speed, leveling buildings for thousands of kilometers, and causing drastic damage to the crust of the planet.
Alas, her plan is disrupted before it can even get underway — Kyp appears in the staging area piloting the Sun Crusher, and uses it to detonate the nebula her fleet is hiding in. She barely escapes, and the Basilisk is vaporized by the expanding explosion. Daala is down to her last ship.
While repairing her ship, she has time to reflect on her mistakes and actions, and realizes that her priorities have been off kilter — her duty was to remain in the Maw and protect its assets, not gallivant around the galaxy in a slap-dash attempt to scare the New Republic. The New Republic was sure to return to the Maw once it knew of the place.
Daala returns to the Maw resolved to defend it to the death. She catches the New Republic forces in occupation of the installation. During the ensuing battle, she accesses the personal logs of Sivron (the current director at Maw Installation) and downloads all of his research records.
After she destroys the installation, she flees the Maw as quickly as possible. Her ship is barely functional, and she worries that the men under her have lost faith in her. Her new plan is to take Sivron's notes, and ally with one or more of the warlords in the Imperial Core.
Admiral Daala
Type: Imperial Navy Officer
DEXTERITY 2D+1
Blaster 5D, blaster: blaster pistol 6D+2, blaster artillery 4D, brawling parry 7D, dodge 6D, grenade 4D+1, melee combat 5D+2, melee parry 5D, missile weapons 4D+1
KNOWLEDGE 3D+1
Alien species 4D+2, bureaucracy 5D, bureaucracy: Imperial Navy 8D+2, bureaucracy: Maw Installation 10D, business 6D+2, cultures 6D, intimidation 8D+2, languages 7D, law enforcement: Imperial law 11D, planetary systems 6D+2, survival 5D, tactics 7D, tactics: capital ships 7D+2, tactics: fleets 8D+1, tactics: ground assault tactics 7D+1, tactics: starfighters 8D+2, value 8D, willpower 7D+2
MECHANICAL 3D+2
Astrogation 6D, capital ship gunnery 6D+2, capital ship piloting 8D+2, capital ship piloting: Imperial Star Destroyer 9D, capital ship shields 7D, communications 7D+1, repulsorlift operation 4D+2, sensors 6D, space transports 5D+1, starfighter piloting 4D, starship gunnery 4D+2, starship shields 4D+1, walker operation 4D
PERCEPTION 3D+1
Bargain 8D, command 6D+2, command: Imperial Navy officers 11D, command: Maw fleet personnel 8D+2, con 9D, hide 7D+2, investigation 8D, persuasion 8D, search 8D+2, sneak 7D
STRENGTH 2D+1
Brawling 8D, climbing/jumping 6D+2, lifting 5D, stamina 7D
TECHNICAL 3D
Computer programming/repair 10D+2, demolitions 5D, droid programming 7D, first aid 5D, security 8D
Force Points: 3
Dark Side Points: 19
Character Points: 26
Move: 10
Equipment: Comlink, datapad
Admiral Daala's Fleet
Four Star Destroyers are stationed at Maw Installation, guarding the research facilities. The Gorgon is Admiral Daala's flagship, and the other ships are the Manticore, the Basilisk and the Hydra. The four ships each have 60 turbolaser batteries, 60 ion cannons and 10 tractor beam projectors. The Gorgon alone carries six TIE fighter squadrons, two Gamma-class assault shuttles, 20 AT-AT walkers, and 30 AT-ST scout walkers. The four capital ships represent an awesome concentration of firepower, and at the height of Imperial power were considered more than enough to handle any non-Imperial force which might stumble into the Maw.
The Star Destroyers are manned by skeleton crews. They are the best Tarkin and Daala could find, and many are people without families and connections to the outside. There are 180,000 people in the crew, not counting the installation personnel.
Commander Kratas is the captain of Admiral Daala's flagship, the Gorgon. Initially, Kratas and Daala got on very badly due to a radical difference in command styles, but over the years of isolation the two have learned to work together, and Kratas now serves as her primary advisor and councilor. Though an independent-minded officer, Kratas always follows orders to the letter.
Kratas was born on Derilyn in the Elrood sector. With nothing to look forward to but a life in the ore mines, he eagerly accepted a SAGEducation scholarship to attend Calamar University on Esseles. He excelled in history and politics, and was chosen for officer training school on Carida.
His flair for command came to the fore while on Carida, and when he graduated, he found himself under Tarkin's command. He distinguished himself sufficiently in ensuing years to be chosen as one of the guardians of Maw Installation.
A short man, Kratas has dark hair trimmed to regulation length, wide watery eyes set under beetling brows, and a jutting chin that hangs below almost nonexistent lips.
Commander Kratas
Type: Imperial Navy Officer
DEXTERITY 2D+2
Blaster 5D+2, dodge 5D, grenade 4D+1, melee combat 5D, melee parry 4D+2, vehicle blasters 4D
KNOWLEDGE 3D
Alien species 5D, bureaucracy 4D, bureaucracy: Imperial Navy 6D+1, bureaucracy: Maw Installation 6D+2, business 4D+2, cultures 4D+2, languages 5D, law enforcement: Imperial law 6D, planetary systems 7D, survival 4D, tactics 5D+2, tactics: capital ships 7D, tactics: ground assault tactics 5D+1
MECHANICAL 3D+2
Astrogation 5D, capital ship gunnery 7D+2, capital ship piloting 6D, capital ship piloting: Imperial Star Destroyer 7D+2, capital ship shields 6D, communications 7D, repulsorlift operation 5D, sensors 5D, space transports 5D+1, starship shields 5D, swoop operation 5D, walker operation 4D
PERCEPTION 3D+1
Bargain 6D, command 6D+2, command: Gorgon officers 8D+2, con 5D+1, gambling 5D, investigation 7D, persuasion 7D+1, search 6D, sneak 6D
STRENGTH 2D+1
Brawling 5D, climbing/jumping 6D, lifting 6D, stamina 6D
TECHNICAL 3D
Capital ship repair 5D, capital ship weapon repair 5D, computer programming/repair 5D, demolitions 6D, droid programming 6D, first aid 4D, security 7D+2
Force Points: 1
Dark Side Points: 3
Character Points: 12
Move: 10
Equipment: Comlink, datapad, hold-out blaster (3D+1)
Captain Brusc is the commander of the Manticore. He is a tough and demanding leader, able to push his men to amazing heights. Though he is a very competent officer, he is also an insecure vainglory.
This defect makes him insufferable to the officers under him, who must humor him and endure his frequent tirades and bouts of depression. Many would have moved on to other posts on other ships if they could, but there is no escape in the small universe of Maw Installation.
Brusc is a sallow-faced man with thinning blond hair and a weak chin. His ship is lost with all hands during the battle in Calamari's orbit when Admiral Daala's strike at the shipyards fails.
Captain Brusc
Type: Imperial Navy Officer
DEXTERITY 2D+2
Blaster 4D, blaster: blaster pistol 6D, dodge 6D, grenade 4D, missile weapons 4D
KNOWLEDGE 3D
Bureaucracy 6D, bureaucracy: Imperial Navy 7D+1, bureaucracy: Maw Installation 7D, intimidation 5D, languages 4D, law enforcement: Imperial law 7D+1, planetary systems 5D, survival 5D, tactics 6D, tactics: capital ships 7D, tactics: fleets 5D+2, willpower 5D
MECHANICAL 3D+2
Astrogation 5D, capital ship gunnery 5D+2, capital ship piloting 5D+2, capital ship piloting: Imperial Star Destroyer 7D, capital ship shields 5D, communications 6D, repulsorlift vehicle 5D, sensors 5D+2, space transports 4D+2, starship shields 4D
PERCEPTION 3D+1
Bargain 5D, command 7D+2, con 6D, investigation 7D, persuasion 7D+1, search 5D+2
STRENGTH 2D+1
Brawling 4D+2, stamina 5D+2
TECHNICAL 3D
Computer programming/repair 6D, demolitions 4D, droid programming 6D, first aid 4D+1, security 7D
Force Points: 1
Dark Side Points: 2
Character Points: 7
Move: 10
Equipment: Comlink, datapad
Captain Sten Thanas is the skipper of the Star Destroyer Hydra. When he entered the Maw 12 years ago he served as its first mate, but took over its command last year when the original captain died in a turbolift malfunction. He is relatively young for an Imperial captain, and is still in the process of winning the confidence of his crew and officers. He gets on well with Daala, and trusts her leadership implicitly.
Thanas is from a prominent Coruscant house which has produced many Old Republic and Imperial officers over the centuries. He served in the Outer Rim Territories (principally in Seswenna sector) under Tarkin before volunteering to transfer to Maw Installation.
Tall and handsome, Thanas cuts a splendid figure in his crisp uniform. He has ash-blonde hair, and blue eyes. Unfortunately, Thanas' promising career is cut short when the escaping Rebels ram his ship with the Sun Crusher. It drifts into a black hole and is destroyed.
Captain Sten Thanas
Type: Imperial Navy Officer
DEXTERITY 2D+2
Blaster 5D, blaster: blaster pistol 7D+1, dodge 4D+1, grenade 4D, melee combat 5D+1, melee parry 4D, run 5D
KNOWLEDGE 3D
Alien species 4D, bureaucracy 5D, bureaucracy: Imperial Navy 6D, bureaucracy: Maw Installation 7D, cultures 6D, languages 5D+2, law enforcement: Imperial law 6D+1, planetary systems 5D+2, survival 4D+1, tactics 5D, tactics: capital ships 6D
MECHANICAL 3D+2
Astrogation 5D, capital ship gunnery 5D+2, capital ship piloting 5D, capital ship piloting: Imperial Star Destroyer 6D+1, capital ship shields 5D, communications 5D+2, sensors 5D, space transports 4D, starship shields 4D
PERCEPTION 3D+1
Bargain 4D, command 4D+2, command: Hydra officers 5D+2, con 5D+2, investigation 6D, persuasion 6D+1, search 5D, sneak 6D+1
STRENGTH 2D+1
Brawling 4D+2, stamina 5D
TECHNICAL 3D
Capital ship repair 5D, capital ship weapon repair 5D, computer programming/repair 5D, demolitions 4D+1, droid programming 5D+2, first aid 4D+1, security 5D
Force Points: 1
Dark Side Points: 1
Character Points: 16
Move: 10
Equipment: Comlink, datapad, hold-out blaster (3D+1)
Mullinore is the captain of the Basilisk, the fourth Star Destroyer stationed in the Maw under Admiral Daala. He is a pale man with thin blond hair and watery gray eyes.
Of the four captains, he has known Daala the longest — they were classmates on Carida. They were distant acquaintances at the time, but unlike many of her other classmates, Mullinore did not slight her because she was a female.
She remembered this years later when she was assembling her officers in preparation for her duties in the Maw. When she asked Mullinore if he'd like to have his own command and serve under her, he jumped at the chance.
Daala and Mullinore have built their common ground into a distant but mutual friendship over the long years. After Kratas, Daala trusts Mullinore more than any of her other officers.
Mullinore is a native of Taanab, and like many people from that planet, is very formal and proper at all times. He is a brave man, and absolutely loyal to Daala. He is willing to do anything she asks in the line of duty. Indeed, he volunteers to command a skeleton crew on a suicide run into the surface of Coruscant. Unfortunately for Mullinore, he is unable to carry out his final order, because his ship is destroyed in a Sun Crusher-induced explosion before Daala's force can approach Coruscant.
Captain Mullinore
Type: Imperial Navy Officer
DEXTERITY 2D+2
Blaster 6D+1, blaster artillery 4D, dodge 5D, grenade 4D+2, missile weapons 4D
KNOWLEDGE 3D
Bureaucracy 5D, bureaucracy: Imperial Navy 8D+1, bureaucracy: Maw Installation 5D, languages 4D, law enforcement: Imperial law 7D, planetary systems 6D, survival 4D+2, tactics 6D+2, tactics: capital ships 7D+1, tactics: starfighters 4D+2, willpower 5D+1
MECHANICAL 3D+2
Astrogation 6D+1, capital ship gunnery 7D+2, capital ship piloting 5D, capital ship piloting: Imperial Star Destroyer 8D, capital ship shields 7D, communications 6D+2, sensors 7D+2, space transports 5D+2, starship shields 5D+2
PERCEPTION 3D+1
Bargain 6D, command 7D, command: Basilisk officers 10D+2, con 7D, investigation 7D, persuasion 7D, search 6D+2
STRENGTH 2D+1
Brawling 5D, stamina 5D
TECHNICAL 3D
Computer programming/repair 5D+1, demolitions 5D, droid programming 5D, first aid 4D+1, security 7D+2
Force Points: 1
Dark Side Points: 1
Character Points: 22
Move: 10
Equipment: Comlink, datapad
General Odosk is the commanding officer of the Imperial Army units attached to Daala's fleet. His days are filled with keeping his men fit and ready for action at all times, no easy task for units which haven't seen action for over a decade.
Odosk is an experienced and grizzled soldier who has participated in hundreds of campaigns. He was considering retirement when Tarkin and Daala approached him with the offer to be senior Army officer in a new top secret military installation. Tempted by the offered promotion to general, he postponed his plans to settle with the family of his youngest daughter, and headed out to the Maw to accept his new command. He thought it would be a pleasant and quiet end to his career. Little did he know that he would be essentially locked away for over a decade.
Now well beyond retirement age, Odosk keeps going by sheer force of will. He doesn't know if his daughter is still alive, and he has almost stopped caring.
Odosk was once a stocky and solidly built man, but he is now beginning to stoop slightly. His hair is snowy-white and he still maintains the prominent sideburns which were popular among Imperial officers a decade ago.
General Odosk
Type: Imperial Army Officer
DEXTERITY 2D
Blaster 3D+2, blaster: repeating blaster 6D, blaster artillery 4D+2, blaster artillery: anti-infantry 7D, brawling parry 5D, dodge 4D+2, grenade 5D, vehicle blasters 5D
KNOWLEDGE 3D+1
Bureaucracy 4D, bureaucracy: Imperial Army 7D+2, intimidation 5D, law enforcement: Imperial law 6D+2, streetwise 7D, survival 7D, tactics 5D, tactics: ground assault 5D, tactics: sieges 6D, value 4D+2, willpower 5D
MECHANICAL 3D+2
Ground vehicle operation 4D, hover vehicle operation 5D, repulsorlift operation 4D+2, sensors 6D, walker operation: AT-AT 5D, walker operation: AT-ST 5D+2
PERCEPTION 3D
Bargain 5D, command 5D+2, command: Maw troops 8D, con 4D, investigation 4D+2, persuasion 5D+1, search 6D
STRENGTH 3D
Brawling 5D, climbing/jumping 4D, stamina 5D
TECHNICAL 3D
Armor repair 4D, blaster repair 4D+1, demolitions 3D+2, first aid 4D, ground vehicle repair 4D+2, repulsorlift repair 4D+1, security 7D+1, walker repair 4D
Force Points: 2
Dark Side Points: 3
Character Points: 23
Move: 10
Equipment: Comlink, datapad, blaster rifle (5D)
The Maw Cluster is a swirling cauldron of warped space and tangled light which is compacted into a space not barely a few light-minutes across, smaller than many solar systems. Within the Maw, a cluster of interlocked black holes tug and tear at one another with titanic gravitational forces. The mighty Maw drifts slowly through space, consuming everything in its path.
The Maw is one of the mysteries of the galaxy, nearly as puzzling as the worlds of Corellia. The very existence of a black hole cluster seems astrophysically impossible, and has puzzled scientists for centuries. Some Old Republic scientists argued that statistically, something like the Maw is bound to form at least once in the galaxy. Other speculators, especially superstitious smugglers, suggested that the Maw was actually manufactured by a vastly powerful ancient species for some unknown purpose, perhaps to open gateways into new dimensions. This debate — like the controversy surrounding the Corellian system — shows no sign of abating.
For many centuries, it was assumed that the Maw is an impassable phenomenon; scientists who came to study the unique arrangements of black holes concluded that the chances of locating a path through the Maw are vanishingly small. The enormous gravity wells of the Maw make a maze of all the hyperspace and normal space routes through the cluster, and most of them are either dead ends or go right down the gullet of a black hole. As early Imperial probes discovered, however, there are indeed safe passages through the Maw — passages which would have been impossible to find without certain technological advances in the navigation field and a great deal of trial and error.
Even more amazingly, the probes discovered a nominally safe island in the middle of the cluster; an eye in the center of an immense gravitational storm. This discovery, made by military probes sent out by the Outer Rim fleets, was duly logged and processed by Imperial sensor techs. When Moff Tarkin heard of it a day later, he quietly and personally saw to it that all traces of the discovery were erased from government computer files before the probe data was sent on to the Core for processing. He had no immediate use for the region, but he knew that an impenetrable region known only to himself would someday prove useful.
Tarkin sent his own science team to examine the Maw and develop a feasibility study regarding the construction of a mobile base within the phenomenon. The team, over a six-month period, discovered several more passages through the Maw, including one they nicknamed the "Back Door" because the enormous gravitational stresses placed on ships passing through it makes the passage extremely dangerous.
Most importantly, the team discovered that certain regions in the eye were stable enough to support not only a mobile base, but permanent structures as well. Tarkin thanked his scientists, placed commendations in their permanent records, and then had them killed in an "accidental" shuttle collision to protect his secret.
Tarkin began to think about what he might do with a secret and unapproachable location unknown to anyone else. Eventually, when the Emperor approved his plan to develop and construct a superweapon, he found a use for his hideaway.
Navigating in the Maw
Navigating in the Maw is a near-impossible task if the traveler is not using previously established routes. Those attempting to blaze new trails into the Maw must make frequent stops to recalibrate their sensor systems and plot out their next microjump or realspace route. Altogether, intrepid (and foolish) explorers must make Heroic capital ship piloting, space transports piloting or starfighter piloting rolls for 3D rounds to successfully brave the Maw and get to the eye. Failure at any juncture means instant death.
Obviously, it is advisable to stick to established routes. Unfortunately, obtaining charts indicating these routes is nearly as impossible as braving the Maw itself, since the only known charts are encrypted in Imperial computers — located at the center of the Maw (Tarkin's personal records presumably perished in the destruction of the first Death Star).
Even with charts, only the most experienced pilots should attempt the journey, since the two safest passages known to the Empire require three Difficult astrogation rolls to navigate successfully. The more dangerous "Back Door" route requires two Difficult piloting rolls and one Very Difficult piloting roll. Again, any failure means instant death.
Once within the eye, ships may maneuver normally, as long as they stay outside the event horizon of each black hole. Due to the strange fluxes of gravity within the eye, however, movement requires a Moderate roll on the appropriate piloting skill. Failure means that the ship veers in an undesirable direction; unless the ship is flying at the very edge of the event horizon, or next to another ship or asteroid, there is little danger in failure.
The Maw is quite small, and may be traversed in normal space in a day or two, once a route is discovered.
When Tarkin was promoted to Grand Moff and took command of the Death Star project, he at last had the power and authority to put together a super-secret think-tank installation at a location of his choosing. He decided that the Maw was the perfect place to isolate the most brilliant scientists and theoreticians the Empire had to offer and let them create new weapons — it was impossible to approach, impossible to leave, and most importantly to his way of thinking, known only to himself. Moreover, the great distortion of the Maw prevented messages in any band or frequency from passing through the Maw. In short, the location was utterly secure.
At Tarkin's direction, a corps of engineers and construction teams designed and built an interlocking complex of asteroids and building modules. Constructors ferried rocks and building materials from local systems (including Kessel) into the Maw, and assembled them on location. The insides of the asteroids were hollowed out into habitation chambers, laboratory areas, prototype assembly bays, and meeting halls.
While the base was being built, Tarkin sent Bevel Lemelisk, Tol Sivron, and other representatives to gather his research and development staff. They found the people they wanted, and reeled them in, one way or another.
Tarkin proved to be as ruthless in concealing the existence of Maw Installation after its completion as he was when he first located the eye in the Maw. When the workers and architects who built the place boarded a return ship to move on to other projects, they leapt into the heart of a black hole rather than safely back into Kessel system — Daala herself had recalibrated their navicomputers to deliver them to their dooms rather than back into the Empire where they might speak of their activities.
Because he reported directly to the Emperor, Tarkin was not required to submit progress reports, budget requests and so on to organizations and individuals in the Imperial hierarchy, since funding for the Maw came under the bloated budget for the Death Star project. This allowed him to keep the location of Maw Installation secret even from the upper levels of the government. Tarkin successfully kept knowledge of the installation from other Imperial leaders, having no desire to subject his pet project to their political games and intrigues. He played a far more dangerous game by seeking to hide the specifics of his project from the Emperor. Tarkin and Daala believed that Palpatine never did learn the location of Maw Installation.
After several false starts, Bevel Lemelisk led the team to create a working prototype of a most impressive superweapon, code-named Death Star. Convinced that the project was viable, Tarkin took Lemelisk to the Outer Rim to oversee actual construction of the first production-model Death Star. Primary construction took place in the Horuz system. Lemelisk pioneered several more technological advancements, using a secondary on-site team of engineers to improve power output, targeting and other important facets of the weapon.
Shortly before he left for the final time, Tarkin instructed the Maw scientists to top themselves, and build a weapon still more terrible. The years that have passed since he gave this order have been uneventful, with no contact from the outer galaxy.
At Daala's instructions, Sivron has periodically sent several self-destructing drones through the fiery walls of the Maw, carrying coded updates for Tarkin. None have evoked any reply. Daala would not entertain any notion of sending a crewed ship out of the Maw, since she had very strict orders not to leave the Maw.
Maw Installation consists of a network of planetoids clustered at the exact center of the gravitational eye of the Maw. Several of the hollowed asteroids are linked by immense girder assemblies, access tubes and transit rails to form the main installation, while other constructions and skeletal debris hover around the asteroid archipelago, anchored to the base by tractor beams.
The Hub is the primary asteroid upon which most of the other asteroids are anchored. Many of the primary offices and labs are located in the Hub, as are the main computer core, the living quarters, cafeterias, and recreational facilities for the scientists and engineers. Some of the more important scientists have personal labs in the Hub, including Sivron, Qwi Xux and Doxin (Doxin also has an auxiliary lab in an orbiting asteroid).
The Hub is the only asteroid with an internal docking bay large enough to accommodate more than two shuttles at a time. There are weapon batteries scattered here and there on the surface of the Hub, though they are not seriously intended to fend off invaders. The Star Destroyers are intended to provide defense should Maw Installation come under attack.
The lab modules are where most of the superweapon projects are developed and built. Lab A was once the primary site for the Death Star project, and has since been taken over by the Metal-Crystal Phase Shifter (MCPS) team. The large dish lens once used to test laser focusing theories has been modified to project an MCPS beam. Doxin's high-energy concepts labs are here, though he also has labs for certain experiments in Lab D.
Labs B and C contain various workstations where embryonic projects are developed to the point where they warrant actual facilities of their own. The World Devastator project, which never got beyond the preliminary stages at Maw Installation itself, was located in Lab C.
Lab D is where power-intensive experiments and trials are performed. It contains a backup generator which can, if the main power plant goes offline, power the entire complex for several hours.
Lab E contains the labs and launch bay for the Sun Crusher project. Lab E is often used for extremely high-security projects, since it is connected to the Imperial Garrison rather than directly to the Hub.
The Imperial Garrison is a large asteroid linked to the Hub. The stormtroopers and security personnel assigned to Maw Installation itself rather than to one of the four orbiting Star Destroyers live in the garrison.
The garrison contains the base's primary communications arrays, its detention center and backup computer core, and various armories, trooper dorms, and security vaults. Emergency supplies are also stored here.
The power plant asteroid provides the installation's often considerable power needs. Twin reactors power the base, each designed to provide enough power for normal operation should the other fail. An additional backup plant is located in Lab Module D.
Most of the installation's work is done in the main cluster of asteroids, but there are several offsite labs located in freely orbiting asteroids. These remote labs are often used for volatile experiments, or long-term projects which would pose a danger to the installation if they were located within the base. The ordnance labs, for example, are located quite a distance from the primary installation.
The major offsite location is the construction dock which drifts not far from the base. The dock is where the Maw mechanics assemble the various prototypes designed by the scientists. There are many ore-rich asteroids drifting in the vicinity, kept in a "corral" by low-power tractor beams. These rocks are tractored into the small industrial foundry attached to the dock and broken down into primary elements when processed metals and such are required.
The Sun Crusher is one of the prototype superweapon designs to emerge from Maw Installation. Each of its innovative features, from its molecular armor to its resonance torpedoes, cost as much to develop as the original Death Star superlaser. The Sun Crusher project was headed by Qwi Xux, who also contributed some of its design features.
The Sun Crusher superweapon consists of a very fast and heavily armored delivery system wedded with very powerful ordnance — modulated resonance torpedoes capable of destroying stars. The torpedo detonation triggers a chain reaction in the core of the target sun, igniting a supernova even in low-mass stars. The resulting blast destroys the entire system over a period of several hours.
The Sun Crusher is equipped with nearly impregnable quantum armor so it can fulfill its mission without regard to the fleet that might be arrayed against it. The quantum-crystalline armor is made up of several layers of atoms which are attached as densely as possible, laminated on top of another thin film. This second film is just as tough as the primary armor, but "phase shifted" — an experimental form of armor that affords tremendous protection. The armor is strong enough that the Sun Crusher has a good chance of surviving even if it gets caught in the blast radius of its resonance torpedoes, as long as it is far enough from the exploding star to avoid the worst of the shock wave.
The ship is also highly maneuverable and small enough to escape notice on many standard system-wide scans. It is lightly armed in the event that it encounters resistance — eight small lasers provide 360-degree coverage.
In appearance, the Sun Crusher looks somewhat like the long shard of a firefacet gem. The bottom of the long point carries a strange toroidal dish, which is the resonance-torpedo transmitter. Its quantum armor reflects light in strange directions, making the craft appear to have been polished with slow light.
Sun Crusher
Craft: Sun Crusher Prototype
Type: Imperial superweapon prototype
Scale: Starfighter
Length: 13.5 meters
Skill: Starfighter piloting: Sun Crusher
Crew: 1, gunners: 5
Crew Skill: Starfighter piloting 4D, starship gunnery 4D
Cargo Capacity: 65 kilograms
Consumables: 4 days
Cost: Unique (not for sale)
Hyperdrive Multiplier: x1
Nav Computer: Limited to three jumps
Maneuverability: 3D+2
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 50D
Shields: 1D
Sensors:
Passive: 30/0D
Scan: 40/1D
Search: 60/3D
Focus: 4/3D+2
Weapons:
Eleven Resonance Torpedoes*
Fire Arc: Front
Scale: Capital
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-15/30/45
Atmosphere Range: 1-15/30/25 km
Damage: 4D+2
Five Laser Cannons
Fire Arc: 1 turret, 1 left/front/right, 1 front/left/back, 1 left/back/right, 1 front/right/back
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/10/25
Atmosphere Range: 100-500/1/2.5 km
Damage: 4D
One Tractor Beam Projector
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60
Damage: 5D
* These stats describe the torpedo as used against a ship or other target. When fired into a star, the torpedo's sophisticated tracking system guarantees impact with a star, and its devastating impact on a star has very little to do with its explosive or kinetic power — it simply triggers a chain reaction which ignites a supernova, destroying the star and anything in the system.
The prototype Death Star was built as a test-bed for new technologies developed for the Death Star project by Bevel Lemelisk and his team of engineers. In appearance, it is a gigantic wire-frame sphere 120 kilometers in diameter. Circular rings connected at the poles spread out in a network of girders linking the whole into a surprisingly solid construction. Nested in the framework and superstructure hang the enormous reactor core and the planet-destroying superlaser system.
The prototype is rather primitive compared to the finished superweapon and contains only the assemblies necessary to fire the main gun — the core, the superlaser and reactor. The numerous support systems, including hyperdrive systems, storage and living modules, turbolaser batteries, and so on were left for outside contractors to design and furnish.
There are only two interior locations in the Death Star linked to life-support systems — the reactor core control room and the navigation center. Other areas of the prototype are open to space.
The reactor core control room is centered near the core reactor itself. The control room directs the power feed to various ship's systems. From here, the Death Star technicians can also calibrate and fire the station's superlaser system.
The navigation center is a jumble of bulky handwired navigational systems. Many of the components and subsystems are in portable, high-impact plastic containers wired together into a relay system. The cramped quarters are neither comfortable nor easy to move about in.
The prototype was not designed for long-range flight, and was only outfitted with sublight engines to allow it to keep its orbit within the Maw stable. Still, it holds together surprisingly well when the Imperials fly it through the Maw and engage in battle in Kessel system. It survives another two trips through the Maw, including one very punishing trip through the Back Door passage, and also survives an attempt to breach its power core by New Republic saboteurs.
The mighty vessel acquits itself well in battle, despite some flaws in its targeting system (the station inadvertently destroys Kessel's moon). It might have survived its final battle if it had retreated to an Imperial Core system rather than pursue the Sun Crusher. Alas, Sivron — blinded by a desire to recapture the Sun Crusher — manages to pilot the terror weapon beyond the event horizon and into oblivion.
Prototype Death Star Battle Station
Craft: Custom Deep Space Battle Station Prototype
Type: Deep space mobile battle station prototype
Scale: Death Star
Length: 120 kilometers (diameter)
Skill: Battle station piloting: Death Star
Crew: 256, gunners: 45, skeleton 75/+5
Crew Skill: Battle station piloting 5D, capital ship gunnery 4D
Passengers: 500 (engineers, pilots, gunners, observers, etc.)
Cargo Capacity: 500 metric tons
Consumables: Two months
Space: 1
Hull: 3D
Shields: 1D
Sensors:
Passive: 50/0D
Scan: 200/1D
Search: 500/2D
Focus: 10/2D+1
Weapons:
Superlaser
Fire Arc: Forward
Crew: 65, skeleton 45/+5
Scale: Capital ship gunnery
Skill: Capital ship gunnery: superlaser
Body: 8D (capital scale)
Space Range: 1-20/40/90
Damage: 6D*
* The Death Star prototype can generate 2D of damage per hour. Unlike the final production Death Star, the prototype can fire at variable power levels, ranging from 1D to 6D damage.
Many projects and designs have been explored and initiated at Maw Installation other than the Death Star and Sun Crusher. The scientists and engineers of the base have spent hundreds of thousands of hours in developing other systems as well.
Many of these projects have been concluded as dead-ends; theories in search of applications. Others are simply beyond the capabilities of the installation to realize.
One such design was a proposal to modify existing molecular furnace devices into autonomous "World Devastators" that could strip raw materials from a planet's surface, feed it into huge automated onboard factories, and produce useful machines. Actually building a working prototype was beyond the capabilities and intentions of Maw Installation, so the project head simply transmitted the proposal off to Tarkin shortly after he left with Bevel Lemelisk. Unbeknownst to the Maw scientists, Umak Leth — an ambitious scientist — managed to intercept the plans (since, with Tarkin dead, the findings from Maw Installation actually went through normal channels). Leth managed to convince his superiors that the weapon's design was his own, and presented it to the Emperor during the construction of the second Death Star. The Emperor eventually approved the construction of the World Devastators, which still bear more than a passing resemblance to the original Maw Installation design.
A project which is nearing completion when the New Republic invades the Maw is the Metal-Crystal Phase Shifter (MCPS), a project headed by Doxin. The MCPS field alters the crystalline structure of metals, essentially causing metals to break down into fine powder. The MCPS can penetrate conventional shielding and, in theory at least, turn starship hull plates into powder.
Doxin's first working prototype only produces a field capable of working effectively over about one percent of the target surface area. Even so, the field has a devastating effect on ship hulls, because it leaves pinhole structural failures over the entire surface. The resulting hull breach and loss of hull integrity is enough to destroy most ships.
Doxin, ever frugal, has found a use for the dish focusing lens affixed to Lab Module A which was originally built to test laser focusing for the Death Star project — he is using it to project his MCPS field. Because the dish wasn't designed to do anything like this, the field is relatively weak. Eventually, Doxin plans to produce a larger prototype using a custom-designed lens, which he hopes will result in a full-powered MCPS field generator.
Metal-Crystal Phase Shifter
Model: MCPS Quarter Scale Prototype
Type: Imperial superweapon prototype
Scale: Capital
Skill: MCPS Operation
Crew: 12, skeleton: 8/+10
Body: 3D (starfighter scale)
Fire Rate: 1/5
Fire Control: 2D
Range: 3-30/50/300
Blast Radius: 300 meters
Damage: 5D
Gamemaster Notes: The damage cannot be blocked by shields. Because the MCPS is a field rather than a beam, any ship within the 300-meter-wide field is equally affected by the devastating effects of the weapon.
Admiral Daala, as Maw Commander, is responsible for maintaining security within the installations, and protecting Imperial assets located within. Tarkin gave her four Star Destroyers to perform this task, and gave her strict orders not to leave the Maw under any circumstances without express orders given by either himself or an officer specifically empowered by the Emperor to order them moved. Daala's flagship is the Gorgon, and the others are the Manticore, the Basilisk, and the Hydra.
While the Imperial prototype technology in the labs is some of the most advanced in the galaxy, the Imperial ordnance used by Admiral Daala's forces are quite dated by New Republic standards. The four Star Destroyers have not received upgrades or major refittings in over 10 years, and their weapons, sensors, software packages, and starfighters are all behind the technology curve.
Fortunately for the Imperials, some of the Maw scientists have taken to tinkering with some of the TIEs as a hobby over the years. The result is a few dozen "super TIEs" which contain new powerful engines and improved targeting capabilities. Daala has designated these starfighters as interceptors. All ships entering the zone of control around Daala's fleet are intercepted by these customized TIEs, and required to give the proper verbal code sequence or be destroyed.
The Maw Installation itself is policed by the garrison commander, who also commands the stormtrooper divisions stationed on the base. By arrangement with the various captains of the orbiting Star Destroyers, the installation stormtrooper units are rotated up to one of the destroyers for a time, and some of its complement rotated down. This procedure helps keep all the troopers from becoming dulled by routine. The Maw stormtroopers are sharp and well trained, though they carry older model blasters.
There are normally 53 law-enforcement personnel on the base at any one time. When Daala pulls her fleet out, she orders an additional 70 stormtroopers to stay behind to protect the facilities.
Maw Installation houses the most brilliant scientists and engineers Tarkin could obtain when forming his research facility — or at least, those who were not so prominent that they would be missed by their colleagues. They represent a wide cross-section of fields and specializations within both theoretical and applied science, from advanced hypernautics theory to droid and robotics design.
The researchers are supported by a large staff of men and women who breathe the life into the horrible visions conjured up by the Maw scientists. These people — draftsmen, naval architects, welders, electrical engineers, mechanics, dry-dock workers, foundry operators, and so on — work for the Prototype Construction and Design Support Division (PCDS). Until fairly recently, the PCDS division was directed by an engineer named Tabbot. Tabbot was killed when an experiment exploded at the construction docks (Wermyn lost his arm in the same accident).
Since that time, Sivron has taken over as acting director of PCDS, until he can find an "appropriate successor." So far, he hasn't made much progress in doing so.
Tol Sivron is the pasty-faced Twi'lek Director of Maw Installation. He is in charge of the various divisions that make up the installation, and is also currently acting director of the PCDS division.
More a bureaucrat than a scientist, Sivron is impatient, petty, uncreative, and maintains a stifling control over his scientists. He believes that the first task of management is to delegate duty down and outward.
He revels in bureaucracy, and believes that what he cannot generate in actual research he can make up for in forms, contingency plans, feasibility studies, and progress reports. Alas, he very rarely actually reads the mounds of paperwork his policies generate, which is painfully obvious to his staff. It certainly doesn't occur to him that his ceaseless efforts to be prepared prevent him from actually accomplishing anything productive.
Despite his attraction to advanced planning, Sivron fancies himself a quick decision maker when snap decisions are called for. In many ways, he has been adapting to new situations all his life, from his final departure from Ryloth, to his tough ascension in the Imperial academic and research field, to his appointment as the head of the Maw Installation.
Sivron was a pampered young member of a head-clan on his homeworld of Ryloth. He expected to live in luxury for many years, but when one of the five leaders died, the others — Sivron among them — were exiled from the community according to Twi'lek custom. Banished to the merciless desert wastes of the permanently sunlit hemisphere of Ryloth, Sivron killed his three companions to increase his own chances of survival.
While wandering through the desert, he encountered an Imperial naval training and refueling base. There he met a young commander named Tarkin who was establishing the base as an important refueling depot for his small Outer Rim fleet. Sivron made himself useful to Tarkin, and proved to be an able manager and assistant as Tarkin moved up in the ranks. When Grand Moff Tarkin established the Maw Installation, he tapped Sivron to manage it.
Sivron is resentful that Daala abandoned her post and left him and the Installation unprotected. He doesn't much like her, because she refuses to accept her subordinate position, but he depends on her to provide security.
Ultimately, when the New Republic invades the Maw, he decides to evacuate in the prototype Death Star, and embarks on a terror spree during which he destroys Kessel's moon before retreating back into the Maw.
When the Sun Crusher reappears in the Maw and attacks Sivron's Death Star, he orders the crew to pursue it, against the advice of his sole remaining military advisor, as it flees toward the black holes of the Maw. When the beam of the superweapon fails to hit the Sun Crusher, Sivron takes direct control of the Death Star. In pursuing Kyp in the Sun Crusher, he is lured beyond the event horizon, and is slain along with most of his remaining scientists when the Death Star is sucked down into the black hole.
Tol Sivron
Type: Director of Maw Installation
DEXTERITY 2D+1
Blaster 4D, brawling parry 3D+2, dodge 6D
KNOWLEDGE 4D
Alien species 7D+1, bureaucracy 9D, bureaucracy: Empire 10D, bureaucracy: Maw Installation 13D+1, business 5D+2, intimidation 6D, scholar: defense technologies 7D+2, scholar: Imperial science community 6D, streetwise 5D, survival 6D+2, value 6D, willpower 7D
MECHANICAL 2D
Communications 4D+2, repulsorlift operation 4D, sensors 5D+1
PERCEPTION 4D+2
Bargain 7D, command 5D, command: Maw Installation staff 8D, con 7D+1, forgery 5D, hide 5D+2, investigation 6D, persuasion 10D+1, search 5D, sneak 5D+1
STRENGTH 2D
Brawling 4D, stamina 5D
TECHNICAL 3D
Battle station repair 5D+2, (A) capital ship engineering 7D, capital ship repair 5D+1, (A) capital ship weapon engineering 4D+2, capital ship weapon repair 3D+2, computer programming/repair 7D+2, droid programming 4D, security 8D+2
Special Abilities:
Head Tails: Twi'leks can use their head tails to communicate in secret with each other, even if in a room full of others. The complex movement of the tails is, in a sense, a "secret" language that all Twi'leks are fluent in.
Force Points: 1
Dark Side Points: 4
Character Points: 14
Move: 10
Equipment: Datapad, lab tunic
Doxin is one of the head scientists at Maw Installation. He is director of HECIL, the High-Energy Concepts and Implementations Labs Division, which conceives of and tests new applications for energy and laser technology.
Doxin was one of Bevel Lemelisk's prize students, and followed his mentor from job to job. He was elated to be involved in the Death Star project, and gladly transferred to Maw Installation to work on Lemelisk's team. He was less elated to discover he was trapped there, especially when Lemelisk departed with Tarkin to work on the actual Death Star.
Doxin spent several years developing the laser focusing system for the Death Star superlaser, and several more tinkering with it after Lemelisk had left, even as he worked on other projects. He finally took his beloved prototype focusing lens in Lab Module A offline when he needed to cannibalize it for the MCPS project. He is currently working full-tilt on the MCPS projector, which he hopes to have fully operational within a year. He is planning to woo Sivron for the resources to construct a brand new prototype, since he suspects the limitations of the laser lens he is working with are holding him back.
Wider than he is tall, Doxin is a decidedly rotund man. He is completely bald except for very dark, very narrow eyebrows that look like thin wires burned into his forehead. He has very thick lips. Doxin is slain by Sivron's incompetence when the Twi'lek pilots the prototype Death Star they are aboard into a black hole.
Doxin
Type: Maw Scientist
DEXTERITY 1D
Brawling parry 3D, dodge 3D+1
KNOWLEDGE 4D
Alien species 5D, bureaucracy 6D+1, bureaucracy: Maw Installation 9D+2, business 6D, cultures 5D+1, languages 6D, scholar: defense technologies 5D+2, scholar: Imperial science community 4D+2, streetwise 5D, value 6D+2, willpower 5D
MECHANICAL 4D
Capital ship gunnery 4D+2, capital ship shields 5D, communications 4D+2, repulsorlift operation 5D, sensors 7D, space transports 4D, starship gunnery 4D+1, starship piloting 3D+2, starship shields 4D
PERCEPTION 2D
Bargain 6D, command: research staff 8D+2, con 5D, hide 3D+2, persuasion 7D+2, search 4D, sneak 4D
STRENGTH 1D+2
TECHNICAL 4D
(A) Battle station engineering 8D, battle station repair 6D, (A) battle station weapon engineering 13D, battle station weapon repair 8D, (A) capital ship weapon engineering 9D, capital ship weapon repair 7D+1, computer programming/repair 7D, droid programming 5D+2, security 6D, (A) starship weapon engineering 12D, starship weapon repair 7D+2
Force Points: 1
Dark Side Points: 1
Character Points: 7
Move: 8
Equipment: Datapad, lab tunic
Golanda, the eldest daughter of a wealthy industrialist, was sent to the finest schools in the Empire. She quickly revealed a talent for mathematics and energy sciences, and went on to study at several exclusive scientific conclaves.
While an intern at one such complex, Golanda fell in with a crowd of young weapons specialists, and, when her internship was over, accepted a position with their team at the Imperial Ordnance Research Facility on Shumogi. She found the science of ordnance design endlessly fascinating, and soon proved to be a brilliant researcher as well as an able manager. Within 10 years, she was running the IORF labs she had entered as a raw intern.
Golanda is not at all happy to have been torn from her comfortable research facilities to suffer total exile in the Maw, and has spent the last 11 years seething with resentment. She still finds some pleasure in her work, however, and as the director of Ordnance Research and Development, she finds plenty to keep her busy.
Golanda's division developed the torpedoes and targeting systems which deliver the Sun Crusher's payload to its target destination, and is currently field-testing a new ion torpedo and has an experimental cluster-resonance shell project in early development. She is also responsible for conducting artillery trials, and constantly makes pointed comments about the wisdom of conducting artillery research in the middle of a black hole cluster, where gravity fluctuations render all research data flawed and useless, but no one listens to her anymore.
Golanda is tall and hawkish. With an angular face, pointed chin, and aquiline nose that gives her face the general shape of a Star Destroyer, she is not pleasing to look upon. She dies along with the other scientists aboard the prototype Death Star.
Golanda
Type: Maw Scientist
DEXTERITY 2D+1
Blaster artillery 6D, dodge 6D, missile weapons 6D+1, vehicle blasters 3D+2
KNOWLEDGE 4D
Alien species 5D, bureaucracy 5D+1, bureaucracy: Maw Installation 7D+2, business 5D, cultures 7D, languages 4D+2, planetary systems 5D
MECHANICAL 2D+2
Capital ship gunnery 4D, communications 4D, repulsorlift operation 5D+1, starship gunnery 6D
PERCEPTION 2D+2
Bargain 4D, command: research staff 6D+2, gambling 5D+1, hide 3D+2, persuasion 6D, search 4D, sneak 4D
STRENGTH 2D+1
Brawling 4D+2, stamina 5D, swimming 3D+2
TECHNICAL 4D
(A) Artillery engineering 12D+2, (A) battle station weapon engineering 5D, battle station weapon repair 4D+2, (A) capital ship weapon engineering 7D, capital ship weapon repair 5D, (A) starship weapon engineering 7D, starship weapon repair 5D
Force Points: 1
Character Points: 6
Move: 10
Equipment: Datapad, lab tunic
Yemm's goal in life is to go as far in the Empire as a non-human can go, and he has done fairly well by any standard. The young Devaronian was one of the few non-humans in the Outer Rim to obtain a SAGEducation grant to study in the Core. He obtained his business administration and law degrees at the Dansuun Priory on Rhinnal, and went on to work for several megacorporations in the Colonies and CSA as a personnel resources manager.
Yemm's ability to get along with and manipulate people served him well in moving from job to job, and ever upward, but backfired drastically when he impressed then-Moff Tarkin at a diplomatic function at the capital of Seswenna sector — scant months later, Tarkin (now a Grand Moff) asked Yemm to serve as the administrative director of a new research facility he was putting together.
Yemm has spent many long and extremely restless years trapped in the Maw. His natural desire to move on to new environments — a trait common to Devaronians — has been amplified by the knowledge that 20 years of contacts and connections in the political and business worlds are being wastefully neglected. He has moved his department offices 22 times in half as many years, just for the change in scenery.
Yemm mainly manages personnel resources (except for the slaves, who are Wermyn's responsibility), and the documentation offices which attempt to keep up with Sivron's huge volume of paperwork. He also manages the legal counsel offices, and entertainment services.
Yemm vanishes into one of the Maw black holes with everyone else aboard the prototype Death Star.
Yemm
Type: Devaronian Director of Administration
DEXTERITY 3D
Archaic guns 4D+2, blaster 4D, dodge 5D+1, running 4D+2
KNOWLEDGE 4D
Alien species 6D+2, bureaucracy 10D+2, bureaucracy: Maw Installation 7D, business 8D, business: law 6D+2, cultures 6D, languages 5D+2, law enforcement: Imperial law 6D, planetary systems 5D, streetwise 5D+2, value 5D
MECHANICAL 2D+1
Astrogation 4D, repulsorlift operation 5D, sensors 4D+2, space transports 5D, starship shields 5D+1
PERCEPTION 3D
Bargain 8D+1, con 9D, investigation 6D, persuasion 10D+2, search 4D, sneak 5D
STRENGTH 3D
Brawling
TECHNICAL 2D+2
Computer programming/repair 6D, droid programming 4D+2, first aid 4D, security 8D
Force Points: 1
Character Points: 12
Move: 10
Equipment: Datapad, comlink
Qwi Xux is the brilliant but naive scientist in Maw Installation who heads up the Sun Crusher team. She focuses entirely on her work, never considering the consequences of her actions. She does the work she does because she enjoys the challenge of beating a supposedly unsolvable problem.
Qwi is a member of the Omwati people, a near-human race. She was recruited as a child by Tarkin and placed in a grueling training program designed to break the students — those who failed were forced to watch as their home cities and families were destroyed from orbit. Of the 10 Omwati children who entered the program, only Qwi made it through all the training.
At the end of her training, Tarkin brought her to Maw Installation to work in his secret think-tank under Bevel Lemelisk. When the preliminary Death Star design was completed, Lemelisk departed with Tarkin to oversee construction of the actual Death Star, and Qwi moved on to other projects.
She is shocked to learn from Han Solo that the projects she has worked on have been used as military weapons. When Qwi defects to the New Republic, she goes before the New Republic Assembly to champion the destruction of the Sun Crusher. She comes to rely on Wedge Antilles, who has volunteered to be her bodyguard and guide.
On a trip to Ithor, Kyp Durron finds her there, and using Sith powers, drains her mind of all she knew of the Sun Crusher. The purge is not extremely focused, and many other memories are destroyed as well. Since losing her memory, Qwi has been obsessed with replacing her lost knowledge with intensive study.
A willowy near-human, Qwi has a blue tint to her skin, and very fine white hair. Her voice is high and reedy, and sounds somewhat like birdsong. She uses a special music keyboard to interface with computers.
Qwi Xux
Type: Near-human Sun Crusher Project Director
DEXTERITY 3D
Dodge 4D, running 5D
KNOWLEDGE 4D
Alien species 5D+2, bureaucracy 5D+2, business 5D+2, cultures 6D, languages 5D+2
MECHANICAL 2D
Communications 4D, musical keyboard operation 7D+1, sensors 5D, space transports 4D, starship gunnery 4D+1, starship piloting 3D+2, starship shields 4D
PERCEPTION 2D
Command: Sun Crusher team 6D, hide 4D+2, persuasion 5D, search: electronic 7D+2
STRENGTH 2D
Climbing/jumping 4D
TECHNICAL 5D
(A) Battle station engineering 9D, battle station repair 7D+2, (A) capital ship engineering 4D, capital ship repair 5D, (A) capital ship weapon engineering 6D+2, capital ship weapon repair 6D, computer programming/repair 8D, droid repair 6D, security 9D+1, (A) starfighter engineering 12D+2, starfighter repair 7D+1, (A) starship weapon engineering 11D, starship weapon repair 6D+2
Special Abilities:
Enhanced Learning Capability: Thanks to their advanced minds, Omwati children, if properly trained, can absorb and process a great deal of information at a young age. Omwati who were so trained may have a Technical attribute as high as 5D.
This character is Force-sensitive
Force Points: 1
Dark Side Points: 2
Character Points: 12
Move: 10
Equipment: Datapad, lab tunic, musical keyboard
Wermyn is the director of plant operations in Maw Installation. He supervises the work crews who keep the base going, and is himself very hands-on when it comes to maintaining the facility.
Wermyn lost his right arm two years ago when an experimental beam projector blew up during a zero-G test firing. Rather than make do with a cruder artificial arm, he opted to go without.
Many people, on first sight of Wermyn's purplish-green skin, assume he is a member of one of the many races of near-humans. In reality, Wermyn is a normal human — his strange skin color is a combination of permanent dye and micro-tattooing, applied to young Wermyn in a rite of passage ceremony on his homeworld of Aquella.
Wermyn is charged with sabotaging Maw Installation while the Imperials evacuate the Maw. He succeeds, but is abandoned by Sivron and is forced to surrender to Wedge's soldiers to escape the doomed asteroid complex.
Wermyn
Type: Plant Supervisor
DEXTERITY 2D+1
Dodge 4D, running 3D
KNOWLEDGE 2D+2
Alien species 3D, bureaucracy 4D, bureaucracy: Maw Installation 6D+2, business 3D, cultures 3D+2, planetary systems 5D, streetwise 5D, value 8D
MECHANICAL 4D
Astrogation 5D, communications 6D, repulsorlift operation 5D, rocket pack operation 5D, sensors 7D, space transports 6D, starship shields 6D+1
PERCEPTION 2D+2
Bargain 5D, command: work crews 8D, con 7D+2, gambling 5D, investigation 4D+2, persuasion 4D, search 6D
STRENGTH 2D+1
Brawling 5D, climbing/jumping 5D, lifting 6D, stamina 7D
TECHNICAL 4D
Battle station repair 6D, computer programming/repair 7D, droid programming 7D, droid repair 6D+1, first aid 5D, repulsorlift repair 7D, security 7D
Force Points: 1
Dark Side Points: 1
Character Points: 8
Move: 10
Equipment: Datapad, tool belt, comlink
Stormtrooper Captain Fredja, as the garrison commander on Maw Installation, is caught between two superiors. Officially, he reports to Admiral Daala, who is the Maw Commander. In day-to-day affairs, however, he sees more of Tol Sivron, who has the distressing habit of confusing Fredja for a stormtrooper corporal or sergeant rather than the elite officer he is.
When Daala moves out of the Maw with her Star Destroyers, Captain Fredja becomes the highest-ranking military man left on the site. He uses this authority to destroy the main computer core of the base when the New Republic occupation force arrives.
Captain Fredja
Type: Stormtrooper Garrison Commander
DEXTERITY 2D+2
Blaster 6D, blaster artillery 5D+1, brawling parry 5D, dodge 6D, grenade 5D, missile weapons 5D+1, vehicle blasters 4D
KNOWLEDGE 3D
Bureaucracy: Maw Installation 5D+2, intimidation 4D, law enforcement: Imperial law 5D+1, planetary systems 5D+2, survival 5D, tactics: ground assault 7D, tactics: Maw Installation defense 9D, willpower 7D+2
MECHANICAL 3D+2
Battle station piloting: Death Star 5D+1, capital ship gunnery: superlaser 5D+2, communications 5D+2, powersuit operation: spacetrooper 7D, repulsorlift operation 6D, sensors 5D+2, space transports 6D, starship gunnery 5D+2, starship gunnery: proton torpedoes 6D
PERCEPTION 3D+1
Bargain 4D, command: stormtroopers 8D+1, hide 6D, investigation 7D+1, persuasion 6D+2, search 7D, sneak 6D+1
STRENGTH 2D+1
Brawling 5D, climbing/jumping 5D+1, lifting 5D+2, stamina 5D+2
TECHNICAL 3D
Armor repair 4D+2, blaster repair 4D, computer programming/repair 5D, demolitions 6D, droid programming 4D+2, first aid 5D, powersuit repair 5D+1, repulsorlift repair 4D, security 7D+2
Force Points: 1
Dark Side Points: 2
Character Points: 15
Move: 10
Equipment: Stormtrooper armor (+2D physical, +1D energy, -1D to Dexterity and related skills), blaster rifle (5D), blaster pistol (4D)
Lakky is the brutal and sadistic man who oversees the slave labor pool of Wookiees used by the Maw teams for construction and technical maintenance (in the base records, they are designated "involuntary labor"). He is a fat, repulsive-looking man with a face that looks like pale wet clay roughly twisted and formed into the shape of a man's face.
Lakky truly enjoys breaking Wookiees, and having had over a decade to devote to his current batch, is the proud overseer of the most broken and pitiful work gang of Wookiees the Maw has ever seen. He enforces his will with a power-lash, which delivers a powerful and painful shock when he uses it to beat his slaves.
Absolutely no one in the Maw likes Lakky. Even those who favor the enslavement of certain alien species think him a monster.
Grodon Lakky
Type: Wookiee Keeper
DEXTERITY 3D
Blaster 4D+2, brawling parry 6D+2, dodge 5D, melee combat 6D, melee parry 6D+1, power-lash 7D, thrown weapons 5D
KNOWLEDGE 2D
Alien species 4D, bureaucracy 3D, intimidation 8D, willpower 5D+2
MECHANICAL 2D
Repulsorlift operation 5D
PERCEPTION 2D
Bargain 4D+1, command: Wookiee slaves 6D, con 4D+2, forgery 3D+1, gambling 5D, persuasion 3D+1, search 6D+1
STRENGTH 2D+2
Brawling 8D, climbing/jumping 4D+1, lifting 6D, stamina 4D+2
TECHNICAL 3D
Droid programming 5D, power-lash repair 4D, repulsorlift repair 4D, security 6D, space transports repair 5D, starfighter repair 4D+2
Dark Side Points: 8
Character Points: 6
Move: 10
Equipment: Power-lash (STR+2D or STR+2D stun damage, depending on setting)
The Wookiees of Nysshyyyk clan were proud warriors and traditionally some of the best clockmakers on their homeworld of Kashyyyk. When the Empire came, the Nysshyyyk clan was particularly hard-hit when over half its males were rounded up and shipped to slave labor camps all over the Empire because of their high technical aptitude.
Over 100 Wookiees of the Nysshyyyk clan were shipped to Maw Installation when it was under construction. Within a month, 12 of the warriors chose death rather than work under the "loving eye" of Lakky — eight repeatedly sabotaged their work until slain, and the other four simply opened their vacc suits while in space.
The remaining Wookiees stayed on in the Maw when the base was completed, and did a lot of the heavy zero-G work in constructing and assembling the mighty girders of the prototype Death Star. This was grueling and dangerous work, and more than 50 of the Wookiees lost their lives before it was completed.
Broken by a decade of harsh labor and abuse, the remaining Wookiees are a sorry lot. They walk with a hopeless stoop, and their fur is matted, tangled and patchy.
Nawruun is the oldest surviving Wookiee of the Nysshyyyk clan in the Maw. Gray-furred, and slightly deformed after years of hard labor, physical abuse, and malnutrition, he is a pitiful sight, and few who see him could identify him as the strong warrior who was brought to the Maw over a decade ago.
Nawruun's natural optimism has been smothered by years of abuse and despair, but the arrival of the Wookiee Chewbacca gives him renewed hope of escaping the Maw and the hated Imperials. When Chewbacca returns with the New Republic, the tiny ember of defiance and desire for freedom blazes into a raging fire. It is Nawruun who turns on Lakky, and slays the Wookiee keeper with his own power-lash.
Nawruun
Type: Enslaved Wookiee Mechanic
DEXTERITY 3D*
Bowcaster 4D, brawling parry 4D+1, dodge 4D, melee combat 5D, melee parry 4D+2, thrown weapons 4D
KNOWLEDGE 2D+2
Alien species 4D+1, languages 5D, planetary systems 3D+2, survival 5D
MECHANICAL 2D
Sensors 4D, space transports 6D
PERCEPTION 2D+1
Hide 4D, search 4D+2, sneak 3D+1
STRENGTH 3D*
Brawling 5D, climbing/jumping 4D+2, lifting 3D+2
TECHNICAL 4D
Battle station repair 6D, bowcaster repair 5D, capital ship repair: Gamma-class assault shuttle 7D, computer programming/repair 5D+1, droid programming 6D+1, droid repair 5D, repulsorlift repair 5D+2, space transports repair 6D, starfighter repair 6D, walker repair 4D+2
Special Abilities:
Berserker Rage: +2D to Strength or brawling in berserker rage. See page 137 of Star Wars: The Roleplaying Game, Second Edition and page 125 of Star Wars Gamemaster Handbook.
Climbing Claws: +2D to climbing.
Force Points: 1
Dark Side Points: 1
Character Points: 6
Move: 10
Equipment: Tool belt
* Nawruun has weakened since being enslaved due to malnutrition and mistreatment. All skills under Dexterity and Strength have suffered.
The fringe isn't a place or organization so much as it is a socio-economic condition. It thrives on backwater worlds where the Empire and New Republic are less diligent in enforcing laws, and where law enforcement can be bought or subdued.
It consists of pirate bands, smuggler fleets, cities where anything can be had for a price, small governments which will launder anyone's credits, gambling casinos beyond the reach of galactic law, space stations where bounty hunters and slavers gather, and factories where illegal products — from ryll spice to assassin droids — are made. The fringe is anywhere where society has been sufficiently weakened to allow people to bend or break galactic laws on a major scale.
One segment of the fringe which has coalesced into a semi-formal organization in the aftermath of Thrawn's campaign is the Smuggler's Alliance (SA). The SA is a tenuous coalition of smugglers — a merchant league of sorts — who have banded together to provide a common defense, select leaders who can represent their interests before the New Republic, and regulate competition and trade between their various interests to allow all to flourish.
The SA has a small fleet of military craft contributed or lent by member groups and organizations. These ships, many of them former Rebel privateers, come in all shapes, sizes, colors, and configurations, but are all well cared for. The combined fleet is more than enough to face any pirate fleet known to exist, or fight off a rogue Imperial force preying on New Republic traffic.
Some have argued that "Smugglers' Alliance" is not the best name for a group trying to achieve legitimacy as an established organization. There are those in the SA who would agree, but other smuggler groups see the name as a tie to their past — and a suitable reminder not to be fully co-opted by any government, however benevolent.
The symbol of the SA's affiliation is an elegant crosshatched insignia, which is prominently displayed on ship hulls, uniforms and documents produced by the SA leadership.
When she was appointed by the Smugglers' Alliance as an SA representative, Mara Jade thought she'd found a job that would employ her skills as a negotiator and businesswoman rather than as some sort of armed troubleshooter. However, it seems that Mara is destined to keep in the thick of things one way or another.
She travels to Coruscant to warn the New Republic through Han Solo that Admiral Daala has been putting out feelers in the fringe, trying to hire spies and saboteurs. While there, she catches Lando's eye.
Mara attends Luke's Jedi academy for a time, but does not stay long; Kyp's stealing of her ship sours her on the experience, and she begins to worry how the SA is getting on without her. She asks Lando to come pick her up.
When Lando returns her to Coruscant, he fills her in on a plan he's devised to take over the Kessel mining program if she can assure him that the SA can pick up distribution of the glitterstim. She tells him it might be workable if he can keep the supply up.
She meets Han and Lando on Kessel's moon, where representatives from the Smugglers' Alliance have already secured the moon with their own defensive fleet. When the prototype Death Star appears in the system, she accompanies Han and Lando aboard the Falcon to take a closer look.
When the "closer look" turns into a wild and rough piggyback ride within the girders of the Death Star, she suggests that she and Lando plant limpet mines on the power core of the Death Star while Han repairs the Falcon's hyperdrive. The ruse ultimately fails, but the Falcon does get away unscathed before the Death Star plunges into the black holes of the Maw.
Mara, once a hardened and angry lone wolf, is softening as time takes her farther from her experience as the Emperor's Hand. She still has a rough-edged hardness about her, but she has emerged from the shadow of the dark side. She still has a slightly manipulative streak in her, though, which she occasionally lets out when people annoy her.
Mara Jade
Type: Smugglers Alliance Representative
DEXTERITY 3D+2
Blaster 9D+1, blaster: hold-out blaster 11D, brawling parry 7D+2, dodge 9D, lightsaber 4D+2, melee combat 8D+1, melee parry 7D+2, missile weapons 6D+2, pick pocket 8D+2, running 6D+2, thrown weapons 6D+2
KNOWLEDGE 2D+2
Alien species 8D+2, bureaucracy 7D+2, bureaucracy: New Republic 5D, business 7D+2, business: Smugglers' Alliance 6D+1, intimidation 7D+2, languages 8D+2, planetary systems 5D+2, streetwise 6D+2, streetwise: Talon Karrde's organization 7D+2, survival 7D, value 5D+2, willpower 7D
MECHANICAL 2D+2
Astrogation 8D+2, beast riding 5D+2, communications 7D+1, ground vehicle operation 6D+2, repulsorlift operation 6D, sensors 5D+2, space transports 10D, starfighter piloting 10D, starship gunnery 9D+2, starship shields 8D+1, swoop operation 7D+2
PERCEPTION 2D+1
Bargain 6D, command 8D, con 6D+2, gambling 4D+2, hide 8D+1, investigation 5D+2, persuasion 6D+2, search 7D+2, sneak 8D+1
STRENGTH 3D+2
Brawling 8D+2, climbing/jumping 7D+2, lifting 5D+2, stamina 8D+2, swimming 6D+2
TECHNICAL 3D
Blaster repair 6D, computer programming/repair 8D, demolitions 6D+2, droid programming 4D+2, droid repair 3D+2, first aid 5D, ground vehicle repair 6D, lightsaber repair 3D+2, repulsorlift repair 5D, security 9D, space transports repair 6D+1, starship weapon repair 5D+1
Special Abilities:
Force Skills: Control 3D, sense 3D, alter 2D+1
These are only some of the powers that Mara Jade has demonstrated.
Control: Absorb/dissipate energy, accelerate healing, concentration*, control pain, emptiness, enhance attribute**, hibernation trance, remain conscious, resist stun
Sense: Combat sense**, danger sense**, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: Injure/Kill, telekinesis
Control and Sense: Projective telepathy, lightsaber combat
* Described in the Movie Trilogy Sourcebook
** Described in The Thrawn Trilogy Sourcebook
This character is Force-sensitive
Force Points: 4
Dark Side Points: 1
Character Points: 20
Move: 10
Equipment: Lightsaber (5D), hold-out blaster (3D+1), comlink
Bdu is a Sullustan trader whose love of good food, drink, and clothing is evident at first glance. An independent merchant since his teens, Bdu has traveled the galaxy several times over, visiting strange and faraway worlds to barter for the exotic goods and spices he sells to wealthy and finicky clients from Calamari to Coruscant.
Bdu enjoys the solitary life of the itinerant trader, but he has a warm and friendly streak which makes him easy and comfortable to deal with. He has an extremely loyal clientele; many of his contacts have been buying from him (and he from them) for over a decade.
His travels have brought him knowledge, and his knowledge has brought him good fortune. He has a knack for getting along with a wide variety of species, and knows a great many things about a great many worlds. He seems to know where to go to find the most obscure goods, and how to get the best price for them; he seems to know a being on every world he visits.
Bdu has also never been cheated in a deal — though there is not a dishonest bone in his body, his wide and stocky frame gives pause to many hustlers seeking to rip off a "hapless alien" before they can con him.
One of Bdu's most redeeming traits is that he cannot get lost in a place that he has visited before. This is automatic and requires no die roll. When using the astrogation skill to jump to a place a Sullustan has been, the astrogator receives a bonus of +1D to his die roll.
Bdu
Type: Sullustan Trader
DEXTERITY 3D
Blaster 5D, dodge 4D+1, melee combat 4D+2
KNOWLEDGE 4D
Alien species 6D+2, bureaucracy 5D+2, business 7D+2, cultures 7D, languages 6D+1, planetary systems 7D+2, streetwise 7D, survival 5D, value 7D+2
MECHANICAL 3D+2
Astrogation 7D, communications 5D, repulsorlift operation 5D, sensors 5D+2, space transports 6D+1, starship gunnery 4D+2, starship shields 4D+2
PERCEPTION 3D+1
Bargain 8D, con 5D, gambling 5D+1, hide 4D, persuasion 6D, search 5D
STRENGTH 3D
Brawling 4D, lifting 4D+1, stamina 4D+1
TECHNICAL 3D
Computer programming/repair 4D+1, droid programming 4D, first aid 4D, repulsorlift repair 4D+2, security 4D+2, space transports repair 5D
Special Abilities:
Enhanced Senses: Sullustans have advanced senses of hearing and vision. They receive +2D to Perception or search skill rolls involving hearing or vision.
Location Sense: Sullustans cannot get lost in a place they have visited before. This requires no die roll. When using astrogation to jump to a place the Sullustan has been, the astrogator receives a +1D bonus.
Force Points: 1
Character Points: 5
Move: 10
Equipment: Comlink, datapad, hold-out blaster (3D)
CBX-9 is an aged and battered protocol droid with a platinum chrome finish, programmed with a female persona and voice. A hybrid droid — head by Merendata, body by Cybot — CBX-9 moves with an awkward gait, her ratcheting motivators jerking as if her brain can no longer control all of her systems at once. This is the price CBX-9 pays for being a hybrid droid with two incompatible droid systems wired together into a functioning whole — she is more sturdy and more agile than a standard protocol droid, but perhaps not as altogether there.
Bdu uses CBX-9 as his interface with the humans he does business with; though he understands Basic just fine, he cannot speak it.
Neither CBX-9 nor Bdu will relate the conditions of their partnership, though it seems clear to observers that CBX-9 has a voice in the affairs of the business. She certainly cares for her boss, insofar as a droid can feel loyalty and affection.
CBX-9 Protocol Droid
Type: Hybrid Human-Cyborg Relations Droid
DEXTERITY 2D
Dodge 3D+2
KNOWLEDGE 3D
Alien species 5D, business 6D+2, cultures 6D, languages 10D
MECHANICAL 2D
Repulsorlift operation 5D, space transports 4D+1, starship shields 4D
PERCEPTION 2D
Bargain 7D, con 6D
STRENGTH 2D
TECHNICAL 3D
First aid 4D
Equipped With:
- Humanoid body (two arms, two legs, head)
- Two visual and two audial sensors — human range
- Vocabulator speech/sound system. CBX-9's vocabulator speech/sound system makes her capable of reproducing virtually any sound she hears or is programmed to reproduce.
- AA-1 VerboBrain
- TranLang III Communications module with over seven million languages
Move: 9
Size: 1.5 meters tall
Cost: Not for sale
The Kessel system is located far out in the Outer Rim Territories. Made infamous for its brutal spice mines, Kessel is known throughout the Empire, though few know even approximately where it is, and still fewer can describe anything about it.
The Maw Cluster, a conglomeration of black holes and gas clouds, creeps nearer and nearer the system every century, and astronomers predict that the Maw will tear apart and consume the Kessel system within a thousand years or so.
There are only three worlds orbiting the blue-white star Kessa, none of which offer much to developers or miners. Senna, the planet closest to Kessa, is little more than a smoldering rock, awash with molten metal seas and frequent volcanic eruptions. The second planet of the system, Kessel, is a crippled planet. Vaguely potato-shaped, it is incapable of retaining its own atmosphere, and is a veritable wasteland. Karedda, the icy outermost world of the system, is far removed from its brothers, maintaining an orbit in the system's furthermost regions.
Powerful and lethal radiation pours from the Maw, making spacewalks in all but the most heavily shielded vaccsuits deadly, and life on its planets unlivable without advanced technological shielding. There wouldn't seem to be much to recommend Kessel to settlers and entrepreneurs. But for one single resource, Kessel would undoubtedly be a deserted system today.
The Kessel Run
The infamous Kessel Run has become a part of galactic folklore: many people know of Kessel, and tall tales concerning the horrors that lurk within the planet's spice mines can be heard in virtually any spacers' cantina.
In addition, the Kessel Run has become something of a rite of passage among smugglers and other "fringe" elements. Virtually every smuggler talks of daring feats and miraculous exploits they performed while smuggling spice from Kessel.
In game terms, a "typical" Kessel Run is as follows:
- A basic Kessel Run is roughly 18 parsecs in distance. Base difficulty to successfully navigate the region is five successful Very Difficult astrogation rolls. The difficulty of these rolls cannot be lowered. Travelling any farther out (or failing any of the astrogation rolls) means that a ship attempting a run through Kessel will be detected by patrol ships and sensor drones and — in all probability — destroyed.
- A Kessel Run can be shortened (as Han Solo is fond of boasting). By moving closer to the Maw, it is possible to save distance and time, but it is considerably more dangerous. For each parsec a smuggler moves closer to the Maw (down to 15), there is an additional Very Difficult astrogation roll.
- An additional Heroic astrogation roll is required for each half-parsec below 15 (down to 13 parsecs) that travel distance is reduced.
- If the pilot attempts to shorten travel distance even further, an additional Heroic astrogation roll is required. In addition, the pilot must add +10 to the difficulty of this roll for each half-parsec below 13.
Failure of any of these astrogation rolls indicates that the smuggler miscalculated the jump coordinates and vanishes into the Maw.
Han Solo once claimed he made the Kessel Run in less than 12 parsecs (indicating 11.5 parsecs). To successfully navigate this run, Han would have made eight Very Difficult astrogation rolls, four Heroic astrogation rolls, and one Heroic+30 astrogation roll.
Obviously, making a Kessel Run is not a task for beginners.
Glitterstim is a particularly rare form of spice found only on the planet Kessel, far underground. What makes glitterstim spice so valuable is that it temporarily boosts the consumer's latent empathic sensitivity, allowing him or her to read the surface thoughts of others. The effect only lasts a few moments, but that is long enough to make glitterstim spice a greatly valued drug.
Glitterstim is mined in the tunnels of Kessel. The spice is photoactive, so the mining is done in total darkness. In the upper tunnels, the spice is old and powdery. In the deeper tunnels, the glitterstim is fresh and fibrous.
Using Glitterstim in the Game
Glitterstim is very, very illegal outside certain narrowly proscribed, government-controlled situations. It is also in very high demand. A single dose can cost up to 10,000 credits in some markets, and almost never drops below 6,000 credits per dose.
Characters imbibing glitterstim are considered Force-sensitive for 10 rounds. During this time, they can read the surface thoughts of a target person. This functions just like the Force skill receptive telepathy, except that the user is restricted to using his or her Perception to make the difficulty roll.
Those who already have the receptive telepathy power derive no benefit from using glitterstim.
Kessel has but one moon, a large barren rock which once harbored the Imperial defense fleet. Over the course of a decade, the Imperials hollowed out portions of the moon to make room for a huge multi-level internal hangar and the enormous generators and transmitters that create the energy shield which surrounded Kessel. The garrison moon is destroyed when the prototype Death Star targets Kessel and misses.
Garrison Moon
Type: Satellite
Temperature: Cool
Atmosphere: None
Hydrosphere: Arid
Gravity: Light
Terrain: Crater field
Length of Day: 13 standard hours
Length of Year: 644 local days
Sapient Species: Mixed
Starport: Stellar
Population: 9,000
Planet Function: Garrison base
Tech Level: Space
Doole's Defense Fleet
Starfighters
76 TIE/ln fighters
54 Z-95s
34 Y-wing fighters
29 converted pleasure cruisers
22 TIE interceptors
19 X-wing fighters
14 Hornet interceptors
8 Imperial system patrol crafts
6 Gamma-class assault shuttles
4 TIE bombers
3 Skipray blastboats
1 B-wing fighterCapital Ships
3 Carrack cruisers
3 Lancer frigates
2 Corellian corvettes
1 Loronar strike cruiser
Kessel is an asymmetrical, ovoid world, maned with the tendrils of escaping atmosphere. It is a major planet for spice production and the site of heavy smuggling activities, as well as one of the toughest prisons in the galaxy.
The surface of Kessel is whitish and powdery where the atmosphere stacks have deposited micro-silt over the years. The air is extremely thin, because Kessel is too small to retain its own atmosphere. Huge generating factories constantly process the raw rocks to release oxygen and carbon dioxide.
Kessel
Type: Terrestrial
Temperature: Cool
Atmosphere: Type III (breath mask required)
Hydrosphere: Dry
Gravity: Light
Terrain: Barren, mountains
Length of Day: 26 standard hours
Length of Year: 322 local days
Sapient Species: Varied
Starport: Standard class
Population: 122,000
Planet Function: Spice mining
Government: Dictatorship
Tech Level: Space
Major Exports: Glitterstim spice
Major Imports: High tech, foodstuffs, luxury items
Moruth Doole is the overlord of Kessel. He is a careful planner who always has future events plotted out several years in advance. He is also very keen on maintaining control of his environment, and has ruthlessly kept other players off Kessel.
Doole is a Rybet, a soft-skinned, squat amphibian. His skin is bright-green, and highlighted by faint ochre stripes. One of his eyes is now milky-white, and Doole wears a primitive-looking mechanical focusing device over his other eye.
When Han and the others return to claim Kessel and storm his barricades, Doole faces a rebellion. He flees into the mine tunnels and is quickly hunted down and devoured by rampaging spice spiders.
Moruth Doole
Type: Rybet Kessel Overlord
DEXTERITY 4D
Blaster 6D+1, brawling parry 5D, dodge 7D, running 5D+1
KNOWLEDGE 2D+1
Alien species 4D, bureaucracy 5D, bureaucracy: Kessel 8D, business: spice mining 10D, intimidation 4D, languages 4D+2, law enforcement: Kessel 6D+2, planetary systems 5D, streetwise 7D, value 6D+2
MECHANICAL 3D+1
Astrogation 4D, communications 5D, hover vehicle operation 4D, repulsorlift operation 4D+1, sensors 5D, space transports 3D+2, starship shields 3D+2
PERCEPTION 3D+2
Bargain 6D+2, forgery 5D+2, gambling 5D+2, hide 6D, investigation 5D, persuasion 8D, search 4D+2, sneak 5D
STRENGTH 2D
Brawling 4D, climbing/jumping 3D, stamina 3D, swimming 6D
TECHNICAL 2D+2
Computer programming/repair 6D, droid programming 4D, first aid 3D, security 7D+1
Force Points: 1
Dark Side Points: 3
Character Points: 12
Move: 10
Equipment: Datapad, comlink, mechanical eye (allows Doole to see in infrared, but does not always function properly), hold-out blaster (3D)
Skynxnex is a skeletal man who favors loose-fitting, military-style clothing. He is Doole's most trusted lieutenant, and carries an illegal modified double-blaster. He meets his doom in the spice tunnels when he encounters a spice spider.
Skynxnex
Type: Doole's Lieutenant
DEXTERITY 3D+1
Blaster 4D, blaster: double blaster 6D+1, brawling parry 5D+2, dodge 6D, pick pockets 4D, vehicle blasters 4D+2
KNOWLEDGE 4D
Bureaucracy: Kessel 7D+2, business: spice mining 5D+1, intimidation 9D, languages 4D+2, law enforcement: Kessel 6D+2, streetwise 5D, survival 4D+2
MECHANICAL 2D+2
Communications 4D, ground vehicle operation 4D+2, hover vehicle operation 4D+2, repulsorlift operation 5D+2, sensors 4D, space transports 4D+2
PERCEPTION 4D
Bargain 5D, command: Doole's organization 8D, hide 5D, investigation 7D, persuasion 5D+1, search 6D, sneak 5D
STRENGTH 2D
Brawling 5D, climbing/jumping 3D+1, lifting 2D+2
TECHNICAL 2D
Computer programming/repair 5D, demolitions 3D+2, droid programming 3D, repulsorlift repair 4D, security 6D+1
Dark Side Points: 2
Character Points: 5
Move: 10
Equipment: Double blaster (6D+1 damage, +3D difficulty to aim), comlink, stun cuffs
Boss Roke is the overseer of the prisoners sentenced to work in the spice mines. He is a burly man with lumpy features. He is slain by one of the spice spiders haunting the dark tunnels.
Boss Roke
Type: Kessel Mines Overseer
DEXTERITY 3D+2
Blaster 4D, brawling parry 6D, dodge 7D+1, running 4D, thrown weapons 4D+2
KNOWLEDGE 2D+1
Alien species 4D, bureaucracy: Kessel 6D+2, languages 4D, law enforcement 3D+2, survival 4D
MECHANICAL 3D
Ground vehicle operation 4D, hover vehicle operation 4D, repulsorlift operation 5D+1
PERCEPTION 2D+1
Bargain 4D, command: mine guards 5D, gambling 3D+2, hide 4D, investigation 4D, persuasion 3D, search 4D, sneak 4D+1
STRENGTH 4D
Brawling 7D, climbing/jumping 5D+1, lifting 6D, stamina 6D
TECHNICAL 2D
Computer programming/repair 4D, first aid 3D+1, security 5D
Dark Side Points: 4
Character Points: 7
Move: 10
Equipment: Comlink, datapad, hold-out blaster (3D)
The Imperial Correction Facility is a veritable fortress — a massive grayish-tan edifice made of plasteel and synthetic rock. Its sheer walls slope backward at a 45-degree angle, and turbolasers mounted on turbolift turrets rotate watchfully along each of the corners.
The spice mines of Kessel are scattered across the face of the planet, predominantly along the equator, where the glitterstim deposits seem to be most frequent.
Mine shafts are bored into the crust of the planet by the giant atmosphere factories, which chew through the rocks and dissolve out oxygen and carbon dioxide to replenish the constantly fading air.
Each of the tunnels has been modified to house the prisoners who mine it. The mustering room was Doole's innovation to prevent anyone else staging a mining revolt — the prisoners are kept isolated in small groups of a hundred or so in their tunnels.
Beyond the mustering rooms, centipede-like mining trams carry workers into the pitch-black tunnels. The natural tunnels contain an actual ecology deep underground, mostly consisting of small grubs, slugs and other creatures which dwell in and around the subterranean lakes and pools.
Immense atmosphere towers dot the landscape of Kessel, producing air to replace that which escapes the planet. Deep within the towers, giant generating factories catalyze raw rocks into gases, releasing gouts of oxygen, nitrogen and carbon dioxide into the pinkish sky. The towers are protected by Kessel's security forces.
The vast number of people in the galaxy live their entire lives without leaving their planet of birth. The Independent class is made up of people who can move from planet to planet with relative freedom, either for business or pleasure. They are not only the nobles and elite politicians of the ruling classes, but also well-to-do merchants, owners and managers of successful businesses, and those who offer professional services on a variety of worlds.
Lando Calrissian has plenty of reasons to distrust authority, having had his livelihood and accumulated wealth taken from him several times by the Empire. However, his natural distrust is tempered by his close relationship with leaders of the New Republic.
While on Coruscant, he agrees to run an errand for Leia — tracking down a lead on a potential Jedi candidate named Tymmo whom Artoo has discovered in the Imperial datacore. Lando travels to Umgul, the world of the curious but popular blob races, and learns that Tymmo is not using the Force but a high-tech form of cheating. Lando corners Tymmo and collects a million credit reward.
Working with Mara and the Smugglers' Alliance, he begins to work out a deal in which he will take over Kessel, upgrade it, and then give the SA exclusive distribution rights.
Lando Calrissian
Type: Gambler
DEXTERITY 3D+2
Blaster 9D, blaster: hold-out blaster 8D, brawling parry 6D+2, dodge 7D+2, grenade 5D, melee combat 5D+1, melee parry 5D+2, thrown weapons 4D, thrown weapons: knives 6D
KNOWLEDGE 3D
Alien species 5D+1, bureaucracy 8D, bureaucracy: Imperial Navy procedures 9D+1, business 8D+1, business: mining 12D, business administration 8D+1, cultures 7D+1, languages 6D, planetary systems 5D+2, streetwise 9D, survival 6D+2, survival: urban 8D, tactics: capital ships 5D, tactics: starfighters 6D, value 7D, willpower 6D+1
MECHANICAL 2D+1
Archaic starship piloting 5D+1, astrogation 7D, communications 6D, ground vehicle operation 5D+1, hover vehicle operation 5D+1, repulsorlift operation 5D+2, sensors 5D+2, space transports 9D, starfighter piloting 9D, starship gunnery 8D, starship shields 8D+1, swoop operation 5D+1
PERCEPTION 4D
Bargain 9D, bargain: minerals 10D+2, bargain: tibanna gas 11D+2, command 8D+2, con 10D+1, forgery 7D, gambling 10D+2, hide 7D+2, persuasion 7D+2, search 5D, sneak 7D+2
STRENGTH 2D+2
Brawling 6D+2, climbing/jumping 5D+2, lifting 4D+2, stamina 6D+2, swimming 4D+2
TECHNICAL 2D+2
Computer programming/repair 5D+2, demolitions 4D, droid programming 4D+1, droid repair 4D+1, first aid 4D+1, repulsorlift repair 5D+2, security 7D+1, space transports repair 8D, starship weapon repair 6D+2
Force Points: 2
Character Points: 18
Move: 10
Equipment: Comlink, hold-out blaster (3D+1 damage), sabacc card deck
Slish Fondine, a hirsute and bulky man, is the owner of Umgul City's largest blob racing stadium.
Slish Fondine
Type: Blob Stadium Owner
DEXTERITY 3D
Brawling parry 4D, dodge 3D+2, running 4D
KNOWLEDGE 3D+2
Alien species 6D, bureaucracy 7D+1, business: blob racing 8D+1, cultures 5D+2, streetwise: Umgul 8D, value 6D+1
MECHANICAL 2D
Beast riding 3D, ground vehicle operation 4D, repulsorlift operation 4D+2
PERCEPTION 3D
Bargain 6D, command 6D, gambling 6D, persuasion 7D, search 5D+1
STRENGTH 2D+2
Brawling 6D, climbing/jumping 4D, lifting 4D, stamina 3D+2
Character Points: 14
Move: 10
Equipment: Comlink, datapad
No one has ever accused Duchess Mistal of Dargul of being a woman who doesn't know what she wants. She places a million-credit award for the capture and return of her consort Dack.
Duchess Mistal
Type: Duchess of Dargul
DEXTERITY 2D
Blaster 4D+1, dodge 5D, melee combat 4D, melee parry 4D, running 4D+1
KNOWLEDGE 2D
Alien species 4D+2, cultures 5D, languages 4D+2, planetary systems 5D, willpower 6D+2
MECHANICAL 2D
Astrogation 3D+1, beast riding 3D+2, repulsorlift operation 4D, sensors 4D, space transports 3D+1
PERCEPTION 2D
Command 4D, gambling 4D+1, persuasion 5D
STRENGTH 2D
Climbing/jumping 4D, swimming 3D+2
TECHNICAL 2D
Computer programming/repair 4D, first aid 3D, security 3D
Character Points: 6
Move: 10
Equipment: Comlink, datapad, ornamental robe
Dack has always viewed the galaxy as "easy pickings." He rigged the computer to become Duchess Mistal's consort, then escaped and hid on Umgul as "Tymmo," cheating at blob races with implant micro-motivators.
Dack (Tymmo)
Type: Consort
DEXTERITY 3D
Blaster 5D, brawling parry 4D+2, dodge 4D+2, pick pocket 6D+2, running 5D
KNOWLEDGE 2D
Alien species 3D+1, business 4D, cultures 4D+2, languages 4D, planetary systems 4D, streetwise 5D, value 4D+2
MECHANICAL 3D
Astrogation 4D, beast riding 3D+2, communications 4D+1, hover vehicle operation 3D+2, repulsorlift operation 5D+2, space transports 4D, starship gunnery 4D+2, starship shields 3D+2, swoop operation 4D+2
PERCEPTION 4D
Bargain 4D+2, con 6D+2, forgery 7D, gambling 6D+2, hide 5D, persuasion 7D+1, search 5D, sneak 4D+2
STRENGTH 2D
Brawling 3D+1, climbing/jumping 5D, swimming 4D
TECHNICAL 4D
Computer programming/repair 8D+1, demolitions 5D, droid programming 7D, droid repair 4D+2, encryption 6D+1, security 7D
Character Points: 4
Move: 10
Equipment: Comlink, datapad, hold-out blaster (3D)
Long ago, the Anoth system suffered some cataclysmic disaster, and its single world was shattered into thousands of pieces. The entire system is unstable and in a few short decades will collapse in on itself.
The three largest fragments of the planet orbit a common center of mass. The two largest pieces hover in extreme proximity, generating horrendous quakes. The third and more distant fragment, Anoth, orbits in a precarious, almost-safe position which is far enough from the other two to escape the violent clashes and the worst of the electrical storms.
Anoth
Type: Planetary fragment
Temperature: Frigid
Atmosphere: Type III (breath mask required)
Hydrosphere: None
Gravity: Light
Terrain: Barren
Length of Day: 14 standard hours*
Length of Year: 286 local days*
Starport: Limited services
Population: 3-150
Planet Function: Hidden base
Tech Level: Space
* Anoth Base is kept on Coruscant standard time.
Anoth Base is not simply a remote dwelling for a guardian and a few babies. It is a compact but fully equipped military retreat capable of supporting over a hundred technicians, pilots, soldiers, and government officials, along with two dozen space transports.
Bespin is best known for Cloud City, the luxurious, airborne mining installation which also attracts numerous tourists, gamblers and traders. Currently, Bespin has maintained its neutrality, refusing to side with either the New Republic or the Empire.
Bespin
Type: Gas giant
Temperature: Temperate (in the Life Zone)
Atmosphere: Type I (breathable) in the Life Zone
Hydrosphere: Moist (in the Life Zone)
Gravity: Standard (in the Life Zone)
Terrain: Gas giant
Length of Day: 12 standard hours
Length of Year: 14 standard years
Sapient Species: Human, Ugnaughts
Starport: Standard
Population: 8 million
Planet Function: Tibanna gas mining, gambling resort
Government: Guild
Tech Level: Space
Major Exports: Tibanna gas, tourism, cloud cars
Major Imports: Foodstuffs, mid tech, high tech
Mon Calamari has always been a beautiful world of sparkling shallow seas and scattered strands of verdant green islands. However, the ravages of the Imperial World Devastators which attacked just a year before have left angry wounds on the planet, most of which have yet to be healed.
Mon Calamari
Type: Terrestrial Ocean Planet
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Saturated
Gravity: Standard
Terrain: Ocean, reefs, floating island cities, underwater cities
Length of Day: 21 standard hours
Length of Year: 398 local days
Sapient Species: Mon Calamari (N), Quarren (N)
Starport: Imperial
Population: 11 billion Mon Calamari, 16.5 billion Quarren
Planet Function: Homeworld
Government: Representative Council
Tech Level: Space
Major Exports: High tech, warships, weaponry
Major Imports: Foodstuffs, medicine, high tech, low tech
Carida is a temperate and pleasant world located deep in territory still held by the Empire. Its great defect in terms of attracting immigrants is its heavy gravity field. The Emperor designated Carida as one of his primary military training bases, because its gravity would toughen up his stormtroopers and soldiers.
Carida
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Heavy
Terrain: Forest, desert, glacier
Length of Day: 25 standard hours
Length of Year: 357 local days
Sapient Species: Humans
Starport: Stellar class
Population: 25 million
Planet Function: Military
Government: Imperial governor
Tech Level: Space
Major Exports: Military training, high technology weapons
Major Imports: Foodstuffs
Dantooine is dominated by grassy savannas punctuated by gently rolling hills and isolated stands of broad-boled, jagged-branched blba trees. With a mild climate, abundant life-forms, and plenty of water, Dantooine is an attractive location for a colony settlement.
Dantooine
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Savanna, mountain, ocean
Length of Day: 25 standard hours
Length of Year: 378 local days
Sapient Species: Dantari (N)
Starport: Landing field
Population: 334,000
Planet Function: Abandoned colony world
Government: Tribal
Tech Level: Stone
Deyer was once a fairly successful colony in the Anoat system. Emperor Palpatine crushed the "dissidents" utterly, overrunning the entire colony, and scattering the people to various penal centers.
Deyer
Type: Terrestrial
Temperature: Cool
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Swamp, lake
Length of Day: 28 standard hours
Length of Year: 389 local days
Sapient Species: Humans
Starport: Limited services
Population: 134,000
Planet Function: Subsistence
Government: Anarchy
Tech Level: Space
Major Exports: Fish, water tabacc
Major Imports: Mid tech, high tech
Eol Sha is a wild, somewhat unstable world of volcanoes, geysers and earthquakes. A small community of humans, the remnants of an abandoned colony, have lived on Eol Sha for roughly four generations.
Eol Sha
Type: Volcanic
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountain, volcanic
Length of Day: 19 standard hours
Length of Year: 326 local days
Sapient Species: Humans
Starport: Landing field
Population: 38
Planet Function: Abandoned colony
Government: Ruler by selection
Tech Level: Feudal
Umgul is a moist but cool world located in the Mid-Rim. It has earned galactic fame as a sports center and especially as the home of the renowned Umgullian blob races.
Umgul
Type: Terrestrial
Temperature: Cool
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountain
Length of Day: 25 standard hours
Length of Year: 361 local days
Sapient Species: Humans, Ugnaughts
Starport: Imperial
Population: 6 billion
Planet Function: Tourist planet
Government: Oligarchy
Tech Level: Space
Major Exports: Tourism, gambling
Major Imports: High tech, foodstuffs
Vortex is a moonless blue and metallic-gray ball orbiting a dim yellow sun. Its atmosphere is a chaotic jumble of storm systems and racing spirals of clouds that swirl in horrendous gales.
The wind-whipped plains of Vortex are furred with golden-brown and purple grasses. The native bird-like Vors live both in the plains and the mountains.
Vors
Attribute Dice: 12D
DEXTERITY 1D/2D+1
KNOWLEDGE 1D/2D
MECHANICAL 1D/2D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Skills:
Strength skills:
Flight. Time to use: one round. This is the skill used for flying. Beginning Vors begin with a flight movement of 15 and may improve their flying Move as described on page 15 of Star Wars, Second Edition.
Move: 5/9 (walking), 15/22 (flying)
Size: 1.4-1.9 meters tall
Vortex
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Light
Terrain: Plain, mountain, forest
Length of Day: 18 standard hours
Length of Year: 421 local days
Sapient Species: Vors (N)
Starport: Limited services
Population: 6.5 billion
Planet Function: Homeworld
Government: Tribal
Tech Level: Information
Major Exports: Foodstuffs, raw materials
Major Imports: High tech, mid tech
Defying the hurricane gales that thrash through their atmosphere, the Vors built a tall ethereal structure that has resisted the fierce storm winds for centuries. Delicate and incredibly intricate, the Cathedral of Winds rises like a crystal palace of spun glass. When the winds blow through the building — which is almost constantly — the air rushing through its hollow chambers and passages produces ethereal, haunting music.
The Cathedral was destroyed when Ackbar's sabotaged B-wing crashed into it. The Vors have begun rebuilding it, with the assistance of New Republic disaster relief volunteers.
The battle hydras of Yavin Four are large two-headed reptilian beasts created by Exar Kun through Sith alchemy. Dangerous and cunning, battle hydras stalk their prey in the deep jungle of Yavin Four, attacking all creatures they encounter.
Battle Hydra
Type: Alchemical Sith creation
DEXTERITY 4D
Brawling parry 5D, dodge 6D
PERCEPTION 2D
Search 3D+2, sneak 4D
STRENGTH 3D+2
Brawling 6D
Special Abilities:
Double Attacks: Because the battle hydra has two heads, it gets two attacks per round at no penalty. A third attack causes a -1D penalty to all actions, a fourth attack causes a -2D penalty, etc.
Jaws: Each head does STR+1D damage when attacking.
Claws: The claws of the battle hydra do STR+2D damage.
Tail Stinger: The hooked tail of the battle hydra delivers a strong and lethal poison. A person stung by a battle hydra will take 3D damage a turn until dead. There is no known natural antidote, though some Jedi can neutralize it with the detoxify poison and detoxify another's poison powers.
Senses: Because it is in the habit of looking two directions at once, the battle hydra adds +2D to its Perception roll when applicable.
Move: 8 (walking), 14 (flying)
Size: 1.0-1.5 meters tall, 3.1-3.6 meters long
The Kessel bogey is a strange glittering conglomeration of dazzling lights which speeds through the spice tunnels, humming and chittering as it comes, setting off a shower of sparks as it activates the glitterstim veins in the walls.
Bogey
Type: Kessel energy being
DEXTERITY 5D
Dodge 8D
PERCEPTION 1D
STRENGTH 1D
Move: 14 (flying)
Size: 1 meter wide
The granite slug has been on Coruscant for 346 years. It is a formless gray-green creature, with two eyes protruding on gelatinous stalks. As it moves, it scours green sludge off the surfaces of abandoned Coruscant. It is harmless to human-sized creatures.
Granite Slug
Type: Land mollusk
DEXTERITY 1D
PERCEPTION 1D
STRENGTH 1D+1
Special Abilities:
Rubbery hide: The granite slug gets a 1D+2 bonus against physical and energy attacks because of its thick blubbery hide.
Move: 3
Size: 1.2-2.3 meters tall
The krakana is a large sea predator native to Calamari. It has a long bullet-shaped body, spined fins, and a mouth filled with fangs. It has tentacles on either side of the mouth for seizing and rending prey.
Krakana
Type: Deep-sea Predator
DEXTERITY 2D
PERCEPTION 2D
Sneak 7D
STRENGTH 6D
Special Abilities:
Tentacles: Each tentacle does 4D+1 damage. If more than three tentacles hit a diver, the diver is caught fast in the tentacles, and will be drawn to the mouth the following turn.
Teeth: The crushing jaws of the krakana do STR+2D damage.
Move: 24 (swimming)
Size: 14.5-26 meters
Scale: Speeder
The lava dragon is a species of fire serpent which dwells in the molten lava pools of Eol Sha's volcanoes. Its crystalline scales armor every part of its body, enabling it to survive in its harsh environment.
Lava Dragon
Type: Reptilian predator
DEXTERITY 3D
Dodge 4D+1
PERCEPTION 5D
Hide 7D, search 6D+1, sneak 6D
STRENGTH 6D
Brawling 8D
Special Abilities:
Armor: The incredibly resilient silicon armor plating of the lava dragon gives it a +4D bonus against physical attacks, and a +8D bonus against energy attacks, thanks to its reflective properties. However, if the creature is wounded, it starts suffering damage from the lava (which does 5D damage per round. Lava damage is considered speeder scale.)
Teeth: STR+2D
Lava attack: The lava dragon can suck lava down its armored gullet and spew it back out at attackers, doing 10D damage, character scale.
Move: 6 (swimming)
Size: 2.6-5.8 meters tall, 6.6-9 meters long
Scale: Speeder
To humans and other sentient visitors to the jungles of Yavin Four, the iridescent blue piranha beetles are normally little more than irritating pests. But to lesser animals, the tell-tale hum of a hunting piranha beetle means death.
Piranha Beetle
Type: Carnivorous beetle
DEXTERITY 1D
Dodge 3D+1, flight 4D
PERCEPTION 2D
STRENGTH 1D
Special Abilities:
Swarm: When in their madness phase, piranha beetles attack as a swarm for 3D+2 damage. They can attack multiple targets, and cannot be blocked. Only by eluding or gassing the insects can anyone hope to survive an attack.
Move: 12 (flying)
Size: 5 centimeters long
A huge armored rodent with spines along its back and tusks coming out of its mouth, the ratidillo — also known as a kragget rat — is one of the degenerate creatures which haunts the dark depths of Coruscant's undercity.
Ratidillo
Type: Undercity scavenger
DEXTERITY 2D+1
Running 4D
PERCEPTION 1D+2
STRENGTH 1D
Special Abilities:
Armor: The ratidillo is protected by thick leathery plates of armor. Add +1D+2 against all physical and energy attacks.
Tusks: The tusks of the ratidillo are small, but can still damage an unwary opponent. They do STR+1D damage.
Move: 11
Size: 0.3-0.6 meters long (excluding tail)
The spice spider — also referred to as an "energy spider" — of Kessel is a curious creature, of a physiology quite unlike most other living animals. In appearance, it is a multi-legged horror, a writhing mass of sharp legs and appendages, with hundreds of small fanged mouths and thousands of glittering eyes set in its nightmarish body.
Spice Spider
Type: Subterranean predator
DEXTERITY 1D
PERCEPTION 8D
Search 9D
STRENGTH 4D
Brawling: impale 5D, stamina 6D+2
Special Abilities:
Impaling: The spice spider has a very simply method of seizing prey — it impales it on one of its hundreds of dagger-like legs. Each impalement causes STR+1D damage, plus an additional +2 damage per turn from additional jostling. A character must make an opposed Strength roll to break free.
Drain energy: The spice spider feeds by draining energy from living beings. Each impaled character takes 1D damage per turn from having his or her energy drained.
Move: 15
Size: 2.4-6.8 meters wide
The versatile Umgullian blob is a gelatinous species which has been bred to perform various functions. Racing blobs are a specialized subspecies, bred for speed and fluidity.
Umgullan Racing Blob
Type: Umgullan blob subspecies
DEXTERITY 2D
"Running" 8D
PERCEPTION 1D
STRENGTH 2D
Stamina 4D
Special Abilities:
Defusion: A blob can detach portions of its body, move them separately to another location, and reform itself once they get there. Each portion of a blob is as intelligent as the main mass.
Move: 15
Size: 1-1.2 meters
The venerable X-wing is no exception to the law of starship combat. The new T-65AC4 is slightly faster, equipped with better laser cannons and more advanced torpedoes, have cutting-edge sensor packages, and are easier to fly as well.
X-wing
Craft: Incom T-65AC4 X-wing
Type: Space superiority fighter
Scale: Starfighter
Length: 12.5 meters
Skill: Starfighter piloting: X-wing
Crew: 1 and astromech droid (can coordinate)
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+2, starship shields 3D
Cargo Capacity: 150 kilograms
Consumables: 1 week
Cost: 200,000 (new)
Hyperdrive Multiplier: x1
Nav Computer: Uses astromech droid programmed with 10 jumps
Maneuverability: 3D+2
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 4D
Shields: 1D+2
Sensors:
Passive: 30/0D
Scan: 60/1D
Search: 85/2D
Focus: 4/4D
Weapons:
4 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D+2
Space Range: 1-4/15/27
Atmosphere Range: 100-400/1.5/2.7 km
Damage: 6D+2
2 Proton Torpedo Launchers
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D+1
Space Range: 1/4/8
Atmosphere Range: 30-100/400/800
Damage: 9D
The B-wing/E2 is visually identical to the original B-wing/E. The two-person vessel's cockpit has been extended three meters to accommodate a gunner, who sits immediately behind the pilot.
B-wing/E
Craft: Slayn & Korpil B-wing/E Assault Fighter
Type: Heavy assault starfighter
Scale: Starfighter
Length: 16.9 meters
Skill: Starfighter piloting: B-wing
Crew: 1 pilot, 1 gunner
Crew Skill: Starfighter piloting 4D+1, starship gunnery 4D+2, starship shields 3D
Cargo Capacity: 50 kilograms
Consumables: 1 week
Cost: 250,000 (new)
Hyperdrive Multiplier: x2
Nav Computer: Limited to two jumps
Maneuverability: 1D
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 5D
Shields: 2D+2
Sensors:
Passive: 30/0D
Scan: 65/1D
Search: 80/2D
Focus: 4/3D+2
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/15/25
Atmosphere Range: 100-300/1.5/2.5 km
Damage: 8D
3 Medium Ion Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-5/9/40
Atmosphere Range: 100-500/900/4 km
Damage: 4D
1 Proton Torpedo Launcher (8 torpedoes carried)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1/5/9
Atmosphere Range: 50-100/500/900
Damage: 9D
The Hornet Interceptor is an extremely fast and maneuverable starfighter; a sleek, black, market-built ship commonly found in the hands of pirates, smugglers and criminals.
Hornet Interceptor
Craft: Modified Tenloss Hornet Interceptor
Type: Space superiority fighter
Scale: Starfighter
Length: 14 meters
Skill: Starfighter piloting: Hornet
Crew: 1
Crew Skill: Starfighter piloting 4D, starship gunnery 4D+1
Cargo Capacity: 80 kilograms
Consumables: 5 days
Cost: 75,000 (new), 32,000 (used)
Maneuverability: 3D+2
Space: 9
Atmosphere: 400; 1,150 kmh
Hull: 1D+2
Shields: 2D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 65/2D
Focus: 3/3D
Weapons:
2 Turbo-charged Laser Cannons (fire-linked)*
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-4/14/27
Atmosphere Range: 100-400/1.4/2.7 km
Damage: 10D
*Once fired more than three times in a dogfight, the turbo-charged laser cannons rupture on a wild die roll of one, causing 6D damage to the ship itself.Alternate Weapon Configuration
2 Laser Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 1D
Space Range: 1-3/15/25
Atmosphere Range: 100-300/1.5/2.5 km
Damage: 5D+2
The Super TIE/In is an example of isolated design efforts by the Maw Imperials to improve their TIEs. A few dozen of these have been upgraded with new powerful engines and improved targeting capabilities.
Super TIE/In
Craft: Customized Sienar Fleet Systems TIE/In
Type: Space superiority fighter
Scale: Starfighter
Length: 6.3 meters
Skill: Starfighter piloting: TIE
Crew: 1
Crew Skill: Starfighter piloting 4D, starship gunnery 3D
Cargo Capacity: 55 kilograms
Consumables: 2 days
Maneuverability: 2D+2
Space: 11
Atmosphere: 435; 1,250 kmh
Hull: 2D
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 60/2D
Focus: 3/3D
Weapons:
2 Laser Cannons (fire-linked)
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
The Svelte shuttle is a darkly elegant shuttle, glossy black with smooth, beetle-like contours. It is slightly smaller than the Lambda shuttle and lacks the large fins for which the older shuttle is famous.
Svelte-class Imperial Shuttle
Craft: Silviut Corporation Imperial Shuttle
Type: Svelte-class Shuttle
Scale: Starfighter
Length: 17 meters
Skill: Space transports: Svelte shuttle
Crew: 2; 2 can coordinate; gunners: 4; skeleton: 1/+5
Crew Skill: Space transports 5D, starship gunnery 4D+2, starship shields 4D+1
Passengers: 15
Cargo Capacity: 50 metric tons
Consumables: 2 months
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x5
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 4D+2
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 45/1D
Search: 80/2D
Focus: 4/2D+2
Weapons:
2 Double Blaster Cannons
Fire Arc: 1 front, 1 back
Crew: 1
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/28
Atmosphere Range: 100-300/1.2/2.8 km
Damage: 5D
2 Double Laser Cannons (fire-linked)
Fire Arc: Back
Crew: 2
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-8/14/30
Atmosphere Range: 100-800/1.4/3 km
Damage: 4D+1
The Vibre-class assault cruiser is one of the first new solo projects produced by Silviut Corporation. It is designed to grapple onto large supercargo ships with its tractor beams, pull itself flush to the other ship's hull, blow an opening into the hull, and disgorge its complement of spacetroopers directly into the ship to seize both it and its cargo.
Assault Cruiser
Craft: Silviut Corporation Vibre-class Assault Cruiser
Type: Assault cruiser
Scale: Capital
Length: 100 meters
Skill: Capital ship piloting: Vibre-class assault cruiser
Crew: 30, gunners: 15, skeleton: 10/+10
Crew Skill: Capital ship gunnery 4D, capital ship piloting 5D, capital ship shields 3D+2, sensors 3D+1
Passengers: 60 (spacetroopers)
Cargo Capacity: 500 metric tons
Consumables: 5 months
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x15
Nav Computer: Yes
Maneuverability: 2D+1
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 3D
Shields: 4D+2
Sensors:
Passive: 40/1D
Scan: 80/1D+2
Search: 130/2D
Focus: 4/3D
Sensor Stealth: +2D to difficulty at ranges greater than 40 units.
Weapons:
4 Laser Cannons
Fire Arc: Turret
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-4/13/28
Atmosphere Range: 100-400/1.3/2.8 km
Damage: 4D
2 Tractor Beam Projectors
Fire Arc: 1 left, 1 right
Crew: 3
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km
Damage: 5D+2
4 Ion Cannons
Fire Arc: 2 front, 1 left, 1 right
Crew: 2
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
The Vendetta has the dubious distinction of being older than anyone serving aboard her, including her captain.
The Vendetta
Craft: Rendili StarDrive's Dreadnaught
Type: Heavy cruiser
Scale: Capital
Length: 600 meters
Skill: Capital ship piloting: Dreadnaught
Crew: 16,006, gunners: 97, skeleton: 8,800/+15
Crew Skill: Astrogation 3D, capital ship gunnery 4D, capital ship piloting 3D+1, capital ship shields 4D, sensors 4D
Passengers: 3,000 troops
Cargo Capacity: 9,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x2
Hyperdrive Backup: x18
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 5D+2
Shields: 2D+1
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 100/2D
Focus: 4/3D
Weapons:
10 Turbolaser Cannons
Fire Arc: 5 left, 5 right
Crew: 1 (5), 2 (5)
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Damage: 2D
20 Quad Turbolaser Cannons
Fire Arc: 6 front, 7 left, 7 right
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-20/40/80
Damage: 4D
10 Turbolaser Batteries
Fire Arc: 5 left, 5 right
Crew: 1 (2), 2 (4), 3 (4)
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-10/30/60
Damage: 7D
The Galactic Voyager is one of the newer MC90 Star Cruisers which has emerged from the Mon Calamari shipyards in recent years.
The Galactic Voyager
Craft: Mon Calamari MC90 Star Cruiser
Type: Star Cruiser
Scale: Capital
Length: 1,255 meters
Skill: Capital ship piloting: Mon Calamari cruiser
Crew: 5,860, gunners: 605, skeleton: 1,350/+10
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 5D+1, sensors 4D
Passengers: 1,700 (troops)
Cargo Capacity: 30,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 3D
Space: 7
Hull: 7D
Shields: 6D*
* The MC90 has 6D of back-up shields. When a die of shields is lost, if the shield operators can make an Easy capital ship shields total, one of the back-up die codes of shields can be added to the reduced shield code up to its original 6D value.
Sensors:
Passive: 40/1D
Scan: 60/2D
Search: 120/3D
Focus: 5/4D
Weapons:
75 Turbolaser Batteries
Fire Arc: 30 front, 15 left, 15 right, 15 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
30 Ion Cannon Batteries
Fire Arc: 10 front, 8 left, 8 right, 4 back
Crew: 7
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 3D
8 Tractor Beam Projectors
Fire Arc: 5 front, 1 left, 1 right, 1 back
Crew: 10
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
6 Proton Torpedo/Missile Tubes
Fire Arc: 6 front
Crew: 15
Skill: Capital ship gunnery
Fire Control: 3D+2
Space Range: 2-12/30/60
Atmosphere Range: 200-1.2/3/6 km
Damage: 6D+1
The Yavaris has been a stalwart ship of the Alliance line for many years. It has been reconfigured to carry two full X-wing fighter squadrons into battle.
The Yavaris
Craft: Kuat Drive Yards' Nebulon-B Frigate
Type: Escort starship
Scale: Capital
Length: 300 meters
Skill: Capital ship piloting: Nebulon-B
Crew: 833, gunners: 66, skeleton: 294/+10
Crew Skill: Astrogation 3D, capital ship gunnery 4D+1, capital ship piloting 3D+2, capital ship shields 3D, sensors 3D+1, starship gunnery 4D+1
Passengers: 75 (troops)
Cargo Capacity: 6,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Hull: 3D+2
Shields: 2D+2
Sensors:
Passive: 40/0D
Scan: 75/1D
Search: 170/3D
Focus: 4/4D
Weapons:
12 Turbolaser Batteries
Fire Arc: 6 front, 3 left, 3 right
Crew: 1 (2), 2 (8), 4 (2)
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 4D
12 Laser Cannons
Fire Arc: 6 front, 2 left, 2 right, 2 back
Crew: 1 (8), 2 (4)
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 2D+2
2 Tractor Beam Projectors
Fire Arc: Front
Crew: 12
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D
Bespin hosts a small but hearty band of independent gas prospectors who ply the skies in search of tibanna gas strikes they can exploit before corporate collectors can arrive.
Gas Prospector's Airbarge
Craft: Home-built Airbarge
Type: Airbarge
Scale: Speeder
Length: 15-30 meters
Skill: Airship piloting
Crew: Varies, often 1 to 5
Crew Skill: Varies dramatically
Passengers: Varies, often 1 to 5
Cargo Capacity: 10 kilograms
Cover: 1/4-Full (Varies)
Altitude Range: Ground level-100 kilometers
Cost: Not available for sale
Move: 105; 300 kmh
Body Strength: 1D
The designers of the Mountain Terrain Armored Transport (MT-AT) "Spider" walker were ordered by Caridan Ambassador Furgan to produce the definitive replacement for the fast-aging All Terrain Armored Transport Walker. The elegant and deadly looking walker is all smooth lines and glossy armor. It seats a driver and gunner.
MT-AT Spider Walker
Craft: Carida Engines MT-AT Spider Walker
Type: Spider walker
Scale: Walker
Length: 15.6 meters
Skill: Walker operation: MT-AT
Crew: 1, gunners: 2
Crew Skill: Vehicle blasters 4D+2, walker operation 5D
Cargo Capacity: 300 kilograms
Cover: Full
Cost: Not available for sale
Maneuverability: 2D
Move: 45; 130 kmh
Body Strength: 3D+1
Weapons:
8 Twin Blaster Cannons (mounted on each leg joint)
Fire Arc: Turret
Crew: 1 (operated by gunner)
Skill: Vehicle blasters
Scale: Speeder
Fire Control: 1D
Range: 50-200/1/2 km
Damage: 4D
2 Laser Cannons (fire-linked)
Fire Arc: Front
Crew: 1 (pilot)
Skill: Vehicle blasters
Fire Control: 1D
Range: 50-300/500/1 km
Damage: 3D
The Aratech JX-09 is a long craft designed around the chassis of a popular speeder truck, built to securely transport large numbers of prisoners from place to place.
JX-09 Prisoner Transport
Craft: Aratech JX-09 Secured Prisoner Transport Vehicle
Type: Repulsorlift prisoner transport
Scale: Speeder
Length: 14 meters
Skill: Repulsorlift operation: speeder truck
Crew: 1
Crew Skill: Varies, but typically repulsorlift operation 3D
Passengers: 4 (guards), 20 (prisoners)
Cargo Capacity: 40 kilograms
Cover: Full
Altitude Range: Ground level-2.5 meters
Cost: 6,000 (new), 2400 (used)
Maneuverability: 1D
Move: 30; 90 kmh
Body Strength: 3D
The compact utility submarine is a fine example of Mon Calamari workmanship. Utility subs are used for a wide variety of jobs in a society which spends a lot of time underwater.
Mon Calamari Utility Sub
Craft: Urukabb Utility Submarine Vehicle with optional geological fittings
Type: Compact submarine
Scale: Speeder
Length: 12 meters
Skill: Repulsorlift operation: submarine
Crew: 1
Crew Skill: Varies dramatically
Passengers: 3
Cargo Capacity: 30 kilograms
Cover: Full
Cost: 34,000 (new), 10,000 (used)
Maneuverability: 1D
Move: 70; 200 kmh
Body Strength: 1D (deep-sea models: 3D)
Sensors:
Passive: 5/0D
Scan: 10/1D
Search: 15/2D
Focus: 2/3D
Weapons:
Cutting Laser (mounted on robotic arm)
Fire Arc: Turret (robotic arm)
Scale: Character
Skill: Vehicle blaster
Fire Control: 3
Range: 1 meter
Damage: 2D
The Force detector is a machine capable of reading and analyzing the auras of people suspected of having Jedi talent. The Emperor's hunter teams used them to seek out Jedi who were hiding during his great purge.
Luke resolves to use them for good — to seek out potential Jedi students and so restore the Jedi Order to the galaxy.
Force Detector
Model: Government Issue Force Detector Unit
Type: Imperial Force Detector
Cost: Not available for sale
Availability: 4, X
Game Notes: Use of the Force detector will tell a trained operator whether a subject is Force-sensitive, and whether he or she has any Dark Side Points (but not how many).
Mon Calamari, who frequently remain underwater for extended periods of time, have long made use of a synthetically produced method of breathing underwater. Rather than using mechanical devices, a gelatinous, symbiotic "blob" is employed. When placed over a diver's breathing apertures, the blob serves as an organic gill of sorts, filtering oxygen from the sea.
Organic Gill
Model: Mon Calamari Organic Gill
Type: Synthetic organic gill
Cost: 200 credits
Availability: 3
Game Notes: While wearing an organic gill, a diver may breathe in underwater environments.
Stun cuffs are standard wrist binders which are powered to send paralyzing jolts of electricity directly into the nervous system of the bound prisoner, proportional in strength to the amount of struggle the prisoner exerts.
Stun Cuffs
Model: BlasTech AR-101 Stun Cuffs
Type: Stun binders
Cost: 100
Availability: 2, F
Game Notes: The stun cuffs are passive if the cuffed character does not struggle. If the character does struggle, the cuffs do stun damage equal to the character's Strength.
Imperial City has an incalculable number of droids going about menial tasks at every level of society. The ubiquitous Imperial City maintenance droid is perhaps one of the most commonly seen at lower (but still respectable) levels of the city. It is commonly known as the Eyesee-em.
Imperial City Maintenance Droid
Type: Cybot Galactica IC-M General Utility Droid
DEXTERITY 1D
KNOWLEDGE 1D
MECHANICAL 2D
PERCEPTION 2D
STRENGTH 3D
Lifting 5D
TECHNICAL 4D
Computer programming/repair 5D, general repair 8D+1, machinery repair: 5D
Equipped With:
- Photoreceptor/audio receiver (human range)
- Seven manipulator arms (with interchangeable attachments)
- One pair of heavy caterpillar treads
- Rear storage bay
Move: 7
Size: 1.5 meters tall
Cost: 500 credits (used)
Equipment: Various cleaning and repair tools
The Imperial prison medical droid is very similar in appearance to more standard civilian versions, except for the unit's coloration — these models are painted an unappetizing shade of green.
Imperial Prison Medical Droid
Type: Industrial Automaton 2-ZH Surgical Droid
DEXTERITY 1D
KNOWLEDGE 2D
Alien species 3D+1
MECHANICAL 2D
(A) Injury/ailment diagnosis 4D+2
PERCEPTION 3D
STRENGTH 1D
TECHNICAL 3D
First aid 6D, (A) medicine 7D
Equipped With:
- Computer interface tether (range of 5 meters, adds +2D to all medical skills)
- Medical diagnostic computer
- Analytical computer
- Surgical attachments
- Hypodermic injectors (4D stun damage)
- Medicine dispensers
Move: 4
Size: 1.5 meters tall
Cost: 3,000 (used)
The TDL nanny droid is an enhanced protocol droid model programmed to perform a majority of the functions required to care for a young child.
The TDL is a silvery droid with smooth rounded corners, to prevent injury to the child. Nanny droids have four fully functional arms, each one sheathed in warm synthetic flesh. The torso is also covered in synthetic flesh, to better comfort a small child yearning for human contact.
TDL Nanny Droid
Type: XL-Lioness TDL Nanny Droid
DEXTERITY 4D
Blaster: arm blaster 7D, dodge 5D+1
KNOWLEDGE 3D
Cultures 6D, languages 5D, scholar: child care 9D
MECHANICAL 1D
PERCEPTION 2D
Hide 3D+1, search 3D, sneak 4D
STRENGTH 1D
TECHNICAL 1D
First aid 5D, security 4D
Equipped With:
- Humanoid body (four arms, two legs, head)
- Armor plating (+2D against physical and energy attacks)
- Two heavy blasters (4D+2 damage, 0-3/10/20), concealed in lower set of arms.
- Two visual and two audial sensors — human range
- Vocabulator speech/sound system
- AA-1 VerboBrain
- TranLang III Communications module with over seven million languages
Move: 10
Size: 1.9 meters tall
Cost: 9,000 (new)
The Foreign Intruder Defense Organism (FIDO) is a semi-organic droid designed to protect the entrance to a bunker or geographical location. A brainstorm of Admiral Ackbar's, the FIDO unit is patterned after the Calamarian krakana, a dreaded sea monster of his homeworld.
The FIDO unit consists of a large central torso pod (which is designed to be buried in the target area), and dozens of long extendible tentacles which can lash out at targets over 100 meters away.
FIDO
Type: Foreign Intruder Defense Organism
DEXTERITY 6D
Brawling parry 6D+2, dodge 7D
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 5D
Search 6D
STRENGTH 12D
Brawling 13D, lifting 15D
TECHNICAL 1D
Security 6D
Equipped With:
- 26 Extendible attack tentacles (100 meters long, STR+2D)
- Armored central pod (+4D against physical and energy attacks)
- Long-range sensor (+1D to search for objects between 200 meters and five kilometers away)
- Movement sensor (+2D to search for moving objects up to 100 meters away)
Move: Stationary (tentacles: 15)
Size: 8 meters long (central pod)
Cost: Not available for sale
* All stats apply to the tentacles and their sensors — the central pod of the FIDO unit is stationary.