Star Wars: Crusaders I - Empire's Ashes

Author: Paul Anthony Shortt

Dieser erste Teil einer wirklich epischen Star Wars Kampagne spielt kurz nach der Zerstörung des zweiten Todessterns bei Endor. Dem Autor dieses Abenteuers, Paul Shortt, ist ein erstklassiges Abenteuer gelungen, dass ursprünglich auf bestimmte Charaktere zugeschnitten war. Als ich das Abenteuer leitete habe ich es leicht modifiziert und es an meine Gruppe angepasst. Das sollte für euch auch kein Problem sein. Andernfalls spielt es einfach mit den ursprünglich vorgesehenen Charakteren, sie sind nämlich in diesem Abenteuer mit beschrieben. Ich ahbe das Abenteuer so gelassen, wie es im Original von Paul Shortt geschrieben wurde, daher ist es auch auf englisch. Wenn ich mal viel Zeit habe, werde ich es ins Deutsche übersetzen, aber so lange dies nicht der Fall ist, müsst ihr euch mit der englischen Version zufrieden geben.
Eine Besonderheit an diesem Abenteuer ist, dass Paul Hinweise gegeben hat, welche Musikstücke wann gespielt werden sollen. Dazu sollten aber neben den Soundtracks auch die PC-Spiele Jedi Knight und Mysteries of the Sith vorliegen.

Neben der "normalen HTML-Seite hier gibt es auch noch eine "druckerfreundliche" Version des Abenteuers, als Zip-File gepackt. Sie kann von hier heruntergeladen werden.

 

Anmerkungen

This is an adventure set shortly after the destruction of the second Death Star at Endor. I have included a cast of characters, including six player characters, however you are of course free to remove or change them as you see fit. Hopefully you will be able to fit this adventure into an ongoing campaign, or perhaps use it to start a new one. It will be the first in what I hope will become a trilogy of adventures. Of course, any future installations will depend on the reaction this adventure receives.

I love Star Wars with a passion, as any of my friends will tell you. It is my hope that this adventure recaptures some, if not all, of the thrill of the movies. I have added some notes to the adventure details, including roleplaying advice and other tips. One of the most important of these, and most frequent, is my recommendation that you use music from the films during the game. I have found that all of my games are enhanced by background music. It adds atmosphere, and if the players pick a favourite tune to be their theme, whatever it may be, playing it at a dramatic moment can let them realise that they are about to start kicking some ass. The movie soundtracks aren't the only place to find the music, many themes can be found on movie compilations, and, as I'm sure many of you know, the Star Wars computer games from Lucasarts often have playable tracks on the CDs.

Enough time wasting, there's a galaxy to save.


Plot Summary

It is seven months since the Battle of Endor, and the Alliance, by now re-named the New Republic, is growing strong. Coruscant is still in the hands of the crumbling Empire, but support for the New Republic is stronger than ever. However, the monarchy-ruled world of Gantu has mistakenly announced its allegiance with the New Republic too soon. Located within the Colonies region of space, Gantu is close to the core of the Empire, and the self-proclaimed Warlord, Azarek Yurl, has taken it upon himself to subjugate the Gantuans for their treachery.

Caught in the middle of this turmoil are six individuals. Sala Migan, a young Corellian girl with no family to speak of, Trak Olson, a smuggler and petty thief on the wrong side of everyone's blaster, Camin Rhode, a former member of the Imperial Senate and long-serving member of the Rebellion, Lynib Hub, a Sullustan with a few too many reports of insubordination on her record, Calo, an orphan boy haunted by confusing and frightening dreams, and Ay'let Tr'wenna, a Twi'lek slave girl searching for a place to belong.

Notes:
·Both Calo and Ay'let are Force-Sensitive. However, neither of them know this at the start. Their abilities, and their role in the continuing conflict between the New Republic and the Empire, will be revealed as the adventure unfolds.
·Although it may seem that certain characters, such as Trak, Sala, and Lynib, have relatively small roles to play, each is important to the plot, as they either have skills which will be essential later, or will have an important role to play later as long as they are roleplayed well.


The Adventure beginns

Play "Main Title" from Star Wars and read aloud:

Star Wars
Crusaders Episode I:

Empire's Ashes

It is seven months since the death of the Emperor and the destruction of the Death Star at Endor. With no one to control the vast Galactic Empire, the Galaxy has been plunged into turmoil. Imperial factions have risen up with countless individuals claiming Palpatine's throne.

As the New Republic gains more and more strength, more worlds are allying themselves with the liberators of the Galaxy. Among these is the monarchy world of Gantu. However, Gantu, located in the Colonies Region, is close to the heart of the Empire, and Warlord Azarek Yurl, leader of a powerful Imperial faction, has taken it upon himself to subjugate the Gantuans for their disloyalty.

As Warlord Yurl's assault fleet makes its way to Gantu, and the New Republic prepares to defend its new allies, six individuals journey to Gantu, each with their own purpose, and will soon meet with their destinies…

Stop music

Act One, Scene One

Trak Olson's ship, a modified YT-2400 called the Nomad, is travelling through hyperspace to Gantu. Allow the players time to get into character, and to go about their normal activities for a few minutes. Have the players state their characters' names, maybe having them use name cards, and get them to describe their characters. Give Handout Calo One to Calo.

Don't wait too long before having the Nomad drop out of hyperspace. Five minutes should be an absolute maximum. When the Nomad reaches Gantu, play the "Imperial March" for a few seconds before describing what the characters see. The planet of Gantu is blockaded by a force of Star Destroyers and other support craft.

"As the stars slow to their normal speed, your eyes are assaulted by the sight of a massed fleet of Imperial ships forming a blockade around Gantu. There is a small Gantuan defence fleet desperately struggling against them."

Give out Handouts Camin One and Lynib One.

The players may make Sensors, Tactics, or Perception rolls to survey the scene.

Sensors:
1-5: the Imperial fleet consists of five Imperial-Class Mark II Star Destroyers, four Strike Cruisers, three Carrack Light Cruisers, and an Interdictor.
6-10: Azarek Yurl's flagship, the Ravager, is there.
10-15: the Imperial's have blocked all trading routes to the planet and disrupted all communication to and from the planet at a range of 5km >from the planet.
15-20: the names of the ships are:
ISDs: the Ravager, Yurl's flagship, the Desecration, the Slaughter, the Night Demon, and the Wyvern
Strike Cruisers: Battleaxe, Odion Mar, Kalldrak, Tyrant
Carrack Cruisers: Dark Hand, Savage, Hellhound
Interdictor: Claw

Tactics:
1-10: the Imperials have taken up a standard blockade designed to cut off trade routes and disrupt communications. The Gantuan fleet is doomed, it would be best for them to withdraw and surrender.
10-20: there is a weak point in the blockade, between the Ravager and the Slaughter. A small, fast ship just might be able to make it through with minimal damage and without being properly identified.

Perception:
1-20: there sure are a lot of ships out there.
20-30: as with the 1-5 Sensors result.

A standard patrol of three TIE Fighters flies towards the Nomad. Make it clear that the players had better get a move on if they don't want to be ID'ed. The Interdictor is preventing them from escaping, so the only place they can go is Gantu.

Play Track 2 MOTS on Repeat

Warlord Yurl will transmit the following message:
"Attention unidentified craft. This is Warlord Azarek Yurl. Fall in with the escort I am sending and follow them to a docking bay on my ship for inspection."

Make secret Tactics rolls for all characters. If any roll more than 10, tell the players that any attempt to fight now would be suicide, as Yurl would just send more fighters. The best thing they can do is follow the escort, keeping just out of scanning range, and making a break for the planet as soon as they are close enough.

It is an Easy Piloting roll to follow the escort outside of scanning range without arousing suspicions.

When they make a break for Gantu, inform them that they break through the communications disruption. Camin should contact King Tarlis now. Six TIE Fighters will go after the ship, and every round, the pilot must make a moderate Piloting roll to avoid tractor beams from the Ravager.

Play Track 7 MOTS on Repeat

Once all the TIEs have been destroyed, the Nomad will be able to land on Gantu.

Hopefully, Camin will have contacted King Tarlis. If not, Tarlis contacts the ship at this point. He hurriedly apologises for the situation in his usual dry manner, then transmits co-ordinates for a scan-shielded underground hangar.

If the characters manage to convince King Tarlis to withdraw or surrender his fleet, Yurl will let them live, and allow them to land their ships. The Gantuan navy consisted mainly of Bulk Cruisers (as seen in the Rebel Alliance Sourcebook), and X-Wings. If they surrender, two Nebulon-B Frigates and 24 fighters will remain. If the characters fail, or don't bother trying, none of the cruisers survive and only eight fighters make it back to the planet. It's up to you if they put across a good enough argument to King Tarlis, but a secret Willpower roll at Difficult level for him to resist giving up would be suitable.

Act One, Scene Two

Scene Two

Read aloud:
"The surface of Gantu is blanketed by vast expanses of lush forest and rolling grasslands. In the distance, you can see what appears to be a huge ancient volcano. The co-ordinates indicate that the base is deep inside the crater."

Sure enough, the hidden hangar is deep below the volcano. The Nomad must go down a vertical tunnel some two hundred metres before coming to a horizontal tunnel, which stretches for another three hundred metres. This brings them to a large hangar. The hangar is filled with pieces of old junk and the rusting carcasses of old starships. The characters will be met here by three of King Tarlis' advisors; Jolm Kuun, Fiella Nawn, and Rodan Barsk. Jolm will step forward, introducing himself as King Tarlis' Chief Advisor. He is a tall, powerful-looking man, the paragon of nobility, with thinning silvery hair neatly trimmed and long red robes with a blue and green sash wrapped around his torso and tied at his left shoulder and right hip. He has a tendency to scowl when he is in a bad mood, or when he is looking at all the bad points of a situation, which is most of the time. He will politely introduce Fiella, a striking woman in her forties who has only lost a small degree of smoothness of skin to the ravages of time. She is dressed like Jolm, except her sash is gold and orange, and she has long auburn hair wound up in an intricate bun with a ponytail from the top of it draped over her shoulder. Rodan is a dark-haired man, his hair again neatly trimmed and combed back to reveal a dramatic widow's peak. He has a short, flat face and could probably stand to lose a pound or two. His indulgence in food can be seen only in his slightly pudgy cheeks. His robes are like those of Jolm and Fiella, but his sash is coloured purple with streaks of silver.

Anyone making a Moderate Cultures roll will recognise that the sashes represent their place in the government. Jolm is the Master of Defence, Fiella is the Mistress of Health and Welfare, and Rodan is the Master of Finances. Rodan will often look closely at Calo and Ay'let. He is sensing their Force awareness, but of course they won't know this.

Jolm will tell the characters that he is sorry for King Tarlis' absence, but he is speaking to 'That vile Imperial dictator' at the moment. Jolm would rather leave Tarlis alone to speak with Yurl, but will be easily swayed by the players if they press him.

The characters will be taken to the throne room. Here, King Tarlis, dressed in blue robes with two gold sashes wrapped around his torso, with short red hair and a small goatee on his chin, is speaking to a holographic image of Warlord Yurl. Yurl is a man in his late forties, wearing the grey-green uniform of the Imperial Navy. His rank insignia marks him as an admiral to anyone making an Easy Cultures roll.

The Conversation:
Yurl: "Once again, Your Highness, I urge you not to resist me. I have calculated that your losses in the engagement were a mere five percent of what I lost. Your people fought bravely and died well, do not let their sacrifice be in vain. Let it show you that the Gantuans cannot now, or ever stand against the might of the Empire. The Rebels have not come running to your aid, and are not likely to once they hear of the size of my blockade. I offer you one last chance, open negotiations with me regarding the subjugation and punishment of your world and its people, or I will be forced to reduce the entire surface of the planet to molten slag, leaving your palace for last so that you may watch as your people die. What is your decision, King Tarlis?"
Tarlis: "I WILL NOT surrender! We are not insects whose bite you can scratch then crush under the heel of your boot!"
Yurl: "Please, Your Highness, let us not get emotional. This is war, it is nothing personal, but defy me again and your people will die."
Tarlis: "What is it you want?"
Yurl: "I want to negotiate the terms of your surrender, so that I may judge the size of the garrison and fleet to be left here once I leave."
Tarlis: "You can't possibly believe I'll let you enslave my people."
Yurl: "King Tarlis, slavery is a crime in the Empire. It is inhuman. Your planet was given very favourable concessions under Emperor Palpatine. I am sure that, given time and loyalty, you will be able to earn those privileges once again. You must realise that your people don't deserve to be wiped out for your insolence. Should you not try to make amends for the blood you spilled today?"
King Tarlis clenches his fists, and lets out a long, angry sigh.
Tarlis: "Alright. We'll negotiate."
Yurl: "I will arrive in my personal shuttle at nineteen hundred hours, your planet's time."
Yurl's image fades, and King Tarlis slumps into his throne, rubbing his temples.

At this point, if the players don't make themselves known to Tarlis, Jolm will announce them. Tarlis will walk over to them, being both glad to see them and feeling bitterly beaten.

"My friends, welcome. I feel that you may have arrived too late. There doesn't seem to be any way to save us."

Tarlis will speak to Camin as the leader of the group, calling him "Captain Rhode". Hopefully, the amount of military speak between Camin, Lynib, and Tarlis should urge the other players to find out what these two are really doing on Gantu.

Jolm will be watching repeating holos of the battle on the throne room's tactical holo grid, a circular device much like the one used for the briefing of the Battle of Endor. He will insist on using the time they have to formulate a plan to drive Yurl's forces from Gantu. Fiella will yield to whatever Tarlis says. Rodan will express his desire to hear what the characters have to say.

Give out Handouts Camin Two and Lynib Two.

King Tarlis has the following information regarding how the attack happened, but the characters must ask the right questions:
·The attack happened at 1300 hours local time.
·Somehow, the Imperials managed to disable the planet's surface defences from orbit.
·The informant said nothing about an early attack, or a larger fleet.

Tarlis is convinced that the informant was lying, and that there is a traitor among his court, no one else would have access to the codes for the planet's defences. He will say this aside from his main advisors, he does not trust even them. Camin and Lynib are the only ones he trusts.

Since there is still three hours until Yurl arrives, Tarlis asks to speak with Camin and Lynib alone. He offers the others the chance to make themselves at home in the palace, the servants will tend to their needs.

This could be a good chance for some light relief for the other characters, and a chance for them to come to terms with recent events. Rodan will, of course, take a strong interest in Calo and Ay'let. He will ask them to come and speak with him for a while. He will ask questions about where they are from, and what brings them to Gantu. He will move on to the subject of the Imperial blockade, asking what they think of the Empire. He will maintain the façade that he detests the Empire. If either character lets on that they are afraid (which they bloody well should be!), he will rest a strong hand on their shoulder and tell them that there are things that no army can destroy, powers within the heart that can resist any torture, and defeat any enemy. This is how they will free Gantu.

Fiella will spend time with the other characters. She dislikes violence, and would prefer if the matter could be solved through diplomacy. Unfortunately, she understands, this is not always possible. She will behave and speak with the utmost respect and admiration for Tarlis.

Jolm will insist on joining Tarlis and the other two. His plan is to capture Yurl when he lands on Gantu and hold him prisoner. It should be obvious to the players that this would be a foolish and useless gesture. Allow Camin and Lynib to make Tactics rolls to help them if they can't think of anything that might help them out of this situation. For the record, the Nomad was not identified, and its path was not tracked by any Imperial ships. Tarlis is aware of this.

Act One, Scene Three

After giving the characters some time to roleplay among themselves and some of the other NPCs (this is the perfect point to introduce some minor characters or some of your own NPCs), skip to the arrival of Yurl.

Play Track 4 on Star Wars D2.

"As the Gantuan sun sets, casting an ominous red glow across the sky, a tiny white speck appears from the clouds. As it draws closer, its shape can be discerned. The inverted Y-shape of an Imperial Lambda-Class shuttle flies down through the sky and sets itself gently down on the circular landing platform. Air hisses out from the pneumatic struts which lower the boarding ramp. A crisp, military step is heard ringing out on the metal floor and moments later, escorted by six Stormtroopers, Warlord Azarek Yurl steps down the ramp."

Play Yurl as a pompous, arrogant aristocrat. He is a soldier, but also a follower of the rules of war. As such, he will not make war a personal thing, and will behave quite properly, with the best etiquette. If any of the characters behave hostile towards him (and a few of them definitely should), he will act as if they are inferior to him, and rebuke them for their bad manners. He will stop and look at Camin, mention that something looks familiar about him, but then disregard it, saying it mustn't have been anyone important. Note: the players had better come up with good reasons as to why the characters are there, royal courts don't just let in every group of space-jockeys who wander by. Dressing themselves as nobility, posing as nobles/members of the court, are all good ideas. Of course, Rodan will later inform Yurl about everything (except what he has sensed in Calo and Ay'let), but the characters don't know this.

The following Gantuans are at the dinner:
·King Tarlis
·Fiella Nawn
·Rodan Barsk
·Jolm Kuun
·General Majred
·Captain Korias
·Lord Farrod

The dinner is a prefect scene for showing Yurl's character. Don't express any sympathy or remorse for your actions. That was war, and this is dinner. You can talk about war, but that's not why you're here now. Throw in nonchalant comments about the mistakes the Gantuan starship commanders made, and definitely make racist and sexist remarks about the female and alien characters present. War is a man's business, as is politics, and aliens are just too stupid to understand such complicated matters in such superior ways as humans. Even if they tried, they'd get it all wrong. That's why the Imperial military is dominated by humans. If anyone mentions how Ackbar led the attack on the second Death Star, just snort and say that the Emperor allowed the rebel fleet to arrive so that he could trap them. After all, it was a human who fired the shot that destroyed the Death Star, a human who defeated Vader, and a human (Vader) who eventually killed the Emperor. You are right about everything, plain and simple.

 
 
Act One, Scene Four

Hopefully, there may have been some animosity shown by the players, and maybe a small, brief confrontation arose. Play through it, but don't let it escalate into violence. Yurl would rather keep violence in proper battle, where it belongs, not in a common brawl. The Stormtroopers should be enough to dissuade the players from trying anything foolish.

Let the characters go to bed and cut to the morning. There is great commotion around the palace. General Majred has been found dead in his quarters.

Play Track 4 JK D1 on repeat

The Crime Scene:
General Majred's body is lying sprawled across the floor. His computer terminal is smashed and the room is in a state of utter disarray. The stench of blood permeates the artificially heated air.

Perception/Investigation Roll:
Very Easy: There are obvious signs of struggle, but the door was not forced.
Easy: Majred was killed by a deep wound across his stomach, pieces of intestines still lie on the floor.
Moderate: There is no evidence of blaster fire, such as burn marks on the walls, and Majred was holding no weapon.
Difficult: The weapon used must have been quite large, like a vibro-blade, a common weapon among the nobility of Gantu. Majred's room holds an impressive assortment of various weapons, none of which are out of place, why didn't he use one to defend himself?
Very-Difficult: Majred must have been surprised, or else he would have been holding a weapon. The room must have been tossed around by the murderer.
Heroic: The way the room has been messed up suggests that the killer was searching for something.

If any player rolls a Difficult or higher, tell him/her that the datadisk port for the computer terminal is open. The player should get the idea to have the hard drive retrieved and searched for clues.

Majred was attempting to break through the communications disruption and contact the New Republic. Rodan found out and went to his quarters where he killed him with his lightsaber.

Act One, Scene Five

While the players try to work out what's going on, a strange woman arrives at the palace. Somehow, she has simply walked past the guards and is on her way to meet the characters. She is Reya Vec, a Jedi Master who has been hiding >from the Empire on Gantu. She has sensed Calo and Ay'let through the Force. She knows that there is a Dark presence on Gantu, but has yet to find it. Rodan knows that a Jedi is on Gantu, but Reya is highly-skilled at suppressing her presence.

Reya will approach Calo and Ay'let, but before she can speak to them, one of the Royal Guards tries to usher her away. She calmly stands her ground.

"I must be allowed to speak to these two, it is most important."

The guard will repeat these words to his comrades, and let her past. She wishes to speak to Calo and Ay'let, alone if possible. Sensing the emotional bond between Ay'let and Sala, and Calo's feelings for Sala, she will allow her to be present as well.

Give out handouts Calo Two and Ay'let One

Reya will carry on a friendly conversation with the characters, asking them where they're from, etc. The questions should be very similar to those asked by Barsk. She will then ask them what they are going to do about the Imperial fleet above Gantu. She will say that they should expect to be a major part of the liberation of the planet. If asked why, she will explain to Ay'let and Calo, in a very subtle and drawn-out way, that she has sensed their presence in the Force, that they are both very strong in it. Reya will offer to train them in the ways of the Jedi. She will give them the rest of the morning to consider her offer.

While this is going on, Camin and the others should either be trying to solve the murder, or formulate a plan to get the Imperials off Gantu. There has been no sign of any Imperial ships leaving orbit. They need to break down the Imperial fleet enough so that the New Republic relief force will stand a chance. Either that or they need to break through the communications disruption and contact the New Repubic. The only weapons of any reasonable worth the Gantuans have left are the planetary defences. However, these have been code-locked by Yurl and would have to be sliced through in order to re-activate. Doing this would be noticed, and they would have a battle on their hands, not to mention a couple of hundred TIEs trying to destroy the batteries. On a Moderate Starship Repair roll, let any one of the characters know that the old starship parts in the underground hangar could be salvaged to bolster the planet's fighter contingent. Now is when they should start to make plans for an attack.

Play Track 8 from Star Wars D1 on repeat.

Ay'let and Calo's training will begin that day in the courtyard. The courtyard is surrounded on all sides by arches on three levels. People can walk on all of these levels, but Reya has locked them off for privacy. She has used her powers to get around guards, either that or King Tarlis is so willing to have as much help as possible that he will grant whatever the old Jedi wishes. Roleplay the training, rolling a single die for Ay'let and Calo's attempts to use the Force. Allow them to train in the use of half the powers that are on their Force handouts.

Act One, Scene Six

That night, as dusk settles, Reya will suddenly look up at the rooftop of the palace. She, Calo, and Ay'let are still training in the courtyard. She will warn her two apprentices that something is wrong. She tells them to stay close to her as she walks into the palace.

Play Track 8 on Jedi Knight D1

She will lead them to Lord Farrod's chambers. The door is open, and inside can be seen Farrod's overweight corpse lying on the bed. His head is facing the wrong way around on his body. A dark shape moves swiftly from the shadows, striking Reya across the face, sending her to the ground. It speeds away down the corridor. If none of the players give chase, then Farrod's death scream was heard by the guards and the alarm was raised. The dark figure is wearing black armour and a long black cloak. Its face is covered by a smooth glass-like mask. This is actually Barsk, having killed Farrod. He has decided that the rest of the royal court are too much of a risk, and is now setting out to kill them all. Currently he is running towards Fiella Nawn's room. If the characters have not given chase, she will be killed, her spine somehow shoved up into her brain. If they do chase Barsk, they arrive at Fiella's room by chance, and see the dark figure cutting the door apart with a red-bladed lightsaber. Run this as a fight scene, but the dark figure will concentrate on Fiella until Reya appears. At this point, he will flee. Fiella will be badly injured, but alive, Tarlis will run to her side and embrace her. For safety reasons, Reya will recommend that tomorrow's training be done at her home in the hills.

Barsk will be found nursing what appears to be a bloody arm injury, lying against the wall of a corridor. No-one will know where Jolm is. Hopefully, the players might just suspect Jolm of being the dark figure. Barsk snuck into Jolm's chambers and drugged him to keep him asleep, hoping to place suspicion on him.

Act One, Scene Seven

This is the last day before the NR fleet arrives. On this day at least one of the characters should be leading a team of techs in rebuilding the old starfighters in the hangar. (A-Team moment!) Camin should be the one co-ordinating the ground attack/defence of the palace which will likely be necessary.

Tech Team Leader Command roll:
Target number is 20, these techs don't know the character, but want their planet back. If the roll is successful, then make a combined roll of Starfighter Repair at 7D. If the result is 25 or higher, then the team has successfully re-built 13 starfighters of various types. (This may seem like a lot, but remember how many TIEs those Imperials have!)

Allow Camin to make a Tactics roll. If he passes a Difficult test, he will be able to determine how best to defend the war-room while a slicer re-activates the defences.

With a total of 37 or 21 fighters (depending on whether or not they persuaded King Tarlis to surrender at the start) and two Nebulon-B Frigates, the Gantuan Shield and the Last Hope, the planetary defences must be protected from aerial assault. This is not much considering the amount of TIEs Yurl has, and the fact that Nebulons can be taken down with enough concussion missles. The Gantuans lost all of their best pilots in the previous battle, leaving Lynib as the single most capable pilot currently available. Captain Korias will command the Last Hope, and King Tarlis himself will command the Gantuan Shield. Obviously, the smart thing to do is for Camin to put Lynib in command of the fighter squadrons.

Starfighter:
Firestars: X-Wing: 12
Battlehawks: X-Wing: 12
Junkbirds: Various re-built fighters: 13

Jolm, despite any distrust on the part of the players, will insist on fighting with the ground troops.

As for Calo and Ay'let, they travel by speeder bike out to Reya's home in the hills. Now allow them to practice the other half of their powers. Once you are satisfied with the roleplaying, give them handouts Calo Force and Ay'let Force. Now they are also presented with their first lightsabers. Ay'let is given a green-bladed one, and Calo is given a blue-bladed one.

Play Track 8 from Star Wars D1

Reya will tell them that they must go and help the others free the planet. She will warn them not to be side-tracked by personal vendettas, or to be controlled by emotions. She will warn them of the Dark Side, it is easier, but leads only to destruction.

Once Reya has finished explaining to them about the Dark Side and their role as future Jedi, change the music.

Play Track 10 JK D2 on repeat

"Reya hesitates, then turns around as if looking for something. "Run." She says, as she reaches for her lightsaber. You can hear a distant whine, which soon grows louder. A sleek, black speeder bike ridden by a black-clothed figure wearing a cloak screams across the hill and the rider leaps off, landing mere metres away. Tall and dark, with a soulless smooth black mask covering his hooded face, he is easily recognisable as the Dark Jedi you encountered before"

The Dark Jedi ignites his lightsaber and faces Reya.

He will beat her back, but she will not make a proper attempt to fight. After a few rounds, during which Ay'let and Calo may intervene, she will look at them, say "Trust in the Force, let it guide you. Run!" and allow the Dark Jedi to kill her. Her body simply vanishes as the lightsaber slices through her clothes. The only way to get away is by the speeder bikes they came on, which are unarmed. Unfortunately, the black one IS armed. The Dark Jedi will give chase.

Ay'let and Calo have a number of options, try to go as high as possible in the hope that their opponent won't be able to follow, which is not a good plan; try to use their lightsabers in a kind of jousting match, dramatic and cool but probably suicidal; or fly down through the forest in an attempt to lose him.

Flying through the forest is a Difficult task, as it is quite thickly wooded, and the characters must make the appropriate rolls to avoid crashing. Use the standard tables in the Rulebook to determine effects of a failed roll. Make the rolls for the Dark Jedi as well, as this is probably the only way they'll lose him. Calo and Ay'let can try manoeuvres to trick him, for which you should use opposed Repulsorlift Operations rolls. If the pair of them trick the Dark Jedi three times in succession, they lose him, if they fail three times in a row, he gets close enough to use his lightsaber.

Once they have lost the Dark Jedi or knocked him from his speeder, Calo and Ay'let can return to the palace.

Act One, Scene Eight

This is it. The day of the battle. It is of course up to Camin which of the fighter groups Lynib flies with, but don't force the issue. If they don't ask you about it, ask them which flight group she's with.

The battle plan is as follows:
·Camin, Trak, and Jolm will take charge of the defence of the war room. The room is quite an open plan, with a large circular battle computer system in the centre; it is like a far larger version of the briefing room from Return of the Jedi. There is one way in, through large double doors. This leads into a 5-meter corridor, which opens out into the war room. There are a number of other computer terminals lining the circular walls and dotted in a circular pattern around the room. The central holo-grid will display an image of Gantu and the Imperial fleet for most of the battle.
·If Camin succeeded in his Tactics role before, tell him that the Gantuans should take up positions behind the terminals. It is his job to slice through the computer system and re-activate the defence network. Should anything happen to him, it will be up to Trak to finish the job. There should be a dozen troops in the room, not including himself, Trak, and Jolm. Another twelve should guard the entrance corridor outside the room, while all remaining troops should take up defensive positions around the palace's entrances and rooms. If he did not succeed, the player must work out the plan alone.
·The starfighters will lead the aerial defence. The two Nebulon-B Frigates are two remain relatively stationary once they reach the city, and use their repulsors to maintain themselves in the air.
·Ay'let, Calo, and Sala have no major role given to them for the battle. They can, if they want, help with the ground defence, but none of them are considered to be combat-types.

Act One, Scene Nine

The attack begins in the morning. Camin should start working on the computer system. This will set off a security alarm on board Yurl's flagship. Cut to his bridge:

"Meanwhile, on board Warlord Yurl's flagship, the Ravager, a sudden alarm klaxon blares. Yurls looks up and barks an order at one of his officers. He replies shakily: "Sir, it appears as though someone is trying to re-activate the Gantuan defence systems." Yurl stands and immediately orders TIE fighters to be dispatched to destroy the defences, and for dropships to deliver ground troops, himself included. (By now, Barsk has told Yurl who Camin is, he is eager to finish unsettled work)

The battle begins:

"The fighters scream along the underground hangar and rear up into the vertical shaft. With Lynib in the lead, they soar high into the morning sky and race towards the city. The Gantuan troops in the war room tense in their positions. The TIEs poor from the belly of one of the Star Destroyers."

In the war room, a secret doorway in the wall slides open and the dark figure steps out. He runs past the troops, slicing down three with his lightsaber before he grabs Sala and runs back through his doorway, which closes over.
Give out handouts Calo Three and Ay'let Two.

After the Dark Jedi escapes with Sala, the battle begins in earnest. As per the guidelines given for running battles in the Star Wars Rulebook, the battle occurs in a series of Scenes followed by Encounters in which the characters may influence the course of the battle.

Play Track 2 Phantom Menace

Act Two, Scene One

"The Firestars, the Battlehawks, and the Junkbirds form up in defensive positions around the anti-orbital turbolaser cannons located in the capital city. The TIEs scream down from the amber clouds of the morning and let loose a hail of green laser fire. You are already almost totally out-gunned, but the fighters manage to maintain their hold on the area as the two Nebulons open fire on the enemy fighters. In the midst of the exchange of fire, Imperial dropships land, surrounding the palace, and a Legion of Stormtroopers spill out."

Encounter One:
This one is for Lynib, three TIE Fighters lock onto her flight group and attack. One of the Gantuan fighters is taken down and hurtles towards the ground. Lynib has six combat rounds to eliminate at least two of the TIEs before they wipe out another two fighters, leaving her vulnerable to attack.

Encounter Two:
Camin accesses the main computer, he has to slice through the encryption put in place by Yurl's slicers. The difficulty number for the task is 25, and although he gets to roll now, it will take him some time to slice through all of the encoding, so don't tell the player the target number or how well he did.

Act Two, Scene Two

"The TIEs continue their assault, trying to wear down the defences. A flight group of six TIE Bombers manage to break through your defence lines and are making a run on the primary turbolaser cannon. The Stormtroopers are setting charges to break through the palace's blast doors. Calo and Ay'let run after the Dark Jedi, and eventually catch up with him in the Royal Hangar. Sitting here is a large, sleek, all black starship. It has a set of inward-curving wings at the end, similar to the shape of a TIE Bomber's or a TIE Interceptor's front view. The body tapers to a point towards the front. The Dark Jedi literally flings Sala away and she hits her head off the side of the black starship."

Encounter One:
Lynib is the only pilot close enough to get to the Bombers in time. The primary cannon will be destroyed if all six fire their warheads. If she managed to save her two remaining wingmen, then they will take out two of the Bombers, leaving her with only four. If she hasn't taken them out in four rounds, the remaining ones fire. Now she must try to shoot the concussion missiles. The difficulty number is 20, and one shot will take care of them all. After that, she still has to destroy the remaining TIEs, but her two wingmen will take out one each if they are still with her.

Encounter Two:
The Stormtroopers' charges go off, blasting the way clear for them to invade the palace. They make their way immediately to the war room and attack. Trak must kill four Stormtroopers in five rounds or they will make significant progress in getting into the war room.

Encounter Three:
The Dark Jedi ignites his lightsaber, Calo and Ay'let must fight him. Allow the fight to go on for about four to six rounds, but try to make sure neither of the characters really gets an advantage over Barsk. The Dark Jedi will primarily use his lightsaber, but will also use kicks and Telekinesis to force away anyone who gets too close.

Act Two, Scene Three
"More Imperial fighters cloud the skies. A large group of Bombers swarm the Last Hope and barrage it with warheads. They seem to be concentrating on the main repulsorlift generators. If those get destroyed, the frigate will come crashing down on top of a large portion of the city, killing hundreds of people."

Encounter One:
Of course, it's up to Lynib to stop the Bombers. Give her the usual four to six rounds to defend the Last Hope. If her wingmen are with her, they will take out one each as usual. If she takes out four fighters in the time you allow her, then other fighters from her squadron come to help her save the ship, if not, then she is by herself and ultimately fails, and the Last Hope falls. Captain Korias screams defiance at the Imperial ships as a concussion missile pierces the bridge viewport and a ball of flame erupts from it. The Last Hope smashes down onto the city, causing buildings to fall and fire to burst up from its rupturing hull and the structures which it is crushing.

Encounter Two:
Trak must again kill four Stormtroopers in five rounds or they will gain ground. If he failed before, the Stromtroopers now swarm the war room and must be fought tow-to-toe. Needless to say, Camin must stop his work on the computer. End the scene, either way, with the Stormtroopers breaking into the room, only Camin will be able to make a little more progress with the defence systems.

Encounter Three:
The face-off continues. At this point, the Dark Jedi will begin to talk. Use typical stuff such as "Dark-Side propaganda", and a false desire to end all of this suffering. Barsk will now reveal himself by removing the mask. Give out Handout Calo Four. This encounter should be largely conversation, but allow the characters to attack again if they wish, but cut the encounter after two rounds, leaving it unresolved.

Act Two, Scene Four

What happens here depends heavily on previous events. If the Last Hope is still in the sky, then the combined firepower of the two Nebulons and the fighters is holding a desperate but strong defence against the Imperial attack, and some of the drop-ships have even been destroyed before they could land. If the Last Hope was destroyed, then the defence force is being beaten down harshly. The Gantuan Shield is taking heavy fire, but all deflectors have been angled to defend the repulsors. Most of one of the two squadrons of which Lynib is not a member has been shot down, and Lynib's group has taken losses.

Encounter One:
Some TIE Bombers are attacking the Gantuan Shield. They are making strikes on the bridge. With its shields re-directed (which is done no matter what has happened so far), the bridge is vulnerable. Lynib (and her wingmen as usual) must take out at least five of the seven TIEs. There are three Fighters and four Bombers. The wingmen, if still alive, will take out one Fighter and one Bomber between them. If Lynib doesn't succeed (and you should hope she does!), King Tarlis, and everyone on the bridge of the ship, will be killed. If both the Nebulons are now destroyed, the remaining fighters stand little or no chance and will most likely be wiped out.

Encounter Two:
No matter what has happened up to now, the Stormtroopers secure the war room and Warlord Yurl, dressed in field uniform and helmet, enters. What happens is up to the players, but it is recommended that they fight back, as once the room is secure, most of the Stormtroopers will leave to seize other areas of the palace. In particular, Camin should go after Yurl, who will run to the Throne Room. Give out Handouts Trak One and Camin Three. Jolm will be killed here.

Encounter Three:
Now is when Barsk will try to seduce Calo to the Dark Side. He has sensed Calo's anger and will try to convince him that he can teach him how to be powerful, to prevent things like what happened to Reya from ever happening again. With his help, Calo could bring an end to the war, to the killing and the pain. He will also tell Calo that it is his destiny to rule the Galaxy, that he has watched him all his life, that Emperor Palpatine is his father. Give out Handout Calo Five. If Calo raises his lightsaber and attacks Ay'let, give him the Dark Side handout. During the fight, have Ay'let disarm Calo. Barsk will throw red lightsaber to Calo and the fight will continue.

Play Track 15 Phantom Menace

The battle from here is largely up to you. There are too many variables to truly be able to cover every possibility. Use your own initiative and imagination. Make it big, make it cinematic, that's what Star Wars is all about. Ideally, Trak should use a Force Point to slice through the computer systems and order the defence computer to fire on the Imperial ships (if Camin was able to work on it up until Yurl's entrance without the Stormtroopers first swarming the war room, it is much easier), Camin should shoot it out with Yurl, preferably not killing him, as he will be featured in the next adventure, Sala can try to help Ay'let, but Barsk will stop her, the duel between Ay'let and Calo should go on until one of them wins. Whoever loses, don't kill them, just have the other slice off their right arm. It would be best if Ay'let won, but don't force anything. Once the duel is over, Barsk will grab Calo and run to his Sith Interceptor (the big black ship in the hangar), and take off. Lynib may try to destroy the ship if she wants, and if the others tell her what has happened. If she does, Barsk will dodge her attacks and fire back, if she dies here, she dies. After the defences have been firing for a while, the New Republic fleet arrives and mops up the remaining Imperial forces, except for Barsk's ship.

Conclusion
After the players have caught their breath, cut to a scene with Barsk and Calo looking out a huge viewport into space. The lighting is dark and shadowy, both are dressed in black robes, with a savage-looking lightsaber clipped to Calo's belt.

Barsk: "You have done well, my apprentice."
Calo: "She took my arm. I lost."
Barsk: "You will improve. You have already replaced both your arm and your lightsaber. Now, under my guidance, you will learn the true power of the Force. Together, we will bring an end to this chaos, and bring order back to the Galaxy."
Calo: "Yes, my Master."

Now cut to the celebration scene. The surviving heroic characters march down a line of Gantuan soldiers and nobles, towards King Tarlis and/or Fiella Nawn (depending on whether or not Tarlis survived).

Play "The Throne Room/End Title" from Star Wars.

"You march down a set of steps after coming through a huge double door. You walk between two groups of Gantuan and New Republic military officers, nobles, and other noted individuals. Standing on a large podium in this huge hall are King Tarlis, the recently-revealed future Queen Fiella, Chief of State of the New Republic Mon Mothma, and the Jedi Luke Skywalker. You all march down the aisle, and are presented with medals for Bravery and Valour in the Name of Freedom. You then turn around, and the assembly gives a mighty cheer. As you survey the massed crowd before you, you see both Mon Mothma and Luke Skywalker looking at you. Both are smiling warmly, but something in their eyes lets you know that this war is not over, and your part in it is only just beginning…"

The End

Handouts

Trak One

That terminal is just sitting there. You can tell by the look on Camin's face that he wants to go after Yurl. You're no slicer expert, but you could give it a try, couldn't you? Maybe it would be nice to be a hero for a change. What will you do?


Lynib One

Blast it! King Tarlis had told NR Intelligence that Azarek?s fleet wasn?t due for another week! That was your window for creating a defensive plan as soon as the exact composition of the Imperial fleet was determined and contacting the New Republic Relief Force. They must have arrived early. The New Republic fleet is still three days away, the damage will have been done by then!


Lynib Two

That fleet you saw was far bigger than what you had expected. According to King Tarlis, his sources said there would only be two Mk. One ISDs, not five. There are more support craft than expected too. The New Republic relief force is expecting a much smaller enemy, and the help of a full-strength Gantuan fleet. You know you're good, but you're no Skywalker or Antilles!


Camin One

Blast it! King Tarlis had told NR Intelligence that Azarek?s fleet wasn?t due for another week! That was your window for creating a defensive plan as soon as the exact composition of the Imperial fleet was determined and contacting the New Republic Relief Force. They must have arrived early. The New Republic fleet is still three days away, the damage will have been done by then!


Camin Two

That fleet you saw was far bigger than what you had expected. According to King Tarlis, his sources said there would only be two Mk. One ISDs, not five. There are more support craft than expected too. The New Republic relief force is expecting a much smaller enemy, and the help of a full-strength Gantuan fleet. You're not Ackbar, you can't formulate a successful battle plan with those odds.


Camin Three

Yurl's heading to the Throne Room. No doubt his men are trying to secure it, they don't know that King Tarlis is on the Gantuan Shield. The defences still haven't been de-coded, but you've done most of the work. Still, if you go back to the computer, you'll lose Yurl for sure, and there's no telling when you'll get another chance to stop him, make him payBut you're meant to be a professional, you're not meant to get personal. It's war, not personal, right? What will you do?


Calo One

You had the dream again last night. It was the same as always. You were in a cold place, the walls seemed far away, but you could see through them, even though all they had behind them was blackness. It was so claustrophobic. A long corridor, or maybe a walkway, there were deep pits on either side of you. A dark-robed figure stepped towards you, slowly, steadily. You were terrified. It came right up to you, engulfing you in darkness. You woke up in a cold sweat.


Calo Two

When this old woman approaches you, you feel suddenly warm and calm. She radiates some kind of peaceful aura. It is like coming to sit by a crackling fire after being outside in the cold for hours. And yet, there is something more, beyond even that, something you cannot place


Calo Force

You now have the following Force Skills:
Control 1D+1, Sense 2D, Alter 1D+1
And the following powers:
CONTROL: Concentration, Enhance Attribute
SENSE: Life Detection
ALTER: Telekinesis
CONTROL & SENSE:Lightsaber Combat
You also have Lightsaber 4D


Calo Three

You can sense where the Dark Jedi is taking Salahe's going to the Royal Hangar.


Calo Four

A seething anger builds up inside of you. The thought that the man who tried to befriend you before, pretended to be on your side, is actually the one who killed Reya and those noblesyou try to focus on what you were taught, but anger clouds your mindwhat will you do?


Calo Five

It makes sense, doesn't it? Rodan Barsk could be the answer. ButPalpatineyour father?? The idea makes you sick to the stomach! What if people find out? What will happen to you then? You can't let anyone ever know! Or at leastyou must do somethingsomething to correct his mistakesThe sound of laser fire above is terrible. You want it to stop, you want it all to stop, why won't they stop killing each other? What can you do? Can you make the killing stop? You feel rage and fear building up deep inside your heart, it makes you feel strong, powerful. You feel everything, you can feel your strength growing with each heartbeat. Can it really be this easy? This easy just to reach for your lightsaber and stop all of this horror? Ay'let is watching you, you can feel her fear. She's afraid of you, she wants to stop you. She wants you kill you!


Calo Dark Side

You gain one Dark Side point, and +1D to all rolls as the Dark Side fills you with strength.


Ay'let One

When this old woman approaches you, you feel suddenly warm and calm. She radiates some kind of peaceful aura. It is like coming to sit by a crackling fire after being outside in the cold for hours.


Ay'let Force

You now have the following Force Skills:
Control 2D, Sense 1D+1, Alter 1D+1
And the following powers:
CONTROL: Concentration, Enhance Attribute, Accelerate Healing
SENSE: Life Detection
ALTER: Telekinesis
CONTROL & SENSE:Lightsaber Combat
You also have Lightsaber 4D


Ay'let Two

You can sense where the Dark Jedi is taking Salahe's going to the Royal Hangar.

NPCs

Name: Azarek Yurl
Sex: Male
From: Byblos
Species: Human

DEXTERITY 3D
Blaster 6D, Dodge 6D, Brawling Parry 5D

KNOWLEDGE 4D
Alien Species 6D+1, Cultures 6D, Intimidation 7D, Languages 6D+2, Planetary Systems 6D+2, Tactics: 5D+2

MECHANICAL 3D
Astrogation 5D, Repulsorlift Operation 5D, Space Transports 5D, Starship Gunnery 5D

PERCEPTION 4D
Command: 7D, Con 6D, Hide 5D+2, Investigation 5D+2, Persuasion 5D+1, Search 5D, Sneak 5D

STRENGTH 3D
Brawling 5D

TECHNICAL 3D
First Aid 5D

Move: 10
Character Points: 25
Force Points: 4
Dark Side Points: 4

Equipment: Imperial uniform, blaster pistol

Appearance: Tall, with thinning grey hair. Dresses impeccably in his uniform, always unfailingly tidy. Keeps himself clean-shaven and always slicks his hair back. His blaster pistol is perpetually hanging by his hip. His hawk-like nose and sharp eyebrows give him a predatory appearance.

Background: Yurl was born and raised on Byblos. Coming from a military family, he joined the Republic Navy as soon as he was old enough. When Palpatine's regime began, Yurl was at first sceptical, but Palpatine's laws gave far more power to the established military, and were wonderfully harsh towards the Jedi. What a foolish government to allow such an influential and powerful group of people to exist without even forcing them to become a part of the military!

Roleplaying: Yurl is a thorough professional, a military man with some level of honour in his respect for the rules of war. War is not personal to him, it is war, nothing more. He will slaughter thousands of helpless beings one day, and sit down to dinner with their leaders the next. He doesn't entirely trust Rodan, for who can truly trust a man who would betray his own people? But he is betraying them for a good cause, so that they can be taught the error of their ways and brought back into the safety of the Empire before they are destroyed by one of the pretender factions or corrupted by the Rebels. The Empire is all that matters, it is the right way, the only way.

Quote: "In the name of the Emperor, surrender or die. You have sixty seconds to decide. Do hurry, I have other business to attend to."

Name: Rodan Barsk
Sex: Male
From: Gantu
Species: Human

DEXTERITY 3D
Blaster 6D, Dodge 6+2D, Brawling Parry 6D, Lightsaber 7D

KNOWLEDGE 4D
Alien Species 6D+1, Cultures 6D, Intimidation 7D, Languages 6D+2, Planetary Systems 6D+2, Scholar: Jedi Lore 8D, Scholar: Sith Lore 8D, Tactics: 6D

MECHANICAL 3D
Astrogation 5D, Repulsorlift Operation 5D+2, Space Transports 6D, Starship Gunnery 5D+2

PERCEPTION 4D
Command: 6D, Con 6D, Hide 5D+2, Investigation 5D+2, Persuasion 5D+1, Search 5D, Sneak 5D

STRENGTH 3D
Brawling 5D+2

TECHNICAL 3D
First Aid 5D, Lightsaber Repair 6D

Force Skills: (NB: the following is merely a lost of all the powers that Barsk can or will use during the adventure. He knows many others, but either prefers not to use them or has lost the ability to use them due to his Dark Side nature)

CONTROL: 7D
SENSE: 9D
ALTER 6D+2

CONTROL:
Absorb/Dissipate Energy, Enhance Attribute, Rage

SENSE:
Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Sense Force Potential

ALTER:
Telekinesis

CONTROL & SENSE:
Lightsaber Combat, Projective Telepathy

CONTROL & ALTER:
Feed on Dark Side, Force Lightning, Inflict Pain

CONTROL, SENSE & ALTER:
Affect Mind, Control Mind

Move: 10
Character Points: 25
Force Points: 6
Dark Side Points: 13

Equipment: robes of court, red-bladed lightsaber, Sith holocron

Appearance: Tall, but with a chubby face. Short, neatly trimmed black hair which is always brushed back, showing a dramatic widow?s peak. He dresses as described in the adventure, but also owns a set of black robes, black combat clothing which is loose and easy to move in, and a black cloak.

Background: Born on Gantu, Rodan was actually raised on the streets. However, when he was still a boy the Emperor?s servant, Vader, found him while investigating rumorus of Jedi in hiding on Gantu. Terriffied of the Dark Lord, he swore his total allegiance to Palpatine and accepted the choice of becoming the Emperor?s student without thinking twice. Over the next few years, Rodan was corrupted by Paplatine and shaped into the Dark Jedi he now is. In exchange for his loyalty and service, Gantu was treated better than most worlds, allowed to keep its monarchy, its own laws, and left free from a garrison. When news arrived on Coruscant of the Emperor?s death, Barsk returned home, using his new wealth and powers to manipulate his way quickly up the ranks of the court.
Recently, he has been acting in conjunction with Warlord Yurl. He provided Yurl with the codes to take control of Gantu?s planetary defences and details of the defence fleet. It was also Barsk who told Yurl to attack early when he had heard of the New Republic fleet being prepared.

Roleplaying: Barsk is cunning, very cunning. He made a career of hunting down latent Force-Sensitives for the Emperor. As such, he is always searching for other Force-Users, mostly out of habit, and has specialized in powers that help him with this. He spends a lot of time watching and assessing the situation, but when the time comes to strike, he is swift and ruthless. Barsk?s big plan is to take control of Gantu from Tarlis, even from Yurl, and rebuild the Empire his way. He truly believes that he could correct Palpatine?s mistakes. Up until he reveals himself towards the end of the adventure, Barsk should be unfailingly polite and friendly to the characters. He will take their side against Jolm and support every plan they set forth. He will, of course, sense the Force STRENGTH in Calo and Ay?let, and will set about trying to turn them both to the Dark Side. If he cannot turn them, he will destroy them. Barsk is not just another Vader or Palpatine. He is much less open and more deceitful. In combat he is very fast, combining martial arts skill with his powers and lightsaber. He gets far more emotional than Vader or Palpatine, and will often rave passionately about a given subject.

Quote: I think you should listen to them, Your Highness You do not understand the power of the Dark Side

Name: Reya Vec
Sex: Female
From: Unknown
Species: Human

DEXTERITY 2D
Blaster 4D, Dodge 5+2D, Brawling Parry 5D, Lightsaber 7D

KNOWLEDGE 4D
Alien Species 6D+1, Cultures 6D, Languages 7D, Planetary Systems 7D, Scholar: Jedi Lore 9D

MECHANICAL 3D
Astrogation 5D, Beast Riding 6D, Repulsorlift Operation 4D+2, Space Transports 4D, Starship Gunnery 4D+2

PERCEPTION 4D
Command 6D, Hide 6D, Investigation 6D+2, Persuasion 5D+1, Search 5D, Sneak 5D

STRENGTH 2D
Brawling 4D+2

TECHNICAL 3D
First Aid 6D, Lightsaber Repair 7D

Force Skills: (NB: the following is merely a lost of all the powers that Reya can or will use during the adventure. She knows many others, but either prefers not to use them or will not have the opportunity to use or teach them during the adventure)

CONTROL: 8D
SENSE: 7D+2
ALTER 6D

CONTROL:
Absorb/Dissipate Energy, Accelerate Healing, Concentration, Control Pain, Enhance Attribute

SENSE:
Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Sense Force Potential, Sense Path

ALTER:
Telekinesis

CONTROL & SENSE:
Farseeing, Lightsaber Combat, Projective Telepathy

CONTROL & ALTER:
Accelerate Another's Healing, Control Another's Pain, Transfer Force

CONTROL, SENSE & ALTER:
Affect Mind

Move: 10
Character Points: 25
Force Points: 6
Dark Side Points:

Equipment: purple-bladed lightsaber, Jedi tome

Appearance: a short, aged woman with silvery hair wound up in a topknot. She wears long, flowing garments usually the colour of lilac or green. Her face is not wrinkled, she has aged well. She has a mischievous smile and a subliminal aura of wisdom and subtle power radiates from her.

Background: Little is know about this mysterious old woman who lives up in the hills of Gantu. Most of the locals in the area call her a witch. The rest of the world is unaware of her existence. She arrived on Gantu some eighteen years ago and went into seclusion.
Reya is actually a Jedi Master, hiding on Gantu ever since the Jedi Purges of Emperor Palpatine. She has never forgiven herself for not rising to the call of the Rebellion, but is proud of the stories of Luke Skywalker. [Reya is actually Calo's mother, she was being hunted down by Darth Vader on board her ship. She put him in an escape pod and sent him as far away as she could. After she escaped, she felt drawn to Gantu, knowing that in time she would be called upon to serve the Force once again. She has sensed her son's presence, this is her one chance at redemption]

Roleplaying: Reya is a kindly woman, always warm-hearted and polite. She won't reveal her true identity in this adventure, but only way.

Quote: "In the name of the Emperor, surrender or die. You have sixty seconds to decide. Do hurry, I have other business to attend to."

Name: Urel Tarlis
Sex: Male
From: Gantu
Species: Human

DEXTERITY 3D
Blaster 5D, Dodge 5+2D, Brawling Parry 5D,

KNOWLEDGE 4D
Alien Species 6D+1, Cultures 6D, Languages 6D+2, Planetary Systems 6D+2, Tactics: 4D+1

MECHANICAL 3D
Astrogation 4D, Repulsorlift Operation 4D+2, Space Transports 5D, Starship Gunnery 4D

PERCEPTION 4D
Command: 7D, Investigation 5D+2, Persuasion 5D+1, Search 5D, Sneak 5D

STRENGTH 3D
Brawling 4D+2

TECHNICAL 3D
First Aid 4D

Move: 10
Character Points: 25
Force Points: 3

Equipment: royal robes, sporting blaster (3D)

Appearance: Tall and regal. Short red hair and a small goatee. Always seen in his royal robes. His eyes are a deep blue and his face has a stern yet caring expression.

Background: Prince Tarlis was the paragon of kingly virtues all through his life. He always aspired to continuing the good name his father has carried with him in his life. His one mistake was an impatience to be rid of the Empire. All too eager to be remembered as the King who led Gantu to freedom, he announced Gantu's alliance with the New Republic long before the NR forces had advanced close enough to Gantuan space. He blames himself entirely for what has happened and flatly refuses to accept this as a defeat. He is eager enough to strike back that he will seriously consider any plan which Jolm suggests.

Roleplaying: Tarlis is a just man. He has very high ideals about right and wrong. He accepts both Camin and Lynib as allies, but will be somewhat suspicious of the others. As he has known Jolm for so many years, he will listen to him rather than to the suggestions of Camin and Lynib. He will listen to what they have to say, but would rather make Yurl pay for what he has done as soon as possible. Patience is not a virtue possessed by this man. Still, he is courageous, and will fight bravely when the need arises, and once it is clear that he needs Camin and the others to free his people, he will support them fully.

Quote: "I will not let my people be butchered while I hide in the shadows like a coward!"

Jolm Kuun, male human from Gantu.
Master of Defence for the People of Gantu.
All stats 2D except: Blaster 3D, Dodge 3D, KNOWL 4D, Alien Species 5D, Bureaucracy 5D, Languages 5D, Tactics 4D+2,

Equipment: noble robes of court, hold-out blaster (3D+1)

Jolm is an ageing man, and has no desire to end his career as the Defence Master who let Gantu be stamped down into dust by the Empire. He is loath to call the retreat of his forces, and his strategic abilities have declined with age. Still, he is a good man at heart, and an honourable one. At first he will not like the characters, especially Camin, as they represent a threat to his authority in the struggle against Yurl. As much as he needs to feel control over the battle plans for the Gantuans, he yearns to be back on the battlefield again, even if it were to be his last battle.

Fiella Nawn, female human from Gantu.
Mistress of Health and Welfare for the People of Gantu.
All stats 2D except: KNOWL: 3D+2, Languages 5D+1, Bureaucracy 5D, First Aid 5D+2, Medicine 6D

Equipment: robes of court

Fiella is the middle of King Tarlis? main advisors. In her mid forties, she is still younger than Jolm. An excellent doctor, not believing in a droid?s superiority to living hands, she was a sure candidate for her honoured position made possible by her noble birth. She is a quietly proud woman, and still serves as the chief of the medical staff of Gantu?s largest hospital, as well as King Tarlis? personal physician. Rumours abound of a love affair between the two. She will be happy with the characters? arrival, as she knows that they are here to help Gantu.

Captain Korias, female human from Gantu.
All stats 2D except: Command: 4D

Captain Korias is a young captain, the youngest ever in the Gantuan military. She survived the Imperial assault and is ready for payback. She saw her ship destroyed and most of her crew killed in that battle.

General Majred, male human from Gantu.
All stats 2D.

General Majred is an overweight, boastful man. He has had no great military career but comes from a long line of wealthy nobility. It is this wealth which makes him influential on Gantu. He cannot resist a chance to boast about his greatness, he even spins "yarns" about a past involvement with the Rebellion.

Lord Farrod, male human from Gantu.
All stats 2D

Farrod is a nervous, paranoid man by nature. This isn't helped by the presence of an Imperial fleet above the planet. He won't trust anyone and will panic almost constantly.

Typical Gantuan Royal Guard
All stats 2D except: Blaster 5D, Dodge 5D, STR 3D

Typical Gantuan Soldier
All stats 2D, except: Blaster 4D, Dodge 4D

Typical Gantuan Pilot
All stats 2D, except: Starfighter Piloting 4D, Starship Gunnery 4D

Ships

I am only providing the most basic information required of these ships for this adventure. I have not included stats for ships such as TIE Fighters or X-Wings as these can be found in the Star Wars Rulebook, which it's probably safe to assume you all have.

TIE Bomber
Crew Skill: Missile weapons 4D+1, starfighter piloting 4D, starship gunnery 5D
Space: 6
Atmosphere: 295; 850 kmh
Hull: 4D+1

Weapons:
2 laser cannons (fire-linked)
Arc: front
Skill: starship gunnery
Fire Control: 2D
Space range: 1-3/12/25
Atmosphere range: 100-300/1.2/2.5 km
Damage: 3D

Concussion missiles (16 carried)
Arc: front
Skill: missile weapons
Fire Control: 3D+2
Space range: 1/3/7
Atmosphere range: 50-5--/1/5 km
Damage: 9D


Barsk's Sith Infiltrator

Length: 25
Crew: 1
Passengers: 6
Cargo Capacity: 1 ton
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x9
Nav Computer: yes
Maneuverability: 3D
Space: 11
Atmosphere: 435; 1250 kmh
Hull: 4D
Shields: 1D

Weapons:
2 Laser cannons (fire-linked)
Scale: Starfighter
Fire Arc: front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2 km/2.5 km
Damage: 5D

Double laser cannon
Scale: Starfighter
Fire Arc: turret
Skill: Starship Gunnery
Fire Control: 1D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2 km/2.5 km
Damage: 6D

Proton torpedo launcher
Scale: Starfighter
Fire Arc: front
Skill: Starship Gunnery
Fire Control: 1D
Space range: 1/3/7
Atmosphere range: 50-5--/1/5 km
Damage: 9D

The Nomad
A modified YT-2400 Corellian transport
Length: 21
Crew: 1
Passengers: 4
Cargo Capacity: 50 tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: yes
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 4D
Shields: 1D

Weapons:
2 Double Laser cannons
Scale: Starfighter
Fire Arc: turret
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2 km/2.5 km
Damage: 5D

Concussion Missile launcher
Scale: Starfighter
Fire Arc: front
Skill: Starship Gunnery
Fire Control: 3D
Space range: 1/3/7
Atmosphere range: 50-5--/1/5 km
Damage: 9D

Characters

Name: Trak Olson
Sex: Male
From: Bespin
Species: Human

DEXTERITY 3D+2
Blaster 6D, Dodge 5D+2, Grenade 5D, Melee Combat 5D, Melee Parry 4D, Brawling Parry 5D, Vehicle Blasters 5D

KNOWLEDGE 2D
Business 5D, Intimidation 4D+2, Languages 4D, Streetwise 6D, Planetary Systems 6D, Law Enforcement 4D, Tactics 4D, Value 6D

MECHANICAL 4D
Astrogation 5D, Repulsorlift Operations 5D, Space Transports 6D+1, Starship Gunnery 5D+1, Starship Shields 4D+2

PERCEPTION 3D
Bargain 5D, Gambling 5D, Con 3D+2

STRENGTH 3D
Brawling 5D, Lifting 4D, Stamina 4D

TECHNICAL 2D+1
Space Transports Repair 3D, Security 5D, Computer Programming/Repair: 3D

Move: 10
Character Points: 8
Force Points: 1

Equipment: Heavy blaster pistol (5D), The Nomad, a modified YT-2400

Appearance: Your hair is short and black, and hangs over your eyes slightly, forming odd, claw-like shadows on your face. Underneath that you have green eyes and an eagle-like nose. You have a short goatee and moustache as well. You are wearing a sleeveless spacer's jacket (much like Han Solo's, but with more pockets), a red shirt underneath, and a pair of black trousers. Your blaster is always holstered at your hip.

Background: Wow, Bespin. Exotic cultures, luxurious living, romantic sunsets. Big deal. You spent most of your life down in the lower levels among the gambling dens and seedier cantinas. Your father owned one of them, a pretty lucrative business until the Empire showed up. You'd already left the planet by then, after a heated argument with your father about responsibilities. That was four years ago, when you were 23.
Since then you've been running small smuggling runs for various beings. You've even done some small work for Jabba the Hutt. Along the way, you've acquired a skill in thievery. You can break through many security systems, and have relieved quite a few rich Imperials of their wealth. However, your lack of TECHNICAL aptitude has left you still a petty thief, as you still can't get to grips with slicing a computer system. That's where the credits are. When you heard about the Imperial garrisoning of your homeworld, you tried to get in touch with your father. So far you haven't succeeded. You've assumed the worst, and are now more afraid of the Empire than ever. That botched job you did a few weeks back hasn't made it any better. Warlord Azarek Yurl didn't take kindly to you trying to steal pieces of his art collection.
Well, that's not really important right now. What's important now is this charter. One of the best-paying legal activities you've undertaken. This Camin Rhode guy sure is eager to get to Gantu. Wanted no questions asked. As long as you get paid and don't end up on the wrong side of a Stormtrooper's blaster, you don't mind.

Roleplaying: You're cocky. You're a good pilot and you know it. You brag that you've made the Kessel run in only ten parsecs, but you haven't really. Most of your bragging comes from your insecurities, which increased after Bespin was garrisoned. You like to say you'd do anything for money, but truth be told you're terrified of being caught by the Empire. A lot of the friends you made after you left home are rotting on Kessel right now. If someone starts asking you too many questions, become nervous, and maybe threaten them lightly.

Quote: Hoth asteroid belt' I could've made it through that with my eyes closed!

The Others:
Sala Migan: Cute girl, way too young for you though. She doesn't talk much, which is a mixed blessing. On the one hand she's not prying into your life, on the other hand she might be hiding something. Still, she seems harmless enough.
Camin Rhode: Interesting guy. You picked him up back on Nomo II, him and his Sullustan friend. He's quiet too, but he paid you twenty thousand credits to take him to Gantu, so he's probably in the same boat as you, maybe worse.
Lynib Hub: Camin Rhode's Sullustan companion. She'd be nice to have on board, if she didn't keep pointing out the mistakes you were making. She nearly never leaves the cockpit, and if she touches the navicomputer one more time
Calo: You picked him up a while back, during a rare trip to the Core Worlds. You found him on the streets of Byblos, being chased by a street gang. You saw him put up a fight, even though he wasn't too good. You stepped in and helped him out. He insisted that he pay you back somehow, so you took him on board and now you let him clean up around the ship and do other simple tasks.
Ay'let Tr'wenna: The Twi'Lek woman who'd be beautiful if it wasn't for the scar on her face. A long scar down the left of her face. She came on board with Sala, and seemed very eager to get offworld. Like Camin, you assume she's in trouble, which is why you're not suspicious.

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Name: Sala Migan
Sex: Female
From: Corellia
Species: Human

DEXTERITY 2D+2
Blaster 4D, Dodge 4D+2, Melee Combat 4D, Melee Combat (vibro-dagger) 5D+1, Melee Parry 5D+2, Brawling Parry 5D

KNOWLEDGE 3D
Languages 4D+2, Streetwise 5D, Law Enforcement 4D

MECHANICAL 2D
Repulsorlift Operations 5D, Space Transports 3D+2

PERCEPTION 3D+2
Forgery 5D+2, Con 4D+2, Hide 5D+1, Search 5D, Sneak 5D

STRENGTH 2D+2
Brawling 4D

TECHNICAL 4D
First Aid 5D

Move: 10
Character Points: 8
Force Points: 1

Equipment: Hold-out blaster (3D), vibro-dagger (Str+1D), commlink.

Appearance: You have long, blonde hair with a slight wave. Currently you have a red streak dyed into a thick portion of the left side. You like to keep your hair at just shoulder-length and untied. You're wearing functional blue trousers and a sleeveless top to match, as well as a light black jacket. Your belt holds little more than a commlink, as you hide your hold-out blaster in the sleeve of your jacket and your vibro-dagger in your boot. You have bright blue eyes that, despite your runaway life for the last two years and the things you've seen, still hold a look of child-like innocence.

Background: You grew up on the streets of Corellia. Well, kind of. Your parents are actually wealthy entrepreneurs. They wanted you to become a doctor, they even arranged those special advanced learning classes for you when you were in your early teens. It wasn't that you didn't want to become a doctor, it was just that you didn't want your parents running your life. It was on your eighteenth birthday that you decided to run away. Not like before, when you'd leave the house and go into the city for a few hours pretending to be a homeless kid. This time, you left for good. You packed up a few things (most of which you've now sold now to feed yourself) and using some credits borrowed from your father, you booked passage on the first ship off Corellia.
Since then you've bummed around the Region, taking odd jobs here and there. You've met a lot of people, learned a few languages, and know how to get by on the streets. One of your favorites was a man named Hax. He saved you from a gang of thugs determined to have a little more fun than you were willing to give them. It was with him that you discovered your knack for knife fighting. He gave you the vibro-dagger you carry tucked into your right boot.
Unfortunately, he crossed Valass Hord, one of the most dangerous crime lords since Jabba the Hutt. He died making sure you could escape.
That was almost a year ago now. You've heard that the Rebellion killed the Emperor, but with all the propaganda you're still unsure as to the exact details. You want to believe that the Rebels are the good guys, if only you could meet one. Anyway, you'd better get your mind back to wondering how you're going to get enough money to get off Gantu. True, you haven't arrived there yet, but the last of your credits went on this chartered transport. You need a job, and fast.

Roleplaying: You're quiet, and soft-spoken. Unusual for a street urchin, but due mainly to a lingering sense of grief and loneliness after Hax's death. Let your eyes wander to your feet, don't look anyone in the eye too long. You know how to fight, so you're not afraid of many people, but you haven't the STRENGTH to stand up to many people right now. In fact, it's hard to find the STRENGTH to go on at all.

Quote: You can't pick your family, sometimes you can't even pick your friends. Things just seem to happen sometimes, no matter what we do.

The Others:
Trak Olson: You know you can't trust him. He's supposed to be a smuggler, and a thief. At least that's what you've heard. You'd rather not have to rely on him to get you to Gantu, but he offered the cheapest price, said he was already going there. So far he's done nothing to threaten you, but you like to keep your blaster close at hand when he's around.
Camin Rhode: He's strange. He reminds you of someone out of an old spy holo-vid. He has a certain confidence that's offset by something. He doesn't say much, and when he does speak he never talks about himself. Still, he seems friendly enough, especially to that Sullustan woman he's travelling with. Maybe they're dating or something.
Lynib Hub: She's the first Sullustan you've met, and she fits the stereotype pretty well. She spends a lot of time sitting in the cockpit annoying Trak about his astrogation errors. However, before it gets physical, Camin always steps in. She seems to be very compliant to him, almost obedient. You like her, she's got attitude.
Calo: What to make of him' He's around your age, twenty standard years, maybe a little younger. You haven't heard Trak call him by any other name, just Calo. He obviously works for Trak. He does odd tasks like de-greasing droid servos and other menial tasks. You haven't talked much, but you'd like to. He's a nice boy, he seems vulnerable, and lonely. Sometimes you feel like you could make him feel better, and maybe he could help you. If only you could get him to notice you.
Ay'let Tr'wenna: This woman needs some help. When you first met her, her face was bloody and bruised, and she had a horrible vibro-blade wound down the left side of her face. You did what you could for her, and now she looks a lot better, but there's still a scar on her face that she is very self-conscious about. While you were caring for her back on Nomo II, you found an Imperial symbol tattooed on the back of her right shoulder. You weren't sure what to make of it, but you decided to help her. You took her with you when you booked passage on Trak's ship, she just wanted to get as far away from the Nomo system as she could.

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Name: Lynib Hub
Sex: Female
From: Sullust
Species: Sullustan

DEXTERITY 3D
Blaster 5D, Dodge 5D, Melee Combat 4D, Melee Parry 4D, Brawling Parry 4D, Vehicle Blasters 4D+1

KNOWLEDGE 2D
Cultures 3D, Languages 3D,
Tactics 4D+2

MECHANICAL 4D
Astrogation 6D, Repulsorlift Operations 5D, Space Transports 4D+1, Starfighter Piloting 6D, Starship Gunnery 5D+1, Starship Shields 4D

PERCEPTION 3D
Command 4D, Gambling 5D, Hide 4D+2, Persuasion 4D+2, Search 5D, Sneak 5D

STRENGTH 3D
Brawling 4D

TECHNICAL 3D
Blaster Repair 4D, Droid Repair 4D+2, Repulsorlift Repair 5D, Security 5D, Space Transports Repair 4D+2, Starfighter Repair 5D+1, Starship Weapon Repair 5D

Move: 10
Character Points: 8
Force Points: 1

Equipment: Blaster pistol (4D), commlink

Appearance: A physically typical Sullustan, you have a short topknot of hair on the top of your head and big, glassy brown eyes. Your jowelled, semi-rodent-like features earned you the knick-name Ratty while you were a trainee. You are wearing loose-fitting grey trousers and a cream shirt equally as loose. You make no attempt to hide your blaster.

Background: Your parents worked all their lives for the Sorrosuub Corporation on your homeworld. They were blindly loyal to their corporate masters, a trait that you abhorred in them. That was what probably gave you your rebellious streak. You were one of the strongest advocates for the rebellion of your world during the time of the Empire. When Sorrosuub defected, you leapt at the chance to join the Alliance. Due to your piloting skills, you were advised to join the fighter corps.
Astrogational genius. That's what your flight instructor said. It's been said you could plot a quick and safe route straight through the Maw Cluster. You're not quite that good, but it's fun to hear. However, all this praise only aggravated your rebel nature. You didn't want to listen to anybody who didn't praise you. As a result, you ignored your commander's instructions at the Battle of Endor, and your wingmate, Jall, a human female from Alderaan, and your best friend, was killed. You haven't flown since.
You're still young, only twenty years old, but you're in more trouble than you could ever have imagined. You're under investigation for numerous counts of insubordination, and an accusation of treason. This mission is what will save you. You've been told, unofficially, that if you do well on this mission, your chances of being acquitted will be dramatically increased. Captain Rhode is a good man, you know him by reputation only, but he's never left a fellow operative in trouble. You respect him, and more than anything, you'd like to impress him. For the purposes of the mission, you have been given a temporary promotion from flight officer to lieutenant.

Roleplaying: It's not so much arrogance as attitude that you have. All of your teachers, from your life on Sullust and your time with the Alliance, have told you how much of a superb pilot you are. You can't imagine why anyone would find fault with you. As for the rules, aren't tyrannical laws and regulations one of the things you're fighting against' Simply put, you're polite to anyone who doesn't insult you, and gracious to those who imply that you are superior to them, but the Force help anyone who in any way suggests that you've done something wrong!

Quote: Are you talking to me'

The Others:
Sala Migan: Nice girl. About your age. Doesn't seem to know a thing about flying, which suits you just fine. She can't say you're making mistakes because she just doesn't know. A little too reserved though.
Trak Olson: He makes you laugh. He insists that he's a fabulous pilot, and he makes so many mistakes you just can't resist giving him a hard time. Already on the journey you've corrected two of his astrogational errors. Soon you'll be telling him how to fly.
Camin Rhode: Your commanding officer for the mission. He's been with the Alliance a lot longer than you have. You heard Warlord Yurl killed his father. That personal stake makes you respect him all the more. He wasn't at Endor so he never lectures you about the incident. Of course, he may be doing that just to make you more comfortable with him. You wish you could tell what was going on inside that spy's brain.
Calo: Trak's cabin-boy seems pretty harmless. A quiet young man, he does nothing but clean things. His simplicity bores you, you don't spend much time with him, but Sala seems quite taken with him.
Ay'let Tr'wenna: You emphasize with the Twi'Lek woman because your people used to be under the heel of the Empire once too. You talk sometimes about your past, she doesn't say much about hers, except that she has no home anymore, nowhere to belong. That makes you kind of sad.

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Name: Camin Rhode
Sex: Male
From: Betran
Species: Human

DEXTERITY 3D
Blaster 5D, Dodge 5D, Grenade 4D+2, Melee Combat 4D, Melee Parry 4D, Brawling Parry 4D, Vehicle Blasters 4D

KNOWLEDGE 3D
Alien Species 6D, Bureaucracy 6D, Cultures 5D+2, Languages 5D,
Planetary Systems 6D, Tactics 6D, Willpower 5D

MECHANICAL 3D
Astrogation 4D, Repulsorlift Operations 5D, Space Transports 5D+1, Starship Gunnery 5D, Starship Shields 4D

PERCEPTION 4D
Bargain 4D+2, Command 5D, Hide 4D+2, Investigation 5D, Persuasion 4D+2, Search 5D, Sneak 5D

STRENGTH 3D
Brawling 5D

TECHNICAL 2D
Demolitions 5D, Security 4D+2, Computer Programming/Repair 6D

Move: 10
Character Points: 8
Force Points: 1

Equipment: Blaster pistol (4D), commlink, datapad with mission details

Appearance: Your hair is short, light brown. You are clean-shaven and dress neatly, a holdover from your senatorial days. You have blue eyes and a calm, confident expression at all times. You are wearing a thigh-length brown jacket and a cream shirt. Your trousers are a deep navy in colour.

Background: You were a member of the Imperial Senate, representing your home planet of Betran. It is a monarchy world, and you were a loyal servant of King Kyle Steele. When the Empire dissolved the Senate you were at a loss for a purpose in life. It was then that your father told you about his involvement with the rebellion. You had your Corellian Corvette, Nibra III, collect him. You went along personally. Unfortunately, an Imperial captain by the name of Azarek Yurl had been following your father's movements. Your ship was attacked and destroyed by Yurl's Star Destroyer, the Black Hydra. You were the only one who got to an escape pod. The hyperdrive made to the nearest star system, where you managed to contact the Alliance and tell them what had happened.
That was more than four years ago, when you were 21. Since then you have worked your way through the Alliance and New Republic ranks. You've completed many missions for the Alliance, training as both a SpecForce commando and an Intelligence agent. Your past association with Princess Leia Organa in the Senate made it easier for you to get the position you wanted in Intelligence. You've even met the Heroes of Yavin. You currently hold the rank of Captain.
However, you've successfully completed 19 field Intelligence missions. The New Republic still maintains a policy of retiring agents after their 20th successful mission. You'll be a 23er soon, having completed 20 assignments against the 23% odds of survival. You've been sent to Gantu to help the people there defend themselves against the upcoming Imperial attack. They have openly declared their support of the New Republic, and Azarek Yurl, having proclaimed himself a Warlord, has decided to punish the Gantuans. A fleet of ships consisting of two Mon Calamari Cruisers, three Nebulon B Frigates, and two Rebel Strike Cruisers will arrive on the edge of the system three days after you do. Yurl's fleet is expected to arrive another two days later. Your job is to co-ordinate the Gantuan defense fleet and to use their spies' reports to determine the exact make-up of the Imperial fleet. NR Intelligence is aware that Yurl killed your father, but is unable to spare any agents who are more capable than you. You are to contact King Tarlis as soon as you arrive in system.

Roleplaying: Professional confidence radiates from you. You're not arrogant, but you know you're good at your job. You have no qualms about killing someone to maintain security, and have done so before. All that matters is defeating the remnants of the Empire. Avenging your father has nothing to do with it. At least, that's what you tell yourself. Sometimes you're not sure what to do after this last mission, a desk job isn't appealing. Maybe a transfer back to Special Forces or something. You're going to miss this job.

Quote: I never said it was a perfect plan, just one that might work. Do you want to live forever'

The Others:
Sala Migan: Trak picked her up back on Nomo II. You hadn't expected any excess baggage, but Trak seems to need the money. She has an inquisitive nature, but so far you've avoided any real conversation. It's just as well, you just want this mission to go smoothly.
Trak Olson: One word: dangerous. He boasts far too much, he has to have major insecurities, which makes him even more dangerous. You didn't pick him to take you to Gantu, Lynib did. Something about getting a better deal. You keep your blaster ready around him.
Lynib Hub: The prodigal Rebel. You nearly laughed at General Cracken when he told you he was assigning Lynib Hub to work with you on this. A Sullustan, she has more reports of.
Ay'let Tr'wenna: You emphasize with the Twi'Lek woman because your people used to be under the heel of the Empire once too. You talk sometimes about your past, she doesn't say much about hers, except that she has no home anymore, nowhere to belong. That makes you kind of sad.

--------------------------------------------------------------------------------

Name: Ay'let Tr'wenna
Sex: Female
From: Betran
Species: Twi'Lek

DEXTERITY 3D
Blaster 5D, Dodge 5D, Grenade 4D+2, Melee Combat 4D, Melee Parry 4D, Brawling Parry 4D, Vehicle Blasters 4D

KNOWLEDGE 3D
Alien Species 6D, Bureaucracy 6D, Cultures 5D+2, Languages 5D,
Planetary Systems 6D, Tactics 6D, Willpower 5D

MECHANICAL 3D
Astrogation 4D, Repulsorlift Operations 5D, Space Transports 5D+1, Starship Gunnery 5D, Starship Shields 4D

PERCEPTION 4D
Bargain 4D+2, Command 5D, Hide 4D+2, Investigation 5D, Persuasion 4D+2, Search 5D, Sneak 5D

STRENGTH 3D
Brawling 5D

TECHNICAL 2D
Demolitions 5D, Security 4D+2, Computer Programming/Repair 6D

Move: 10
Character Points: 8
Force Points: 1

Equipment: Blaster pistol (4D), commlink, datapad with mission details

Appearance: Your hair is short, light brown. You are clean-shaven and dress neatly, a holdover from your senatorial days. You have blue eyes and a calm, confident expression at all times. You are wearing a thigh-length brown jacket and a cream shirt. Your trousers are a deep navy in colour.

Background: You were a member of the Imperial Senate, representing your home planet of Betran. It is a monarchy world, and you were a loyal servant of King Kyle Steele. When the Empire dissolved the Senate you were at a loss for a purpose in life. It was then that your father told you about his involvement with the rebellion. You had your Corellian Corvette, Nibra III, collect him. You went along personally. Unfortunately, an Imperial captain by the name of Azarek Yurl had been following your father's movements. Your ship was attacked and destroyed by Yurl's Star Destroyer, the Black Hydra. You were the only one who got to an escape pod. The hyperdrive made to the nearest star system, where you managed to contact the Alliance and tell them what had happened.
That was more than four years ago, when you were 21. Since then you have worked your way through the Alliance and New Republic ranks. You've completed many missions for the Alliance, training as both a SpecForce commando and an Intelligence agent. Your past association with Princess Leia Organa p of an Imperial officer, Captain Azarek Yurl. You were beaten less, but you had to submit to moreperverse demands. You don't like to think about it. Your escape happened a few days ago, you're twenty four now. While Yurl was sleeping, you crept from the bed, having been subjected to a heavy beating and more of Yurl's desires, and proceeded to make your way to an escape pod. Still bleeding from what he did to you, you launched yourself in the pod and to the nearest inhabited planet, Nomo II. There you were found lying in the street by Sala. She took you in and nursed you to health. Together, the two of you booked passage on the Nomad to wherever Trak Olson was going.

Roleplaying: You've never forgiven your parents for selling you into slavery. If it was out of need for food or money, you could have, but this was just unforgivable. They waited until you were just barely old enough to work as a slave, then they sold you. The mere thought of it and all that has happened to you since makes you seethe with anger. You're still terrified of Azarek Yurl finding you. But you've heard that Gantu has allied itself with the New Republic, you should be safe there.

Quote: Family is somewhere to belong, home is somewhere to belong, everyone should have somewhere to belong.

The Others:
Sala Migan: The only one on the ship who you trust. She has been a constant companion and friend to you, and for that you are grateful. She is the only being to ever show you kindness. You are eternally loyal to her. You would die for her if you had to.
Trak Olson: Just another spacer. As long as he gets you to Gantu and doesn't try to touch you, you don't give a damn about him.
Camin Rhode: Another passenger. He's travelling with the Sullustan woman. He doesn't strike you as the kind of man who would harm anyone. You don't know why, but you have a feeling that he is an honorable man. You've noticed the way he looks at you. It's different than the way most men have looked at you. It isn't lust, it's something more, something purer. The feeling you get around him is like the one you get around Sala, but even deeper. But after all you've been through, can you trust him'
Lynib Hub: Yes, the Sullustan woman who came on board with Camin. She gives Trak a hard time, it's fun to watch sometimes. It's nice to meet a member of another species that was more or less enslaved during the Emperor's reign.
Calo: He's too quiet. There's more to him than meets the eye, but it isn't bad. He has a good heart. You hope that the galaxy won't turn this boy into a horrible, disgusting adult like it has with too many of the men you've known.

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Name: Calo
Sex: Male
From: Unknown
Species: Human

DEXTERITY 3D
Blaster 3D+2, Dodge 5D, Brawling Parry 4D, Pick Pocket 4D+2

KNOWLEDGE 4D
Alien Species 5D+1, Cultures 6D, Languages 5D+2, Planetary Systems 4D+2,
Streetwise 5D, Survival 5D

MECHANICAL 3D
Repulsorlift Operation 4D, Swoop Operation 5D

PERCEPTION 3D
Con 5D, Hide 5D, Search 4D+2, Sneak 5D+2

STRENGTH 2D
Brawling 4D

TECHNICAL 3D
Blaster Repair 3D+2, Droid Programming 4D+2, Droid Repair 5D, First Aid 5D, Repulsorlift Repair 4D+2, Security 4D, Space Transports Repair 4D,
Starship Weapons Repair 4D+2

Move: 10
Character Points: 8
Force Points: 2
Equipment: Various tools, a dirty cloth, overalls.

Appearance: A short, spry boy, you're about eighteen, but you can't really be sure. Your hair is blonde, cut very short and starting to get a little spikey. You have blue eyes and a gentle face. Your overalls used to be a light blue, but are so stained with dirt and oil that they have become an ugly brown-grey.

Background: An escape pod. That was what you were found in. Drifting on the edge of the Celanon system, you were lucky to be found by a freighter that was having hyperdrive problems. You were adopted by the captain of the ship, Captain Ozum Gen. He was from a planet called Ord Dandrat, and named you Calo, which he said meant lost in his language. Naturally, you don't know when you were born, and you treat the day that you were found as your birthday, and have calculated your age from then.
Ozum was killed when pirates attacked his ship, along with six other crew members. The remaining fifty or so of the bulk freighter's crew, you included, were sold off to slavers. You've been owned by a variety of shady characters. Some treated you well, like an employee, but most treated you like you were worth less than dirt. Your last owner was Jabba the Hutt. You were at his palace when he was killed, and as soon as you heard the news, you and a handful of others made your escape.
During the last seven months, you met Trak. Actually, he found you running from a street gang. He stepped in and saved your hide. In return, you now work on his ship, cleaning things and the like. Sometimes you've helped him with some repairs.

Roleplaying: You're basically a frightened little boy who's known very little good things in life. It hasn't left you bitter, but rather has given you a resolve rarely seen in someone your age. For the moment, you're happy enough to work on Trak's ship, the Nomad, and go wherever his journeys take you. At the moment you're going to Gantu. You've heard it's a wealthy planet full of beautiful cities. You can't wait to see it.

Quote: It's not that bad.

The Others:
Sala Migan: You don't like to admit it to yourself, but you like her. She's pretty, and smart too. You've heard her talking to some of the other passengers, especially Lynib. She came on board with Ay'let. Of all the passengers on the ship, you'd like to get to know her the most.
Trak Olson: Your employer, so to speak. The Nomad is his ship, and he's been kind enough to let you stay on board, doing simple tasks. Occasionally you've used the skills you picked up on Ozum's ship to make some small repairs, usually ones Trak doesn't notice. He doesn't like being corrected.
Camin Rhode: This guy is impressive. He's so confident. Plus, you know there's more to him than what he shows. Why's he going to Gantu' What business has he got going on there' You have to find out, you will find out.
Lynib Hub: The Sullustan woman who's travelling with Camin. She's definitely a part of what's happening on Gantu. It's so exciting! An exotic planet to visit, mysterious passengers, something big is going to happen!
Ay'let Tr'wenna: You know Twi'Leks have been slaves for a long time, popular ones too, especially the females. This woman who came on board with Sala had bad bruises and a scar on her face. The scar's still there. She's afraid of something, maybe she's running from her former owner. You can understand what she's going through.

 
 
06.09.2010 © www.virtualtwilight.de