Medj'K'ai Nebula GamesMasters Guide - Star Wars Sith

Tests can be taken every 2-10 rounds (depending on the fire) ... means the character closest to the fire will take 1D6 ..... Whilst many of the species are present, the area is ... be found in small number, particularly in the few star ..... Somewhere in the southern hemisphere, this is .... facility on the surface of Kelysine is used for.
515KB taille 1 téléchargements 294 vues
Medj'K'ai

Nebula GamesMasters Guide

Medj'K'ai Nebula - GM's Guide

A Star Wars D20 RCR Campaign Setting by Tim Bancroft (Halfbat)

Page 2

Medj'K'ai Nebula - GM's Guide

Page 3

Contents 1 - Introduction............. 4 Welcome ...................... 4 Where are we? .............................................4 Era of Play....................................................4 Ethos 4

Conventions .................. 4 Acknowledgements/Copyright notice ............4

2 - Player Character Generation ............................. 5 Dark Side Points (DSPs) ..............................5 Use of Dark-Side Light-Sabers .....................5

3 - Rules Enhancements....... 6 Starship Repair .............. 6 Fire-fighting ................ 6 Rancher Professional Class ... 6 Class Skills...................................................6 Class Features .............................................6 Rancher Archetypes .....................................7

History - Archaic Arkanian ... 7 Slitherguns/Reptrac weapons .. 7 Reptrac-Carbine (Slithergun) ........................8

4 - The Nebula - An Overview. 9 Species and Classes .......... 9 Species mix..................................................9 Classes bias.................................................9

The Holonet .................. 9 Key interests and plot-lines . 9 Keysh'kar Jedi College/Enclave....................9 Key Jedi involvement.................................. 10

Medj'K'ai Nebula Mercantile Combine ........................ 10 MNMC Security Forces .............................. 10 MNMC Evaluation and Rectification Dept ... 10 Scenario Usage: 1 - Kelysine Crashland..... 11 Scenario Usage: 2 – SN152 ....................... 11

Losshaven Engineering Corporation .................... 11 The Keysh'kar Twi'lek Dance School ......................... 11 The CloudDancers ............ 11

5 - Systems & Planets....... 12 Adhrool ..................... 12 Creatures ................................................... 12

Amanus - Arnok-65C .......... 12 Creatures ................................................... 12

Ghul'arak ................... 12 Halo Bay - Bay 55R ......... 12 Junction - M'K 749 .......... 12 The LEC on Junction .................................. 12

Junku ....................... Star - Key’dara ............. Keysh'kar - Keysh ............ Indigenous Species .......... Climate .....................

13 13 13 13 13

Ice Storms .................................................. 13 Jedi College /Enclave ................................. 14 782 Squadron (Haven’s Ravens) HQ.......... 14 Arkanian Research Centre ......................... 14 Keysh’kar Predator: Snowpads................... 14 Keysh’kar Predator: White Vultures ............ 14 Keysh’kar vehicle: Snowspeeder: LEC-k974 SZUS 15 Keysh’kar vehicle: Snowtruck LEC-k993 SZCT 15

Losshaven ................... 15 Notes: Arysine/Kelysine.............................. 15 Summary.................................................... 16 The Steppes of Losshaven ......................... 17 Flora/Fauna................................................ 17 Wind-Art ..................................................... 17 Steppe Villages .......................................... 18 Border/Steppe Ranches ............................. 18 Steppethine ................................................ 18 Trith Prancer .............................................. 18

Megrovin - M'K 1076 ......... 18

6 - Key Non-Player Characters19 Mooros Anyahn Freighter Captain ........................ 19 Abid T'Reed - Jedi Master ... 20 Kasru Medj'D'mas Sector Governer ....................... 21 Tyanos Moy'inaar - MNMC COO . 22 Y'vaath Slaar "The Philanthropist" ................ 23 Y'vaath Slaar's Followers............................ 25

Torin Moor - Underground Slicer ............................... 25 Turuma the Hutt ............. 26 M'loow F'lyp, Private Investigator ................... 26

7 - NPC Archetypes .......... 27 Y'vaath Slaar's Keyshkar Dance Academy ........................ 27 Chev Actor/Infiltrators ................................. 27

Medj'k'ai Nebula Mercantile Combine ........................ 27 MNMC Security Guard ............................... 27 MNMC Security Squad Leader ................... 27 MNMC Security Group Leader/Commander27 MNMC/MERD Security Driver/Technician... 27 M-ERD Field Evaluation Operative ............. 28 M-ERD Active Rectification Operative ........ 28

Quick Locations ............. 29 Rimworld Jedi/Antarian Retreat29

Medj'K'ai Nebula - GM's Guide

1 - Introduction Welcome Welcome to the Medj'K'ai Nebula GMs Guide (MNGG). This booklet contains information about the Medj'K'ai Nebula which should be available only to Gamesmasters: it includes key campaign and NPC information. It also contains guidelines as to the rules which will be used and enforced. This guide should not be read by players as doing so may well spoil their enjoyment of the campaign.

If you are a player in the Medj'K'ai Nebula, stop reading now!

Where are we? The Medj'K'ai Nebula, an out-of-the-way Sector on the Outer Rim, towards Mon Calamari from Coruscant. The nebula is renowned for difficult travel and the presence of a number of black holes. Due to the constant need to keep updated astrogation information, this makes trade and contact into or from the nebula only profitable for specialists, normally smaller traders.

Era of Play The campaign starts shortly after the start of the Clone Wars, between 6 to 9 months after the explosive events on Geonosis. The Seperatists have carried out a few successful raids within the sector but, on the whole, have left it alone in favour of other, more strategic and lucrative parts of the Galaxy - much why it has been left alone for centuries.

Ethos We - the author and playtesters - are strong believers in having fun. Like the WotC Living Force™ campaign, any game in the Medj'K'ai Cluster assumes that the PCs are Light Side characters, certainly Heroes and, if you will, the "Good Guys". In this campaign, even the most hardened Rodian, intent on becoming a famous Bounty Hunter has a heart of gold and will only hunt down the real criminals - at worst they could be called a "Rough Diamond". We expect Gamesmasters of RPGs in the Medj'K'ai Nebula to discourage campaign PCs from doing everything for purely selfish motives (PostModernism?). Remember, even the top film heroes turned away from their criminal activities and did not care about their life or money when the chips were down!

Conventions Normally, in scenarios all player readable information is contained in a box such as this, and is printed on separate pages so that the players and GM may easily recognise it and print it out as necessary. Such information comes from rumours, archives, readily-available planetary data and general knowledge. Information in this guide which is

Page 4 highlighted in this fashion has been made available to players in the MNPG.

GM-only information is not highlighted in this guide. This should not be read by players as it contain plot keys, otherwise unknown or private information and campaign or scenario-specific information, perhaps based on rumours of which the players are aware. Information contained within such a dashed, shaded box is capable of being disclosed to characters who research the system on the Holonet or who make a successful Knowledge(Med'K'ai) roll, DC 15+. Take 10 is often possible. Key NPCs definitions are surrounded in double borders. The definitions include all applicable bonuses due to feats, class, species, attributes, etc. Any special equipment is also included in the box.

Acknowledgements/Copyright notice This is an unofficial publication. Star Wars is a registered trademark of, and is copyright © 2003 Lucasfilm Ltd, All Rights Reserved. Living Force is trademark of Wizards of the Coast, Inc, a subsidiary of Hasbro Inc. All trademarks and copyright is acknowledged. This guide is not to be deemed a contest to the rights and ownership to any of the Star Wars material and products to Lucasfilm or of the licensees of such products including Wizards of the Coast. Material not copyright WotC of Lucasfilm is copyright © Tim Bancroft. Non-profit private and individual use is granted. Any other such use is copyright infringment unless permission is granted by the author.

Medj'K'ai Nebula - GM's Guide

2 - Player Generation

Character

The following is available in the Medj'K'ai Nebula Players Guide (MNPG). General Player Character generation should comply with Living Force standards. There are no Dark Side devotees as PCs in the campaign, there are limits on lightsaber styles, and 28 skill points are available to spend using the "Planned Generation" approach (see SWRPG RCR p18). Jedi characters will most likely be alumni of the ruined Jedi College on Keysh'kar, or will be visiting padawan from the main Jedi acamedies. As with Living Force, Lightsaber construction is performed in the background, it can be assumed that Jedi have a 6 skill ranks at level 7 and automatically acquire their own lightsabre on becoming a knight. Player Characters are likely to be asked to retire on reaching 13th level. Class and Species The Medj'K'ai Nebula/region is in the Outer Rim, so Fringers are common. PCs cannot be Ewok or Noghri as these are not yet discovered, and Gungans, Jawa and Kaminoans are unknown in the region. PC species can otherwise be as Living Force, with Jedi Master and Dark Side Prestige classes not being possible. With the absence of large numbers of organised military, the Officer classes will be very hard to justify. Skills and Feats are as per Living Force. Weapons Throughout the region blasters will generally be accepted. On the major worlds and space stations characters may well be asked to show a license - a local license may be obtained and may be insisted upon if the PCs upset local law enforcement agencies. On the minor worlds, where weapons are often carried, heavy blasters may be ignored by law-enforcement agencies as long as they are not blatantly displayed or carried. Heavier weapons are not acceptable and are as the rulebook. Other equipment Most other equipment is as per the Living Force campaign guide, including the legal restrictions. Stormtrooper armour, for example, is not available, and neither are military grenades (such as thermal detonators and most grenades). It is possible that heroes may be able to purchase starships or droids but only during the course of an adventure: otherwise they cannot purchase such equipment. Some scenarios may grant the temporary use of such equipment. The LF guidelines on vehicles also apply: one per character, purchased unarmed, at list prices. In the Medj'K'ai sector, credit chips can take up to 5,000 credits.

Dark Side Points (DSPs) The campaign should try to take a middle line in the awarding of DSPs. DSPs should not be awarded for minor infractions or slip-ups but should be reserved for obvious transgressions. However, Light side force users should restrain themselves from killing unnecessarily and should try an avoid striking first unless necessary and justified by the scenario and situation. Use of the Force in anger, or for revenge, or in despair will earn a DSP. Use of the force in compassion, however, will not earn a DSP.

Page 5 Characters with outstanding DSPs cannot transfer into a Jedi Prestige class.

Use of Dark-Side Light-Sabers If a light-side Force user wields a saber created by a dark-side character (typically those light-sabers with a deep red blade), use of the will make them feel uneasy and perhaps more likely to call on the dark side. If they spend a force point while using it, or if the user uses any combat-enhancing Force abilities whilst using the dark-side saber, they will call on the Dark Side of the force as such usage well be a twisted reflection of the dark side. PCs will be told that they feel the dark side ready to fill them if they open themselves up to the force. Based on Corran Horn's approach in "I, Jedi" by M Stackpole: the crystals in a light-saber are attuned at creation. Therefore if the dark side wielder had succumbed at the time of creation then the crystal are imbued with the dark side - so the saber could be an opening and "unclean": a light side user could use it but would undoubtedly feel the connection and would be very uncomfortable wielding it. This translates as a -4 circumstance DM (a "purity" style of GM-ing would have a perfect reason in giving a DSP for a Jedi just managing to justify to themselves using such a tainted weapon). If a dark side wielder had created it whilst still "grey" or on the light side then the saber would, therefore, be ok: it would not be tained. This begs the question whether or not a wielder turned to the dark-side could get any _bonuses_ from a saber they previously created whilst a light side advocate ::evil grin:: I think not, though they would probably not care how the crystal was attuned in _any_ lightsaber they acquired providing they could use it to further their own ends (the dark side). Would they contaminate a light-side blade? From the above I think not: the crystal was already attuned at creation. It's just they wouldn't care.....

Medj'K'ai Nebula - GM's Guide

3 - Rules Enhancements Starship Repair The following are the general rules used for damage onboard a ship. The give time and DC modifiers for specific grades (severity) of damage - the assumption is the amount of damage to a component determines the difficulty and given time to repair. Take 20 is only possible if those performing the repair are not under threat. Take 10 may be possible if under threat, depending on the scenario, but not if being directly attacked. Starship Component - Complex: DC25+ Amount Damaged DC mod Light -2 Damaged 0 Severe* +2 Slagged** +5

Base Time 5m 10m 1h 2h

* Will need spare parts. ** Needs considerable number of spare parts or replacing.

When "Taking 10", the time should be multiplied by 2. When "Taking 20", the time should be multiplied by 5. th

Jury-Rigs take only 1/5 of the time, but only last till the end of the scene. For example, a severely damaged hyper-drive motivator has a DC of 27 and a time to repair of 2h when "taking 10". Additional characters with the Repair skill can help, adding +1 support bonus per Repair rank up to a maximum of +4. The number of additional characters working on a repair is often limited by the item but on a light freighter is normally a maximum of 2. If a particularly effective roll is made, then the time taken to effect the repair should be reduced (by 5% if exceeded by up to 5, 10% if 5 to 10 and by 20% if exceeded by 10 or more). Of course, there may well be multiple items damaged onboard a ship.

Page 6 Encounter Goal, earning 300 XP at least - perhaps more. Tests can be taken every 2-10 rounds (depending on the fire) until the fire is out or blazes out of control. Any failure in fighting the fire of 5 or more, however, means the character closest to the fire will take 1D6 damage (to VP first) unless they make a Reflex SV, and for any fire-fighting roll which fails by 10 or more the DC will increase by 5, reflecting the fire flaring up under inept fire-fighting. Onboard, up to four people can fight a fire at any one. Normally, neither Take 10 or Take 20 is possible. DMs are +2 per fire-fighter with spacer or relevant starship operational feats, or with Profession(Spacehand) at 5 ranks or more.

Rancher Professional Class From the lowly nerf-herds on small, border ranches to managing great cattle herds of Bantha, someone has to care for and look after the great beasts, tagging, injecting, birthing and breeding them, killing and skinning them when necessary. A low-level rancher would typically be on a small farm or would be one of a number of experienced ranchers in a hand. A mid-level rancher would be in charge of a group of ranchers on a larger farm whilst a high-level rancher would own, run and manage a number of hands on a large livestock farm: Diplomacy becomes important at this level to be able toe handle the paperwork and management. High level Ranch-Hands are very rare indeed, and may be horse-doctors or very competent specialists. Ranchers are a specialist form of Experts (refer to the RCR for details). Rules applying to Experts apply also to Ranchers. In addition to taking up some of the "Expert" population in a village or town (see the RCR community generator), they would also take up some of the local "Thug" numbers. Like other experts they do not have VP, have an extra feat every 3 levels and an modification to their skills every 4. Ranchers normally start at Str 10 Dex 11 Con 11 Int 10 Wis 9 Cha 12.

Class Skills

Fire-fighting Fires do not have Wound Points, but inflict damage. They do have a DC, however, reflecting their strength. Fire-fighting, particularly onboard ships, is a gradual process whereby the fire is reduced from its starting DC, whatever it is, to nothing in varying increments, at which point the fire is out! The process of fighting the fire is mainly an Int bonus ability roll - that is, roll vs the DC of the fire with Int bonus as a modifier, plus bonuses for ranks in the relevant Profession(Fire Fighting) and +2 per person involved in fighting the fire as a support bonus. Take 10 would be possible if the situation involves a manageable threat to the fire-fighters (e.g. a street fire), but take 20 is never possible. A Take 10 multiplies the time to fight the fire by 5. For example, a serious but localised fire on-board a star freighter will start as a DC25. With standard onboard extinguishers will reduce in intensity by 5 for each successful roll as the fire is brought under control. For first-level characters successful in putting out the fire, this would count as a challenging

The Rancher's class skills, and the key ability for each skill, are: Craft*(Str), Entertain*(Cha), Gamble (Wis), Handle Animal(Cha), Knowledge*(Int), Profession*(Wis), Pilot(Dex - airspeeders & landspeeders), Repair(Int), Ride(Dex), Survival(Wis), Spot(Wis) and Treat Injury(Wis). Skill points are as for Experts (6+Int modifier).

Class Features Ranchers always have a Starting Feat of Skill Emphasis (Handle Animal), plus one more from Skill Emphasis(), WGP(Blaster Pistols OR Simple Weapons OR Slugthrowers). Subsequent level feats rd (every 3 level) must be chosen from these or from Animal Affinity, Great Fortitude, Point Blank Shot, Rugged and Track until three of these are selected. In addition Surgery (Herd Animal) can be gained once Treat Injury is at 4 ranks or more: this skill is similar to Surgery but is used on the animals the Rancher is used to managing.

Medj'K'ai Nebula - GM's Guide

Rancher Archetypes Low-level Rancher: Rancher 4; Init +0; Defense 11(+1 class); Spd 10m; VP/WP 0/12; Atk +3 melee (1d3 unarmed) or +3 ranged (3d6/DC 15 stun, Blaster Pistol); SV Fort +5, Ref +1, Will +0, FP 1/DSP0; Rep+1; Str 10 Dex 11 Con 12 Int 10 Wis 9 Cha 12. Challenge code B Equipment: Blaster Pistol, Lasoo or animal Stun-rifle; comlink; ATC; animal restraints; Tauntaun & riding tackle, first aid kit, simple tools (if craft). Skills: Handle Animal +8 [4+3+1], Knowledge(local) +5, Profession (Rancher) +6[3+3], Gamble +1, Spot+2, Treat Injury +2 , Survival +2, Ride +4 (or Pilot Speeder). Feats: Skill Emphasis (Profession[Rancher]), Skill Emphasis (Handle Animal), WGP(Blaster Pistols)

Page 7 GamesMaster Only: History of the base (for possible later discovery by the heroes). In fact, whilst the "Rogue Arkanians" were carrying out biochemical and biological DNA work, their work was oriented towards peace and developing a series of plants which could be adapted into healing a great many species. This did not, on the surface, put Arkanian first so they were ordered to desist. Their leaders, showing classic Arkanian arrogance, decided they were correct and separated from the Arkanians, going into exile in the depths of the Nebula. [Main bases Losshaven, Keysh'kar, Bay plus others now swallowed by the Nebula]

Equipment: Blaster Pistol, Lasoo or animal Stun-rifle; comlink; ATC; animal restraints; Tauntaun & riding tackle, veterinary kit and first aid kit, possible a data pad; possible animal stun gun, basic repairs kit

When they appeared to be successful the Arkanians, under Sith influence, returned. After initially losing a great many conflicts, the Rogue Arkanians developed a small fleet of craft which used any mass they could get hold of as weapons: asteroids were useful as orbital weapons and obstructions, smaller rocks as faster anti-ship kinetic energy weapons. Their remaining facilities and metals were focussed into ultra-high velocity, armourpenetrating, anti-ship ammunition.

Skills: Handle Animal +10 [6+3+1], Knowledge(local) +9, Profession (Rancher) +10 [7+3], Gamble +3, Spot+4, Treat Injury +4 , Survival +4, Ride +6 (or Pilot Speeder), Repair +2, Knowledge(Veterinary Science) +4. Feats: Skill Emphasis (Profession[Rancher]), (Handle Animal), WGP(Blaster Pistols), Track

They threw out the Sith Arkanian from their planetary bases, almost having to totally destroy one planet (now Crater Bay) through bombardment. Much depleted they fled and withdrew to the Nebula and to some small enclaves on Keysh'kar. The other enclaves were cleared out and closed up, perhaps to be re-used one day.

Mid-level Rancher: Rancher 8; Init +0; Defense 12(+2 class); Spd 10m; VP/WP 0/12; Atk +6/+1 melee (1d3 unarmed) or +6/+1 ranged (3d6, DC 15 Stun Blaster Pistol OR DC20 Stun Animal Gun); SV Fort +7, Ref +2, Will +2, FP 2/DSP0; Rep+2; Str 10 Dex 11 Con 12 Int 10 Wis 10 Cha 12 Challenge code C

High-level Ranch-hand: Rancher 12; Init +0; Defense 14 (+4 class); Spd 10m; VP/WP 0/12; Atk +9/+4 melee (1d3 unarmed) or +10/+5 ranged (3d6, DC 15 Stun Blaster Pistol OR DC20 Stun Animal Gun); SV Fort +9, Ref +5, Will +4, FP 3/DSP0; Rep+3; Str 10 Dex 12 Con 12 Int 10 Wis 10 Cha 12 Challenge code C/D Equipment: Blaster Pistol, Lasoo or animal Stun-rifle; comlink; ATC; animal restraints; Tauntaun & riding tackle, veterinary kit and first aid kit, possible a data pad, animal stun gun, repairs kit Skills: Handle Animal +10 [6+3+1+2], Knowledge(local) +12, Profession (Rancher) +12 [9+3], Gamble +3, Spot+4, Treat Injury +8 , Entertain (Sing) +2, Survival +7, Ride +12 [9+1+2], Repair +5, Knowledge(Veterinary Science) +8. Feats: Skill Emphasis (Profession[Rancher]), (Handle Animal), WGP(Blaster Pistols), Track, Animal Affinity, Surgery(Veterinary)

Senior Ranch Manager: Rancher 8/Diplomat 4; Init +0; Defense 13(+3 class); Spd 10m; VP/WP 0/12; Atk +8/+3 melee (1d3 unarmed) or +8/+3 ranged (3d6, DC 15 Stun Blaster Pistol OR DC20 Stun Animal Gun); SV Fort +8, Ref +4, Will +6, FP 3/DSP0; Rep+4; Str 10 Dex 12 Con 12 Int 10 Wis 10 Cha 12 Challenge code D/E Equipment: Blaster Pistol, Lassoo or animal Stun-rifle; comlink; ATC; animal restraints; Tauntaun & riding tackle, veterinary kit and first aid kit, data pad; possible animal stun gun, basic repairs kit. Skills: Handle Animal +10, Knowledge(local) +9, Knowledge (Trader) +5, Profession (Rancher) +7, Gamble +3, Spot+4, Treat Injury +4 , Survival +4, Ride +4, Pilot Speeder +4, Repair +2, Knowledge(Veterinary Science) +4, Diplomacy +8, Bluff +5, Gather Information +3, Intimidate +3, Sense Motive +3, Computer Use +5, Profession (Ranch Manager) +7 Feats: Skill Emphasis (Profession[Ranch Manager]), (Handle Animal), WGP(Blaster Pistols), Track, Persuasive, Trustworthy.

But they never fully recovered, and never came back. Only scars and empty research installations remain, except for the bio-engineered plant-life on the planet of Halo Bay - and it's original form in Biome 5.

History - Archaic Arkanian This is core to an understanding of the background of some of the "accidents" and oddities within the Nebula. It appears in Episode 2, SN152, which is a copy of the information here. All markings on consoles, door controls and other equipment within the Research Facility are in Archaic Arkanian, the language spoken by a group of Arkanians who were exiled from their world over a 1,000 years ago for apparently being too extreme in their biochemical research! It is worth noting that whilst Arkanian numbers can be readily identified, and non-Arkanian speaking characters can work them out for themselves by making a DC15 Intelligence check (Take 10 is not applicable), base 8 is used as the Arkanians only have 8 digits (0-8). Understanding Archaic Arkanian requires Knowledge (Galactic History) check plus Read/Write(Arkanian). Without the ability Arkanian, a relevant knowledge check identify the language.

a DC15 the skill to read will just

Slitherguns/Reptrac weapons These Ancient Arkanian weapons are originally seen in Episode 2, Part 1. There are few remaining, and even fewer which still work.Details are provided here for reference.

Medj'K'ai Nebula - GM's Guide The Ancient Arkanians in this corner of the galaxy tried to avoid the massive and obvious indications of the use of energy weapons. As a result, they developed a focussed repulsor/ tractor (reptrac) field which could accelerate anything solid (heavier than flesh, for example) incredibly rapidly. This meant they could use the plentiful supply of asteroids in the nebula as mass for kinetic energy weapons on their larger ships. The technology was also capable of being miniaturised for use as hand-to-hand weapons. Whilst the weapons could look bulky and heavy, and the smallest they could build was the size of a light repeating blaster, the technology leant itself to firing a large quantity of small slithers of metal at very high speed, very efficiently and at high rates of fire. Each shot from a personal slithergun fires at least two "slitherbolts" - splinter shaped slithers of metal, glass or ceramic around 2cm long. Occasionally these have an armour-piercing core surrounded by a discardable sabot surround. The first slither tends to impact armour, sometimes vapourising, whilst the second typically impacts in the same place, penetrating. Much of the damage comes from the speed of the projectiles. Most slitherguns (or reptrac weapons) come in autofire and multifire modes. The multiple shots tend to enhance the occurrence of critical hits, even if the basic damage is not as much as a blaster. The minimal recoil tends to enhance accuracy, which supported the "stand-off" tactics of the designers. Most reptrac weapons come with enhanced scopes, tracking and sights.

Reptrac-Carbine (Slithergun) Class: Slugthrower, Dam: 2d8+2, Range Incr: 30m,

Weight 5kg inc. sights. Critical 19-20 Fire mode:"single"/ mf / af

Built-in sights give optional laser painting, telescopic long-range and infra-red vision. Without using the built-in sight the range increment is only 15m as the slitherbolts cannot be seen. When the sight is set to telescopic mode, the range increment is 50m, multifire and autofire is not possible and when shooting at ranges below 50m there is a -6 equipment penalty. The weapons needs a powerpack or charge, which will last for up to 500 double-shots on its own, plus ammunition. The standard ammunition clip attaches into the butt and contains [or contained] 100 double-shot chambered and aligned slitherbolts and subsidiary power for the 100. Alternatively, small, 1cm, regularly sized pebbles or slugs doing 2d6 damage can be put into the chamber and the carbine uses its built-in powerpack. With standard ammunition the slithergun is soundless beyond 4m - and within that range all that is heard is a faint whine. With larger pebbles or slugs the sound is somewhat coarser up to 8m, and the slug will make a noise similar to other slughrower projectiles due to its fairly un-areadynamic qualities. Cost is not given as it is no longer available. Examining and taking apart the weapon to duplicate its capabilities is a Repair DC40 task, failure meaning the carbine may blow up... The powerpack charger needs to be modified to fit into "modern" power sockets to take modern recharge cables.

Page 8

Medj'K'ai Nebula - GM's Guide

4 - The Nebula - An Overview Campaign Era:

Very Late-Clone Wars/Early Rise of the Empire - prior to "A New Hope"

Location:

Medj'k'ai Nebula

Whereabouts:

Mid-Outer Rim, in between the Auril Sector, Centrality and Maw Nebula (approximately on a line between Ossus and Kegan - see p 209 of the RCR).

Along with other nebulae ridden backwater sectors, Medj'k'ai is almost forgotten by the rest of the galaxy. It contains a paucity of habitable planets, is well away from the major trade routes and contains few star systems. Most of those systems which are visible are difficult to approach: not only do the normal hazards of a nebula have to be faced, but an long-dead anomaly within the region has left a number of black holes in the otherwise apparently clear regions within the nebula. Travel between the stars within the nebula is slow and difficult. As a result of these travel difficulties, there are only two major systems in this small nebula, Losshaven and Keysh'kar, within a few light years of each other. A few minor and a number of barely inhabitable systems support some minor religious colonies or small and specialised industrial plants mines, though useful raw materials - even Tibanna Gas - are rare within the barely-formed, micrometeoroid strewn nebula. Settlements, even on the major planets and in the major systems, are small. Trade and contact to and from outside the nebula is sporadic, at best even the Holonet links with the rest of the galaxy are rarely functional due to the shifting nebulae. Trade within the nebula is small-scale, carried out by merchants and traders with small and medium-sized vessels, often held together by prayer as much as by technical competence. But this makes the nebula an ideal haven for the deadbeats of the galaxy. Where else would they be left alone? The nebula is also used as a site for exiled nobles and leaders. Whilst some criminal elements are present, as anywhere where Republican interest and authority is slack, there is too little profit for the major criminal interests: most of such criminals are on the run. This means the area is occasionally the first call for Bounty Hunters chasing down minor criminals, but in general the nebula is too obvious an out-of-the hole to attract the more intelligent and capable criminals. Whilst Luke Skywalker may have spoken of Tatooine as the backwater of the galaxy, it was only because he had never heard of the Medj'k'ai Nebula.

Species and Classes Species mix Whilst many of the species are present, the area is dominated by humans, with a large number of Twi'lek and Sullustan, and of course a fairly signficant Duros presence. Given its occasional use as a haven for criminals, Rodians and Bounty Hunters can be found looking for information on the major planets or hunting their prey on the outlying systems. Ewoks and Noghri are not yet discovered, and Gungans and Kaminoans are not to be seen. Ithorians and Cereans are rare. Other species can be found in small number, particularly in the few star ports. Neimoidians are present on a few worlds, and their presence will typically be noted in the description of

Page 9 that planet. Other members of their alliance, including the Techno Union, will typically only appear in scenarios.

Classes bias The region is a haven for Fringers and Scoundrels. Few Jedi are to be found here, partly due to the low population, but also due to the distinct lack of interest in the region displayed by the rest of the galaxy. No non-Jedi force users of any renown come from this nebula, though a recently rediscovered planet on the edge of the sector, Adhrool, has been forced to develop its own school of force users to survive.

The Holonet Within the nebula the Holonet is often disrupted and erratic. Whilst this is due to the paucity of Holonet relay stations, it is also ue ot the shifting clouds of the nebulae and blackholes which cause severe gravitional anomolies and interuptions in the transmission capabilities of the Holonet. Whenever PCs are to use the Holonet, they must check whether or not it is functional. Functionality varies between systems but is normally only ever functional on Losshaven and Keysh'kar on a roll of 12+ on D20 (DMs + the number of force-levels of person trying, +force-points, if any!). In some scenarios the holonet will be out of action! If the holonet is not functional, it is possible that a person skilled in computer use can shift the connection frequencies by heavily adapting the device attempting the link beyond its normal operational paramaters and force a connection to the holonet, though this is incredibly difficult: DC 21+, DMs equal to Computer Use (take 10 is possible, take 20 is not). If the attempt fails by more than 5 points, the piece of equipment adapted is out of action until repaired. Rerolls are not possible. If the holonet, local library or public databank is being used to extract or research a scenario-vital piece of information, or communicate a piece of news integral or vital to the scenario, such an activity could deserve from 25 to 75XP, more if local conditions make the transmission more difficult.

Key interests and plot-lines Keysh'kar Jedi College/Enclave High in the snowy wastes of northern Keysh'kar, the Jedi Training Academy specialises in cold-weather survival and starfighter piloting/astrogation skills. There is also said to be a thriving research establishment supporting several hundred scholars, technicians and librarians. The Enclave is also the main home of the Jedi within the Nebula. It is located in a deep glacial valley, needing careful piloting to land in (!) and is surrounding by mountainous peaks. Much of the college is built into the walls of the mountain slopes on either side, with the Starfighters and landing bay's cut on terraces on the lower slopes. Whilst the bottom of the valley still supports an active glacier, the crevasseridden, tortured and impacted ice-terrain is used as a constantly varying exercise arena, often coupled with the need to climb to cover a given route. Despite it's location, the College is comfortable and warm inside, with panoramic views from the main halls across the valley

Medj'K'ai Nebula - GM's Guide The Jedi College on Keysh'kar is reknowned amongst Jedi for its cold-weather and survival training, and for the intense quality of its pilot training within the clouds of the Nebula. The school and the landing areas were destroyed in Separatist raid shortly after the outbreak of the Clone Wars. It is believed there are a very few masters still alive in the ruins or in the caves and mountains around the old college. A survivor is alive on Losshaven and is rampaging as a vigilante, falling to the Dark Side. Keysuur Maar is an Arkanian who was tortured by the Separatists and left to go insane: she saw masters apparently flee from the attacks, leaving many of the staff to die and now feels contempt for the order but still wishes to exact retribution to law-breakers (See Scenario 3: Lost Jedi of Losshaven).

Key Jedi involvement As the need for an opposition to the Chancellor/Emperor-to-be grows, it has become apparent to the Jedi in the nebula that whoever faces the emperor may need a safe haven, a place for them and their families to run to when reprisals are mounted. The remote nature of much of the nebula is being explored as a potential safe haven for a future opposition, as well as more obvious centers of opposition away from such havens. This search is being led by Abid T'reed, a striking Twi'lek Jedi Ace/Master. In essence, the plan is to set up layers of protection for the havens: there is to be a secluded and secret frontline base made ready for any opposition; behind this is a substantially more secret and major centre for opposition hidden behind complex hyperspace route; it is only from this, known to very few indeed, that the haven is being established within the nebula, protected by the complex routes required to navigate within the Medj'K'ai nebula.

Medj'K'ai Combine

Nebula

Mercantile

Within the Medj'K'ai Nebula the Medj'K'ai Nebula Mercantile Combine has declared a state of "independence and separation" from the activities of the Separatists and the Trade Federation in the galaxy at large. They have announced that they do want to be associated with the Clone Wars and will co-operate with the due process of all Republican law-enforcement agencies within the sector. [The fact the Law-enforcement agencies within the sector are minimal and largely impotent against a fully-armed cruiser may not go unnoticed by the characters.] The Trade Federation does not formally operate within the Medj'K'ai Nebula and the surrounding sector. Trade Federation ships have not been seen in the Nebula for almost a year. Locally there is the Medj'K'ai Nebula Mercantile Combine (MNMC). Whilst they claim to be independent of the Separatists, and no part of the Federation, it is run primarily by a mix of Neimoidians, Twi'lek and humans. It is believed the MNMC has three Federation style cruisers, but generally uses locally-built, medium-sized, container freighters. Whilst it ostensibly espouses non-

Page 10 violence, it has a Bounty Hunter arm which it uses to hunt down any criminals with a price on their head who have committed crimes against the MNMC. Whatever the MNMC claims about independence, rejecting the Trade Federation and not being part of the Clone Wars, most locals believe it is hand-inglove with the Separatist movement. MNMC cruisers are occasionally seen around the nebula, though in reality there is only one which changes its transponder and profile from time to time. Whether or not it/they are armed is unknown by the general populace, though in reality the one in the system is fully armed.

MNMC Security Forces These are very well trained and equipped, particularly for corporate counter-infiltration and counter-sabotage tasks. Whilst invariable polite, apparently co-operative and helpful, within MNMC compounds they are difficult to overcome. For some reason the MNMC favour humans, though a few other species are occasionally seen. Standard armament is a knife, Blaster Pistol, Blaster Carbine, integrated helmet comlink and drop-down nightsight, and light armour. A standard technique is to split each 8-man squad on duty at each gate in a compound. Four will guard the gate, two in the gate-house and two at the gate, whilst 4 more will be viewing remote monitors and resting from a point at least 20-40m away from the gate house. They employ highly-trained technical/driver to assist in travel and surveillance. These are often used by the M-ERD.

MNMC Evaluation Rectification Dept

and

The MNMC Evaluation and Rectification Department (M-ERD) are the undercover infiltration component of the MNMC organisation. Whilst nominally subject to the MNMC Security Force The organisation is highly secretive and difficult to penetrate. Their prime purpose is to evaluate a corporate threat, which is very often individuals but can be troublesome competitors. Following evaluation, they are expected to carry out any "Rectification" required, either to update the MNMC databanks to indicate the reduced threat status of the individual or competitor, or to remove the threat. The techniques to remove the threat are rumoured to be corporate sabotage or even assassination, but the M-ERD and the MNMC constantly deny such activities, emphasising the Evaluation role of the organisation. When in the field and not undercover, the M-ERD operatives wear a dark, almost black, uniform with distinctive shoulder tabs. The M-ERD consists mainly of a large number of "Evaluation Operatives", effectively field and research agents, the best of whom occasionally go undercover. They also have a group of "Rectification Operatives" who are, in effect, corporate assassins. The M-ERD has command of a number of small, well-armed "merchant" ships, though the only "cargo" they carry is Evaluation or Rectification Operatives and their equipment. These are invariable matt-black painted with stealth coatings,

Medj'K'ai Nebula - GM's Guide

Page 11

have variable transponders and are extremely well armed, particularly with Ion cannon, to capture or hide the effects of an attack. These ships are known to go by the names "Fallen Angel", "Hungry Ghoul", and "Steel Golem", often with a numeric suffix, though they will not be above picking other names. This constant change makes it difficult to know just how many M-ERD ships there are.

Scenario Usage: Crashland

1

-

Kelysine

The MNMC has established a defensive installation and prototype construction facility on the moon Kelysine which orbits Arysine in the Losshaven system. If no discovered the facility could turn the tide of the Clone Wars by retrofitting remote controls to any droid the Separatists capture. The facility has some troops, but uses its roles as a storage and cloudmine staging facility as it's primary defense. MNMC ships calling in always take away some of the precious minerals (Hfedrium, Tibanna Gas) mined from the gas giant as a useful cover.

Scenario Usage: 2 - SN152 Having destroyed the MNMC installation on Kelysine, the PCs now find themselves a target for the M-ERD. The M-ERD uses the cover of a giant storm to try and get rid of the heroes before they become troublesome.

Losshaven Corporation

Engineering

This is the largest industrial combine within the Nebula, and has close links with the major ruling families: the governer/senator or Nebula ruler is almost always from one of the major ruling families with a large stake in LEC. Primarily based at Losshaven, it has a shipyard and factories at Junction, plus smaller factories around the Nebula. It is owned by an assortment of investors but the biggest single owner is the Medj'D'mas family, who own over 30% of the total stock. In Rim terms, this makes the family very powerful indeed. Associted branches of the family who tend to own the corporations supplying and doing business with the Medj’D’mas are the Medj’Keren LEC produces much of the technology within the Nebula, tailoring much of its lines to Rim-world and nebula use; highly functional designs, hard-wearing, slightly flexible and with specific uses but not necessarily top-of-the range in frills, speed or advanced technology. This, coupled with its short supply lines (frontier resources and short delivery distances) has meant it can generally undercut Corporate Sector prices or the demands of the more common corporations. On the wide steppes of Losshaven, its Steppe-crawlers and Ranchhand Speeder bikes are de rigeur for any ranch. Its small cargo and personnel shuttles are in regular use throughout the nebula, as are its few attempts at light to medium interstellar merchant ships. Malicious rumours abound that it is in close cooperation with the MNMC. These are normally dismissed by the LEC press and public relations division, insisting that the LEC is independent and will trade with any corporation (and will happily cite

all the Republican and Rim corporations with whom the LEC trades). The rumours are, however, correct. The only way the LWD- series (Losshaven Worker Droid) could be retrofitted with remote controls to override their internal minds (to make them battle droids) would be if the circuitry was dual-designed and made readily accessible (demanding some bypass circuitry already in place and hidden). This the LEC did at the behest of the MNMC so that any droid which was shipped from the LEC factories (whether on Losshaven, Junction or in the minor factories around the nebula) from just after the start of the Clone Wars could have a remote brain link retrofitted (see Kelysine Crashlanding).

The Keysh'kar School

Twi'lek

Dance

The dance school produces excellent dancers in the Twi'lek style, emphasing exotic and erotic Lekku forms which mystify those not able to understand Lekku - and which are sometimes even disbelieved by those non-Twi'lek able to read the complex Lekku intertwinings. As always, Twi'lek bring some form of trade, though their dealings may not be as straightforward and "honest" as other species might expect. Nonetheless, the school keeps up the image ofa very honest front. It also has a Drugs rehab unit – and this is the most effective and costly rehab unit in this region of space. It is also totally above board: the owner of the school will have nothing to do with drugs. The Dance School also hosts a Theatre Troupe made up from freed Chev – these are totally loyal to the owner and regularly travel round the rim putting on performances. It is owned by Y’vaath Slaar, a renowned philanthropist, but actually one of the key blackmarketeers in this part of the galaxy.

The CloudDancers Known as one of the major Criminal networks in the Nebula, it is not known who runs the Cloud Dancers. Rumours abound that Turuma the Hutt is at its head, but no financial or forensic trace has been found to prove this. Whoever runs the CloudDancers is a professional, with a cunning and ruthless streak which has confounded law-enforcement agencies for some time. The CloudDancers are rumoured to have a variety of specialised functions, each with a separate name and semi-independent organisation: the "DeathDancers" are top assassins; the "NightDancers" top prowlers and thieves; the "DataDancers", top slicers. Whatever their real names, and to whoever they owe their allegiance, the ‘Dancers reputation is sinister and one invoking fear.

Medj'K'ai Nebula - GM's Guide

5 - Systems & Planets Most of the information on the systems and planets can be found in the Players Guide. That information is readily available through the holonet (DC10-12 Computer Use) or from libraries or public information systems on each planet (DC12-15 Computer Use). Information presented here is specialised details which cannot be found in the Players Guide or is information pertaining to plot lines, installations and other areas of interest to GMs. Within each section (Planet and Star heading) the brief sketch from the players guide is duplicated here for GMs ease!

Adhrool

Page 12

Ghul'arak Formerly a major fringer/farming System in Medj'K'ai Nebula, exporting exotic and specialist foodstuffs throughout the sector. The MNMC has recently discovered extensive local mineral deposits and has installed a new planetary government. The main opportunity here is for fringer player character origins (thrown off their planet by MNMC machinations) or for heroes deciding to try and relieve the plight of the local farmers. Animal life is abundant, as is plant life, but many of the predators are being systematically destroyed in an effort to optimise mining operations – much of the mining is strip mining, devastating the planet.

Halo Bay A recently re-discovered planet with heavily mutated humanoids, adapted to life on the hostile planet. It is also the home of many dark side sites which has led explorers to ponder its role in the ancient Sith Wars.

Creatures Details of the creatures are yet to be designed, but there are many hostile predators. The planet is riddled with caves and underground systems, and much of the plant life is adapted to low-light and cave environments. The high levels of radiation tend to force extensive mutations, many of which are damaging and die off quickly. The vicious range of predators tend to either hunt the caves or roam the searingly hot surface: very, very few do both. Some are adapted to the force and hunt using rudimentary control of force techniques.

Amanus - Arnok-65C The joint second most important System in Medj'K'ai Nebula, home to the Mon Calamari and a thriving LEC starship design and construction yard.

Creatures The oceans of Amanus are filled with a wide variety of aquatic snakes. One of the most fearsome breeds is the Mose. Mose A predatory sea-snake, known for it's sharp teeth, ability to trace eddy currents and smell in the water, and it's tendency to hunt in packs. The several species of Mose are recognisable by the single spike on the rear of their head, which has been adapted on some sub-species to be a weapon, on others a shield. Advaced Mose Of the same genus as the Mose, the Advaced Mose is a more predatory killer which tends to hunt in pairs. Indeed, such has it's tactics evolved an individual Advaced Mose is almost totally useless unless it has another backing up its hunt. It is not particularly fast.

- Bay 55R

For centuries surrounded by the Nebula, and impossible to access, Bay was explored when the nebula shrank revealing a number of small planets around the central star. Since then the system has been home to a wide variety of research establishments, though few have elected - or yet been given permission - to settle in-system. Halo Bay is an Arkanian bioengineered planet whose prototype genetic experiments came from an underground research facility on Losshaven (see scenario 2 – SN152).

Junction - M'K 749 There is little at Junction bar a space station and a number of Fringer repair yards (and small construction yards) for spacecraft. The system acts as a staging post for those wishing to travel through the Nebula or to trade with the more major systems within it. The staging/junction space station orbits Junction 5 way beyond the moons and rings. This is accompanied by a sparse ring of repair yards and minor construction yards, known as the Junction Industrial Ring (JIR). Sorosellub Shuttlecraft, one of the minor companies operating in the JIR, claims to have a license to build Chopper & Dahl Starshipwrights Elinor Landing Craft, and copies of LEC’s Cob Class Cargo Shuttles. Whether or not it does have the requisite licenses, it churns out these cheap and cheerful shuttles almost on demand and does a healthy trade in second-hand ships.

The LEC on Junction The Losshaven Engineering Company has a small shipyard in the JIR from which it constructs its range of small and medium-sized freighters.

Medj'K'ai Nebula - GM's Guide

Junku Star - Key’dara Kaydara is primarily reknown for the large number of small-scale manufacturing plants scattered around the main planet within the system, and its refinery's on the main planet and within the asteroid belts. Surprisingly, the system has a larger number of asteroid belts than would be expected, but these leave a large number of mineral-rich asteroids ripe for mining and manufacturing.

Keysh'kar - Keysh

Page 13 appear to be in the grip of an unceasing ice-age. During winter the weather becomes brutal in the cold zones. During summer the equator can be quite balmy, though almost never hot, and in the mountains travel becomes possible once more. Survival checks are required every day, at least, in the winter in the mountainous regions. In these regions, equipment and gear will freeze if left out overnight in winter.

Ice Storms In the freezing mountainous regions of Keysh'kar, deadly Ice Storms are an ever-present threat. A summary in game terms of information possibly available on the holonet, or from questioning experienced locals, is given below.

Ice-Storms - General Info The joint second most important system within the Medj'k'ai nebula, this is home to a number of industrial concerns. A Jedi School is/was present on Keysh'kar 4, often referred to just as Keysh'kar. If any investigation is successful within the system and on-planet, rumours abound that a few injured Jedi masters remain in hiding in or around the enclave, either waiting for promising pupils or for some other reason known only the those able to sense the Force.

Indigenous Species The locals are the Keysh, a hardy, near-human race thought to have been genetically engineered from main-stream human stock, possibly with Arkanian genes, possibly by the Arkanians themselves. As a result they have been able to weather the planet’s ice age by accepting it, and adapting to it. No-one knows how many Keysh there are, but they are clanbased nomads, moving from place to place in the mountains as food and resources dictate. Some estimates put their population planet-wide as high as 50 million, though 25-30 million is considered more likely. Keysh culture tends to emphasise stoicism, family and communal culture. The Keysh tend to be gregarious, welcoming strangers and expecting to be welcomed by strangers. Thieves are unknown in their culture. Off-worlders they tend to regard with a little suspicion, but will welcome them. Bribes, as a result, are unknown but gifts after a hospitable action in gratitude are expected and often delayed till the next meeting. They have their own Force Tradition, which is based around communication and survival. Due to their commitment to family, there are more force-users amongst the Keysh than would be expected amongst a normal human population: Force Adepts are expected to breed and several families in each clan regularly have Force Users born to them. Other information is available in the Players Guide.

Climate Weather on Keysh’kar is nicely cool for humans around the equator. There are also relatively few mountains. North and south of this narrow band, however, are severely mountainous regions which

Keysh’kar Ice-Storms are incredibly severe blizzards in which the snow contains substantial quantities of hail, falling ice and static or thunder. The winds are bitter and renowned for their ability to freeze anyone caught in the open. These storms require a Fortitude save for each person caught unprotected in the open (this excludes vehicles built for the cold). Finding proper shelter or being within vehicles equipped to withstand the cold removes the need for such saves! DMs are as stated in the Ice Storm Severity table. Take 20 is not allowed: Take 10 is not allowed if the characters are caught unawares (sleeping, stunned or unconscious, for example). Ice Storm Severity table Storm DM Normal (common) 0 Severe (infrequent) -2 Extreme (rare) -4

Visibility 25m 15m 5m

The DMs in the table above apply to all Fortitude saves to withstand the storm and cold, and to all Str and Dex based abilities whilst within the storm. Fortitude saves against cold must be taken every 5 minutes until shelter is found. The base cold DC of 15 (see Chapter 12, p287 in the RCR) applies. Additional DMs to the Fortitude saves are: +4 if stationary, on the ground and attempting to get behind any cover, overhang or rock crevasse; +2 if in a lightweight vehicle not especially equipped for cold (such as a standard speeder similar to those found in most towns and cities – including those on the equator on Keysh’kar); -2 if in/on a swoop; -2 if moving; +4 for a successul Survival check plus further bonuses depending on the success of the Survival roll (e.g each +5 gives +2 to this roll); +/- DM on clothing checks as stated in the RCR. Maximum movement in storms is ½ normal speed unless an opposed Strength roll vs DC 20 (with size penalties for small or large creatures) is made each round (a free action).

Medj'K'ai Nebula - GM's Guide Speeders and swoops will get buffeted around until properly anchored with storm lines (standard equipment on most Keysh vehicles and readily available for 50Cr a set in most population centres of the size of a village or larger). Until anchored, such vehicles will need a pilot check (stunts) every turn against DC15 with DMs of: +2 if stationary and trying to keep the vehicle stationary; -“x” The storms DC modifier +½ normal size modifiers -5 if moving ½ visiblity distanceor slower; -10 if moving at visibility speed; -15 if movement speed is greater than visibility. Wind velocity at high altitude is brutal: the only way to fly is at low level or super-atmosphere. Longrange communication is also blocked in such storms.

Jedi College /Enclave This has already been mentioned and exists in the highlands of the northern hemisphere. Rumours are that the location is in a valley at Lat 30 Long -80: the correct location is a more secluded valley nearby protected by the mountains at Lat 26° Long -82°, approximately 4,500m above sea level, with the mountains on either side of the valley rising to over 5,500m. The Keysh and air traffic control know exactly where it is. The college was ruined in a separatists assault about 5 m-6 months into the Clone Wars.

782 Squadron (Haven’s Ravens) HQ Haven’s Ravens headquarters is located at 6.5 lat/72.5 long (avg temp 11.5) in a promontory into one of the main oceans. The base can support up to two squadrons permamently, though currently has only one. Land around is fairly flat and it has a number of hangars, landing/take-off aprons as well as resupply and crash facilities to support a fairly large warship. The base also has training facilities, quarters for several hundred personnel (mostly closed down) and maintenance/repair facilities for both squadrons and limited repair for a small cruiser, though most of the latter facility is mothballed.

Arkanian Research Centre Somewhere in the southern hemisphere, this is surrounded by mountains, ice, glaciers and snow: just like home to most Arkanians. It harbours both a refugee centre, often unused, which is primarily for refugee and persecuted Arkanians, as well as a settlement and extensive research and science facilities, mostly embedded within the mountains surrounding the Research Centre's main landing pad. The whole centre is well camouflaged and its presence is only rumour, often regarded as folktale. Another conspiracy rumour is that the Arkanians had helped the planet into becoming the cold place it currently is. This is indeed, fact. However, their IceAge inducing facilities are now switched off, having reduced the planet to a level at which they feel comfortable (and also at the suggestion of Master Abid T'Reed).

Page 14 It is sometimes used by the Jedi Master Abid T'reed as a refuge: she makes certain she is never followed, sometimes landing some distance away and walking, hiking and climbing to the centre.

Keysh’kar Predator: Snowpads The Keysh'kar Snowpad is a lethal predator known to patiently track or lie in wait for large prey for days. It is extremely well adapted for the Keysh'kar mountains, using the rocky terrain and mountain sides to great effect. Its gray/white fur and thick layer of fat offer both effective camouflage and enable it to survive in the harsh conditions. Its ability to climb is dismayingly impressive: aided by the wide pads, long toes and climbing claws on its four feet it can climb vertical cliffs with amazing agility. Whilst it has claws, they are more adapted to climbing and finding crevices than being used to attack opponents: as a result its claws are weaker than one might expect and are a last resort. It is a solitary hunter, its technique being primarily to wait, clinging to the side or top of a steep cliff or rock, until prey passes within reach. At which point it pounces or leaps onto the prey. To find a prey grazing or living area in the first place, it uses its excellent sense of smell. In leaner times it has been known to track prey for days, overtake the prey and lie in wait on its anticipated route. Snowpad: Arctic Solitary Climbing Predator 6; Init +6 (+2 Dex, +4 Improved Initiative); Defense 18 (+6 natural, +2 Dex); Spd 10m; VP/WP 38/17; Atk +10/+5 melee (1D8+6 bite) or +10/+5 melee (1d3+4 claws); SQ Camouflage, Scent, Climb (10m), Arctic; SV Fort +8, Ref +7, Will +3; SZ M; Face/Reach 2mx2m/2m; Str 18, Con 17, Dex 15, Int 3, Wis 13, Cha 9. Challenge Code C. Skills: Climb +21* (+6, +8 Climb, +4 Str, +3), Hide +13 (+5, +4 Camouflage, +2 Dex, +2 Stealthy), Jump +8 (+4, +4 Str), Listen +1, Move Silently +7 (+3, +2 Dex, +2 Stealthy), Spot +1, Survival +7 (+2, +4 Arctic, +1 Wis) Feats: Improved Initiative, Stealthy, Skill Emphasis(Climb) * Climb skill level means that vertical, slippery cliffs and mountainsides can be climbed, and can often be moved at double speed, with no normal skill check, given the Snowpads Climb SQ and ability to Take 10 on climbing.

Keysh’kar Vultures

Predator:

White

The Keysh'kar White Vulture is a lethal avian known for its adaptation to the mountainous Keysh'kar terrain. It lives on the mountainous crags that are ever-present outside the equator, is wellcamouflaged for the snow, rock and ice, and is a bold nuisance. More vulture than bird of prey, it is nonetheless an impressive flyer and hunter, omnivorous and fairly intelligent, thought he extent of its intelligence is unknown. Unless driven away from settlements and villages, it will happily settle near rubbish-dumps or waste tips where it will prey on whatever is thrown away - and sometimes on those who throw things away themselves. The White Vulture is one of the largest birds on Keysh'kar, with a wingspan approaching 1m70. It has a powerful pair of claws, but unlike many true birds of prey its powerful beak can rend flesh. It is most well known for its scavenging ability: it seems to be able to eat almost anything non-ferrous or non-

Losshaven Engineering LEC-k974-SubZero Utility Speeder (Keysh’kar Snowspeeder) Medj'K'ai Nebula - GM's Guide

Class: Speeder [Ground +50m] Crew: 1 (Normal +2) Page Size: Huge (~6.5m long) Initiative: -2 (-2 Sz, +0 15 Crew) Passengers: 1(+4)*** Manoeuvre: -2 (-2 Sz, -2 Equip, +2 crew)** Cargo Capacity: 180kg*** (+400) Defense: 12* (-2 size, +4 armour) Speed: 100m Shield Points: None Maximum Velocity: 250 km/h Hull Points: 25 (DR7) [see Notes] Cost: 9,000 (new), 3,500 (used) Area: 3+ long by 2 wide Weapon: None Max height: 50m * Provides 75% cover to crew and passengers **Piloting rolls suffer a DM of -2 but anyone making a jury-rig or repair on a k974S has a DM of +2. *** 1 seat is provided next to the driver; 4 more are provided in fold-up seats in the back. Each pair of seats is designed such that when folded they give +200kg cargo space. Loading is through the rear side doors. 20kg of the basic 200kg cargo space is always put aside for survival rations, a basic survival tent, signal flares and spare heater power cells. Hull: The k974 is sealed, armoured and heated against the cold. When stationary and intact it counts as protection for its pilot and passengers.

ceramic. It's wingspan is also excellent for its size, making it able to drag many of its prey or scavenged food to safe crags to eat if its size doesn't drive off any who might bother it. Flying skills are superb, and on the ground they are not as clumsy as might be expected, using their wings to help them move. It is a social bird, tending to gather in large, but intimate, family groups as much as the food-supply can take. Family groups have even been known to frighten away Snowpads from their kill. Near settlements, where free licenses are often given to keep its numbers down, it is regularly hunted but in the wilderness, it becomes the hunted, not just a scavenger. Whilst individually they are not up to much, they are almost never seen other than in small family groups of around 4-7 (1d4+3), at least, and where food supply is more plentiful flock sizes can triple or even quadruple this number. They tend to attack in pairs (2 to a single square), using the attacks of one to open up opportunities for another. Once on member of the pair is seriously damaged or wounded, both are likely to flee. The statistic block below assumes two are attacking from a single square. White Vulture: Arctic Social Flying Avian Predator 2; Init +6 (+2 Dex, +4 Improved Initiative); Defense 13 (+1 size, +2 Dex); Spd 4m (ground)/16m (good/excellent); VP/WP 14/12 (+14/12); Atk: +3/+3 melee (1D4, beak) or +3/+3 melee (1d3, talons); SQ Fly, Camouflage, Scent, Arctic; SV Fort +4, Ref +3, Will +1; SZ S; Face/Reach: 2 in 2mx2m/2m; Str 10, Con 12, Dex 15, Int 5, Wis 13, Cha 9. Challenge Code B. Skills:, Listen +1, Move Silently +7 (+3, +2 Dex, +2 Stealthy), Spot +1, Survival +7 (+2, +4 Arctic, +1 Wis), Spot, Search… Feats: Improved Flight, Improved Initiative

It is used, though, for trips between off-worlder trading stations and the equatorial cities. Despite its generally poor take up, one variant – the medical and surgical support vehicle – has proved highly popular as an emergency “flying surgery”: some professionals make a living flying their nurses from regular stop to regular stop. As always with native-design LEC vehicles, piloting rolls suffer a DM of -2 but anyone making a jury-rig or repair on a k993 has a DM of +2.

* Improved.

Notes: Arysine/Kelysine

Keysh’kar vehicle: Snowspeeder: LEC-k974 SZUS Built by Losshaven Engineering Corporation for the mountainous terrain and freezing weather of Keysh’kar (hence the “k” prefix), this landspeeder “Sub-Zero Utility Speeder” is heavily adapted for the cold and for general keysh’kar use. In particular, it’s additional armour and heating elements mean it is able to land and be used as a protective shelter in any type of storm. Like many of the LEC designs, the SZUS design emphasises minimal complexity and maximum adaptability, leaving it with few frills. Its handling is raw, but it has a 50m height to enable it to traverse most glaciers, and is fast enough for the longdistance travel common around the Keysh’kar highlands. Like many LEC vehicles designed for the more backward worlds, repairs tend to be relatively easy.

Keysh’kar vehicle: LEC-k993 SZCT

Snowtruck

This is LEC’s attempt to provide a general-purpose truck for Keysh’kar. Unfortunately, they misjudged the market, so few were sold, as many of the local Keysh tend to leave what few possessions they have with their clan, and the k974 SnowSpeeder provides enough transport space for goods they wish to trade.

Losshaven This is the capital system within the sector, home to the Old Republic consulate and administrative headquarters, though little has been heard from the governer for some time. It is also the home to the powerful Losshaven Engineering Corporation and the MNMC, as well as the powerful Medj’D’mas ruling family.

On the major moon of Arysine, Kelysine, is a staging post. Kelysine is the only object capable of being called a moon of the pear-shaped supergiant Arysine. Whilst fairly large, it is still not large enough to support a full atmosphere. An open storage facility on the surface of Kelysine is used for temporary storage of the gas or particles mined from the Ringed Gas Supergiant and stored in carbonite.

Losshaven Engineering LEC-k993-SubZero Cargo Truck (Keysh’kar SnowTruck) Class: Speeder [Ground +50m] Crew: 1 (Normal +2) Medj'K'ai Nebula -Initiative: GM's -4Guide Size: Gargantuan (~14.5m long) (-4 Sz, +0 Crew) Passengers: 2 (+4) *** Manoeuvre: -4 (-4 Sz, -2 Equip, +2 crew)** Cargo Capacity: 15t (2t) *** Defense: 12* (-4 size, +6 armour) Speed: 80m Shield Points: None Maximum Velocity: 200 km/h Hull Points: 50 (DR10) [see Notes] Cost: 24,000 (new), 9,500 (used) [Basic truck, medic support starts at 50K) Area: 7+ long by 4 wide Max height: 50m * Provides 75% cover to crew; 100% cover to passengers **Piloting rolls suffer a DM of -2 but anyone making a jury-rig or repair on a k993S has a DM of +2. *** 2 seats are provided behind the driver in the cab, with a pair of small bunks and a tiny fresher to allow shifts and navigating to enable constant travel. On the Medic Support vehicle, 4 more are provided in more comfortable seats in the surgery interviewing room. Some cargo space is always put aside for survival rations, a basic survival tent, signal flares and spare heater power cells. The Medic/Surgical Support variant has an interview room and a fully-equipped surgery (the more expensive even have bakta tanks) Hull: The k993 is sealed, armoured and heated against the cold. When intact it counts as protection for its pilot and passengers and any huddled in the cargo space.

Normally such would be stored in a simple staging post, or shield-ship station, awaiting transport outsystem by normal freighters. The presence of the black hole in orbit around Arysine (which gives it its distinctive pear-shape) means that the gravitational anomolies and meteor activity forces the shield-ship station to be moved - as a result much of its storage has been given over to additional thrusters and fuel. Therefore the shuttles which bring up the mined deposits tend to fly on to Kelysine and leave their cargo there, ready for onwards transit by a larger freighter (which also needs shuttles). All this means that the mine makes only marginal profits and is only kept going due to the demand for spacecraft, fueled by the recent Clone Wars. It is not advisable for any craft to fly between the supergiant and the blackhole: gases are being brought out of the incredible gravity well of the supergiant and into the blackhole. The gravity between the two is likely to exert a great deal of tidal forces on any ship running between them. The various rings and meteoroid belts are being torn apart by the activity, making them highly hazardous. PCs may wonder why a moon such as Kelysine, the size of Mars, and close to a black hole and supergiant would still have an atmosphere, however marginal. They may aso wonder why there is more gravity than a planet like Mars. This is an intentional gravitational anomaly meant for an adventure hook for later adventures. The following is information the players may know or could research on Kelysine. It appears in adventure one, Kelysine crashlanding. Kelysine information Kelysine is a staging post, the largest moon of the pear-shaped Supergiant Arysine. The giant is a fairly rich store of Tibanna Gas and similar compounds, but mining is very difficult and fraught with danger: the fairly recent black hole which warps Arysine into it's distinctive shape causes considerable gravitational anomalies and adjustments in the meteoroid activity. This means the Shield-Ship Station, used as a link to transfer cargo shuttles down to the floating mine protected by one of the pair of shield-ships, has to regularly move, leaving the cloud-mine to its own devices. The shield-ship station has had much of its docking and storage facilities turned over to fuel and engines (heavyweight repulsorlifts and guidance thrusters). Sometimes the shield-ship station cannot be used due to the conjunction of atmosphere, the black hole and the rings.

Page 16 In turn, Kelysine has had to be used as a stable base and temporary storage area. The gas and particles mined from the Ringed Gas Supergiant are stored in carbonite or in sealed units, transported up to the shield-ship station, then Kelysine. The storage facility on the moon consists of an open area, a small bank of warehouses and two landing pads one for shuttles and one for freighters. The storage facilities are also used for items in transit down to the cloud mine. The complexity and need for smaller craft makes the profit marginal, but still usable.

Whilst Kelysine is fairly large for a moon, it is still not large enough to support a full atmosphere. The outside temperature is freezing, life is primitive lichen, and protective clothing and respirators must be worn. [If more detail is checked for on such control centres, the following is available]: Normal crew for a skeleton control centre is 6-10. This includes 3-4 traffic controllers, up to 2 artillery specialists for any turbo-lasers or blaster cannon, plus 3-4 admin and management staff. Cloud mines such as that in the Arysine atmosphere have a crew of around 30-40 working shifts, with entertainment, dining, sleeping and storage facilities. The shield-ship station for such a configuration would normally require a crew of about a 10-12. However, with a remote control centre and a copious number of droids the crew can be removed altogether except for visits from specialist maintenance and repair staff when necessary.

Summary Losshaven is the major center of population of nebula. Also holds the HQ of the LEC (in Haven Port itself, the capital of Losshaven) and also on TearDrop Island, it’s major manufacturing facility which has an additional industrial space port and many, landscaped manufacturing plants along its 50 mile length. MNMC have a major building in Haven Port from which much of its business throughout the nebula is organised and managed. (FotR/RotE:) An Old Republican consulate is present in the main city on the planet, Haven Port, but is now mostly abandoned. The Republic buildings are falling into decay and are now mostly deserted, the extant governor fundamentally so in title only, in reality serving his own ends. The post is regularly voted on, rather than appointed centrally, but more important local leaders are the various mayors of the cities, towns and administrative districts. To counter this, the post of Governor is now coupled with that of Mayor of Haven Port. Of late there have been a very few refugees from the Clone Wars, mostly Neimoidians declaring independence. The population is mostly human, Duros, Twi’lek, and some Sullustan, with a smattering of other species. Some mineral resources are present. No census is

Medj'K'ai Nebula - GM's Guide taken, and many people live in primitive hill-manors in the borderlands, electing to live a religious or communal life away from much technology and the complexities of intergalactic life. As a result, estimates of the population could be wildly inaccurate. Life amongst the border villages on the wind-blown steppes of LossHaven is extremely harsh. Towards the equator the deserts and hotlands are almost impossible for many species to survive in the open. Many of the populace eke out a living on ranches or as nomads in the harsh wilderness steppes between the deserts and the temperate poles. Tauntauns, adapted to the harsh wilderness, are commonly used as mounts as they need less technology than speederbikes or landspeeders. Bantha, amongst other herd-beats, are the "agricultural" base to the economy. In these border regions strangers are often regarded with suspicion - after all, a stranger could be a pirate, an outlaw or another rancher. And two out of those three are bad.

Page 17 users perceive its effects. The Hill-Manor Force Adept Tradition emphasises community with nature, guardian ship (the Adepts are often called Guardians) and promotes non-reliance on the Force: Guardians are almost always cross-class, sometimes Fringer or Rancher/Expert, occasionally with Diplomat or a poor Noble (whose Favor skills are much reduced), sometiemes with Scout (minus the technical skills) and never with Scoundrel or Soldier. No one knows how many of these convents exist. Enough to service the 1400-1800 separate communities that exist, and not all of them believe in to promote use of the force. It is sad that promising young Adepts often reject their roots and seek their training and force development off-world, outside the influence of their own society and community. Lately, the early emigrants have begun to return, however, searching once more for the quiet and rural life of their youth.

Flora/Fauna The Steppes of Losshaven Whilst the few main towns and cities of Losshaven are based near its poles, there are numerous ranches on its wide-open steppes and plains further south. There is little intelligent life at the tropics or near the equator - it is far too hot and there is too little moisture for anything other than desert, sand and dunes. The frontier regions of Losshaven were settled years ago by those seeking a simple, less complicated lifestyle, one "closer to nature". Often these were political or religious refugees. In many ways they certainly got their wish as life amongst the border villages and manors on the wind-blown steppes of LossHaven is harsh and often primitive. Many residents eke out a living on ranches or as nomads in the wilderness, some even retreating to caves or hill-manors in canyons and hills on the borders of the "Hot Lands" - the deserts. The steppe-villages should not be confused with these more ancient haven- or hill- manors. These tend to be inhabited by far fewer people - from 20 to 100 at most - and are spread around the hills. The political or religious refugees and descendants who inhabit these places are very insular, and try their best to live off the slopes in the protected hills. These are arable and small-animal farmers, as much as they can be. The hill-manors tend to be primitive, very rural and rarely contact the "more civilised" steppe-villages and ranches (as the latter like to refer to themselves). Despite its primitive nature Life in the Hill-manors, though, is peaceful, rarely troubled and idyllic. Fringer and Ranchers are common, the latter being a variation of the NPC "Expert" class. The Hill-manors are often part of larger communities, all descended from the same political/religious refugees. They often send those young who show promise to religious schools (convents) to educate them in the ways of leading, judging, peace and, if the young show any force abilities, in the way of manipulating the force relevant to that society. Their skills in developing Force-users (Force Adepts) are extremely poor: often only a single force-user, of varying power, is available at these convents to teach the ways of the force in whatever way the

Much of Losshaven's native flora is primitive, mostly fern and grass based with a few primitive conifers, thorns and sagebrush. Animal life is primarily reptilian, ranging from small scavengers to larger predators: the heat and storm problems on the planet have tended to limit the size of its larger lifeforms. Though a few primitive herbivores and their predators developed, they have been in decline for centuries, transplanted by species from off-world and are now rarely seen. The planet-forming taking place aeons ago did little other than prepare the ground for more common grasses, more advanced undergrowth and edible plants and animals. In the rocky mountainous regions maquis (chaparral or Mediterranean) fauna is commonplace: aromatic and hardy herbs abound, as do thorn-bushes and various olives, oil-plants and similar hardy fruiting trees. Smaller animal species are plentiful - both local and imported. Lower down the slopes and bordering the deserts across the world taller shrubs are plentiful, able to provide sustenance for larger herbivores such as bantha or even nerf. Nerf, however, can struggle with the extremes of temperature and the raging fires which sweep across the scrublands, often triggered by lightning from dry storms. Much of the other fauna, whether local or imported, has adapted to the burn-thrive cycle which is oriented around the planets notoriously short wet-season and long dryseason.. The varied ecosystems and poor-quality soil in the lower latitudes have meant that ranches have to be far larger than would be common on other worlds in order to hold the be economically viable.

Wind-Art The winds, weather and extensive dust-storms on the Losshaven deserts and borderlands are known to carve strange shapes from the rocks on exposed cliffs and hills. Locals expanded on this by precarving, consciously weakening or molecularbonding some of the shape into standing stones, cairns or columns of rock, and then allowing the wind and elements to continue with the carving over generations, altering and enhancing the shapes formed. When rocks collapse, the wind-scoured

Medj'K'ai Nebula - GM's Guide shapes are rearranged and molecular-bonded again. This work by the Wind-Artists and their descendents produces unique sculptures - often appreciated as massive, quaint, primitive forms of installation art in the corporation headquarters around the empire. Wind-Art has been practised for aeons on Losshaven. Such carving was often done in memory of a family member, or done on behalf of a deceased friend. Each item of wind-art can take years or decades to produce, and it became a common sight to see wind-art on the steppes near the deserts. Many are - or were - almost sacred objects, carrying meaning for many rancher and frontier families. Such unusual and primitive art, however, has many attractors, particularly in the more sophisticated inner regions of the galaxy. Wind-art was appropriated or taken by the rich in the galaxy and much of the windart was lost, only to re-appear on show in the foyers of conglomerates, museums or in private collections. To avoid the art disappearing the authorities on Losshaven and within the sector were obliged to outlaw the export of wind-art without the signatories of all involved in, or now responsible for, its making. Such a confirmation set of signatures is difficult to obtain. Whilst the laws certainly restricted its travel off-planet it also drove the trade underground. Signature-sets are often forged; smugglers occasionally swoop down on a particularly interesting item of art and, using tractors, load it in one piece into their cargo holds, take it out-system and sell it to dealers in the core: highly illegal, but also potentially very profitable. This is risky are tracing the origin of the rocks can often be relatively easy under detailed analysis.

Steppe Villages The steppe villages on Losshaven take two forms: fixed, low, sturdily-built and structures, mainly for use in the varying weather of winter, and the light, open tents and camps used by the nomadic herders during the more lush winters - if the baking winters can be called such.

Border/Steppe Ranches Ranchers on Losshaven primarily herd and tend Bantha, though in the better areas nerf are herded. Some local, smaller cattle are also tended from time to time, but the meat is stringy and tough. The soil and vegetation in the borderlands is poor: ranches tend to be vast and the herds are allowed a nomadic existence across the plains. Large, tracked mobile homes and community facilities, "Steppecrawlers", are used as temporary bases across the ranches to keep up with the herds. Losshaven Frontier ranchers either ride speederbikes or ride a herbivorous, indigenous, vicious, bipedal runner, a Steppethine. Ranch Bantha: Herd Animal 3; Init +0; Defense 18 (=10 natural, -2 size); Spd 6m, VP/WP 29/50; Atk +7melee(2d6+12, gore); SQ Climate bonus (choose); SV Fort +12, Ref+1, Will+1; SZ H;

Page 18 Face/Reach 4m by 6m/2m; Str 27, Dex 10, Con 25, Int 3, Wis 11, Cha 3, CC: C Skills: Listen+6, Survival +6; Feats: Great Fortitude Note on Trample - normally banthas will flee enemies and will fight only in defense of their young. Trample is a trained response (see RCR P336). The ranched Bantha's are not normally trained.

Steppethine Steppethine are notoriously difficult to tame and are renowned for their bad temper, which gives a -2 on Riding throws, but the rider may add +2 (cancelling it out) if they have 5 ranks or more in Handle Animal or relevant Professional knowledge (e.g. rancher). However, despite this they are used throughout the sector due to their speed, resilience and toughness. They cannot cope with cold particularly well, possibly due to the functioning of their cooling-sacs in their well-developed, ridged tails, but are otherwise herbivorous and are vicious when annoyed. Steppethine: Arid Steppe Herd Animal 3, Init +1(Dex); Defense 15 (+5 natural, +1 Dex, -1 size), Spd 20m; VP/WP 12/20; Atk +6 melee (1d4+3, claw) or +6 melee (1d6+3, bite) or +6 (1d6+3, tail swipe); SQ +2 species bonus on survival checks, DR2; SV Fort +8; Ref +2; Will +1; SZ L; Face/Reach 2m by 4m/2m; Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 6. CC B/C. Skills Listen +3, Spot +4, Survival+6. Saves +1/+3… Att+1. One feat.

Trith Prancer Used as riding beasts by the rich and famous, Trith Prancers have been genetically manipulated for a thousand generations to be the ultimate riding beast. They come in a variety of colours (Rogue Planet cites one as grey-blue), with at least 3 pairs of legs, upward-jutting shoulder blades used for control and a comfortable seating area. They are responsive, have high endurance, can be made to perform tricks. They are also relatively docile. Trith stats TBA

Megrovin - M'K 1076 Very much a secondary system within the nebula, Megrovin is apparently mostly deserted. It is used as a way-station for travel through the nebula however. Currently no additional information – refer to player’s guide. Megrovin itself is a planet rich with opportunity for characters able to survive the cold.

Medj'K'ai Nebula - GM's Guide

6 - Key Characters Mooros Anyahn Captain

Non-Player -

Freighter

Mooros owns and lives on a well-known, mediumsized "tramp" trader, the Medj'k'ai Queen, which is used as a factory and repair yard for a small squadron of "smuggler" fighters and occasionally by many small ships in the nebula - if they end up where the Queen goes. The Queen travels from system to system in the nebula, and very occasionally to nearby systems outside the nebula, on an erratic timetable which is purely at the whims of Mooros and anything of tradeable value he acquires. His merchant skills are phenomenal, almost legendary within the nebula, and many regard him as able to foresee shortages or advantageous markets weeks in advance. Of course, this is not true, but it is the case that his astrogation skills together with the advanced hyperdrive on the Queen allows him to shorten some journey times considerably, and his knowledge of Galactic Politics combined with his skill as a trader, information acquirer and negotiator allows him to anticipate and take advantage of such markets very effectively. Hints from Abid T'reed don’t go amiss, either! Originally a Fringer, Mooros made his money altering and trading Droids and using his excellent Astrogation and Pilot skills to help some smugglers through some pretty hairy hyperspace routes. Subsequently he moved out of active roles, using others, and now has a mastercraft +2 astrogation computer in his own cabin which he uses to plot the Queens course (it has another, of course, on the bridge, as well as a number of modified astromech droids). He keeps as up-to-date information as possible onboard so for the Queen "latest info" will always be at least as fresh as the last time the ship travelled the route. The Queen has a large number of cargo containers along it's body, some of which are left in systems along the Queen's route along with one or more of Mooros' agents. This enables him to acquire good-quality goods at better prices, or - some disgruntled traders say when they find he's cornered the market - to stockpile goods until a better sale price arises. The ship resembles a junkyard, old fighters and shuttles hanging on around its core where there are no strap-on cargo rings. In reality it has been heavily modified, has a very competent hyperdrive (though normally uses it's slow, backup hyperdrive), and has substantial armour plating disguised as debris and shoddy fixes. Mooros is very friendly with Abid T'reed. She uses the Queen as a base, having her own residence/docking ring along it's body, and occasionally hosted Jedi meetings (when there were Jedi to be hosted).  Mooros and the Queen can be used as the key source of sponsorship, and a home base and organisation for the characters. They could well be employed as agents of Mooros.

Page 19 Mooros Anyahn, Male Sullustan Fringer 3/ Scoundrel 5/ Noble 7 Init +3 (Dex); Defense 22 (+9 class, +3 Dex); Spd 10m; VP/WP 96/11; Melee: +10/+5 melee (1D4/20 knife or DC15 Stun Baton) Ranged: +14/+9/+4 ranged (3d6+1 or DC 15 Mastercraft Blaster pistol); SQ: Precise Attack +1 (Dam or Dex), Point Blank Shot (10m), Lucky (1/day), Inspire Confidence 2/day (+2 ally Mor, +1 Ally Dam/Att), Darkvision 20m as Sullustan; Barter +5 Diplomacy on buying/selling equipment; Illicit Barter +5 Diplomacy on buying/selling suspect goods; Favour +5, Resource Access, Coordinate +1, Jury Rig +2, SV Fort +8, Ref +13, Will +7. FP 11, DSP 0. Rep +7. Str 10, Dex 16, Con 11, Int 16, Wis 11, Cha 14. Equipment: Knife, Stun rod, blaster pistol, credit chip, occasionally a combat jumpsuit, comlink, 4 modified R2 astromech droids, C3 protocol droid, XX specialist medic droid, Freighter. Skills: Astrogate +30 (18,+3 SkE,+2 Spacer,+3Int, +2 Syn, +2 MC computer), Diplomacy +22/+27 (when bartering), Profession (Trader) +16, Gather Information +15, Sense Motive +14, Computer Use +12, Craft (Droid) +12, Knowledge (Galactic Politics) +12, Pilot +10 (+8 rep-lift craft), Bluff +9, Knowledge (Business) +8, Knowledge(Astronomy)+7, Repair +7, Forgery +5, Hide +5, Search +5, Knowledge (Streetwise) +5, Listen +5, Climb +4, Intimidate +4, Gamble +4, Entertain (Humour) +3, Read/Write: Sullustese, Basic, Binary. Speak: Sullustese, Ryl, Basic, Neimoidian,. Understand: Wookie, Binary. Force Skills: Friendship +8, Empathy +2 Feats: Fame, Skill Emphasis (Astrogate), Point Blank Shot, Trustworthy, Sharpeyed, Influence, Persuasive, Force-sensitive, Spacer, Starship Operation (Medium Freighter), Weapon Proficiency (Blaster Pistols, Simple, Primitive).

Medj'K'ai Nebula - GM's Guide

Abid T'Reed - Jedi Master Abid T'Reed. Female Twi'lek 42(?), Jedi Guardian 9/Jedi Ace 5/Master 1. Init +3 (Dex); Defense 23 (+10 class, +3 Dex); Spd 10m; VP/WP 128/15; Atk +15/+10/+5/+0 melee (4D8+1/19-20 lightsaber*) or +16/+11/+6/+1 ranged (3d6 or DC 15 Blaster pistol); SQ Deflect (Extend attack and defense, Defense +2, Attack -4) with lightsaber; Block. Low-light vision as Twi'lek. SV Fort +12, Ref +14, Will +9. FP 15, DSP 0. Rep +5. Str 12, Dex 16, Con 15, Int 16, Wis 12, Cha 12. Skills with Starfighter: Starfighter defense, Starfighter evasion and Starfighter focus. Familiarity with own, modified Jedi Star Fighter. Equipment: Lightsaber*, blaster pistol, credit chip, Jedi Utility Belt, Armoured gloves integrated with combat jumpsuit, comlink, recording rod, Adapted R4 Astromech droid §, heavily modified Jedi Starfighter, Medpac. Skills: Pilot +20, Astrogate +13, Computer Use +13, Jump +11, Tumble +11, Sense Motive +10, Repair +10, Knowledge (Jedi Lore) +8, Craft (Lightsaber) +8, Knowledge (Medj'K'ai Nebula) +7, Knowledge (Survival) +7, Knowledge (Sith Lore) +4, Survival +4,. Read/Write: Ryl, Basic, Arkanian. Speak: Ryl, Basic, Lekku, Sullustese, Neimoidian, Arkanian. Understand: Lekku, Wookie, Binary. Force Skills: Affect Mind +5, Enhance Ability +10**, Farseeing +5, Force Stealth +6, Heal Self +11**, Move Object +13, See Force +9, Force Light +10 Feats: Acrobatic, Combat Reflexes, Exotic Weapon Proficiency (Lightsaber*), Force-sensitive, Space, Starship Dodge (Starfighter), Starship Operation (Starfighter), Weapon Proficiency (Blaster Pistols, Simple). Force Feats: Attuned, Aware, Burst of Speed, Control, Dissipate Energy, Lightsaber Defense, Master Speed, Sense * Abid has constructed her own lightsaber. ** +2 from attuned and +1 DP to healing from Force Secret. Abid's age is apparently early - to- mid-30's. At 1.9m and 80kg she is very tall for a Twi'lek woman. She used to be very conscious of her height, despite otherwise being highly attractiveness to both Twi'lek males and humans, but now just uses it to her advantage when amongst fellow Twi'leks. She met Count Dooku in the fairly recent past and was almost swayed to join him (her low Wisdom letting her down) but was persuaded out of joining him by Mooros, for which she is grateful, in as much as a Jedi can feel obligation. Eyes are bright green, her hair, or what there is of it, dark green and skin is a pale green-blue. Abid is used to having to work on her own, not part of a team or with a padawan, hence her focus on skills targeted at optimising her own survival. From long association with Mooros and his crew she has picked up an understanding of Sullustan and Wookie. From knowing the purpose and location of the Arkanian enclave on Keysh'kar, and befriending them, she has picked up knowledge of their ancient, technology-biased language.

Page 20 She will be recognisable by any succeeding with Knowledge(Spacer Lore) as an incredible pilot who was thought to have died a few years back flying into the gravity well of a black hole to save a stranded liner. She could be used as a replacement Master for any PC Jedi entering the nebula, though there are three lesser Jedi Knights left in the ruins on Keysh'kar who she occasionally liases with and who could be persuaded to take on a padawan.

Abid's Starfighter (modified Kuat Systems Engineering Delta-7 Aethersprite). Class: Starfighter Crew: 1 (Ace: Abid) Size: Diminutive (8.5m long) Initiative: +7 (+4 size, +3 Abid) Hyperdrive: x0.5 Maneouvre: +23 (+19 Abid, +4 size) Passengers: None (see cargo) Defense: 26 (+4 size, +12 armour) Cargo Capacity: 150 kg Shield Points: 30 (DR 10) Consumables: 2 weeks Hull points: 75 (DR 10) Max Speed: Ramming (14 sq/action) Atmospheric Speed: 1,200 km/h (20 sq/action) Weapon: Variable. Normally the Lasers are retained but an external modification allows for one or two pods to be fitted to the Starfighter. Normally one of these is a message pod or long-range scanning pod used for exploring the nebulae. Weapon: Laser Cannon, 4*fire-linked: Fire Arc: Front, Attack Bonus +25 (+15, +4 size, +4 fire control, +2 pilot synergy), Damage 6D10x2. Weapon: Concussion Missile launcher (4 missiles); Fire Arc: Front, Damage 9d10x2; Missile Quality: Marginal (+5). § Abid's R4-P unit (R4-P91) has been retrofitted into an R2 chassis to enable it to detach from the Starfighter and move around. The fix is a bit of a Fringer kludge: the side legs must be attached when the droid is decoupled from the starfighter and are kept on-board in a locker.

Medj'K'ai Nebula - GM's Guide

Kasru Medj'D'mas Governer

-

Page 21

Sector

(or Imperial Moff), Kasru comes from a redoubtable Noble family the Medj'D'mas - who adapt their allegiances and alliances depending on the political wind, all the while staying within the Medj'K'ai Nebula and it's environs. They have been highly-placed officials and bureaucrats in the Outer Rim for some time, often being the principal political figure in the Medj'K'ai Nebula whatever Galactic government is in power. The fact that the family has a 35% stake in Losshaven Engineering (LEC), and hold the rights to two planets within the Nebula is undoubtedly a key factor in their influence. One of the planets, D'mas 1, is now within a dense nebulaic cloud whilst, the other D'mas 2 features only very primitive life but plenty of mineral resources - making it the perfect place for the only penal colony within the Nebula. And, of course, the Medj'D'mas have to charge the government for the privilege of hosting the penal colony and allowing it to carry out hard labour punishments in the opencast mines. As a young man, Kasru gained the military training required of his family. Whilst he increased his skills and capabilities when coming into his position, and gained influence outside his role, he has always tried to ensure he was safe, mainly being in the combat medical corps, and eventually gaining a military desk job. Eventually he retired from the army and walked straight into the (conveniently?) vacant government leadership role at the pinnacle of Medj'K'ai politics. Of late he has began to turn to flab and seed as he takes less of an active physical role than he has before, allowing himself to succumb to the pleasures provided by his sycophants (many of whom have shady connections). Kasru has shut down many of the areas of the governer's residence, particularly those areas dealing with charity and social support, claiming it is unnecessary. This has forced many unskilled residents to take sub-standard wage or dangerous jobs with LEC rather than starve. Many have run to the frontiers, however, where a good number die: the few who survive are taken in by the sheltered communities (human and Twi'lek) in the hot equatorial regions. Kasru often wears a uniform, always carries an impressive mace of authority (actually an enhanced stun baton) and carries an efficient blaster by his side. Whilst the blaster looks ceremonial and ornamental, Kasru has had it specially made and knows how to use it. Nonetheless, he is far more likely to summon his guards: he always has at least two high quality, special forces guards in the governer's residence and is always escorted by four or more special forces soldiers and surrounded by security guards when in public. When in public he often wears a blast vest beneath his state robes. Rumours are he is friends, or at least associated, with the rich, core Tarkin family, and they may well have met in the navy.

Kasru Medj'D'mas - Human Male Soldier 2/ Noble 6/ Officer 4 OR Imperial Moff (Imperial Officer th PCA to 10 level + diplomacy thereafter) Init +0; Defense 18 (+8 class); Spd 10m; VP/WP 62/13; Melee: +10/+5 (DC18 Enhanced Ceremonial Stun Baton) or +9/+4 (1d4, 20, Fists/Elbows/Kicks: Military unarmed combat training) Ranged: +10/+5 (3d6+1,19-20, 10m, DC 15 Ornamental Mastercraft Blaster with improved sights, Point Blank Shot & Quick Draw); SV Fort +7, Ref +7, Will +9. FP 3, DSP 2. Rep +9. Str 13, Dex 11, Con 13, Int 13, Wis 12, Cha 14. Equipment: Credit Chips, Comlink, finely-made LEC Mastercraft Blaster Pistol (+2), sometimes Blast Vest. Skills: Bluff+10, Computer Use +5, Demolitions +2, Diplomacy+13, Gather Info +4, Intimidate+10, Knowledge(Bureaucracy) +6, (Galactic Politics)+11, (Medj'K'ai)+9, Pilot +5, Profession(Governor)+11, (Liaison Officer) +5, Ride +6, Search +3, Sense Motive+14,Treat Injury +6 Read/Write: Basic. Speak: Ryl, Basic, Rodian. SQ: Favor +2 (2/week), Resource access Lvl 4, Requisition supplies, Leadership (Cha bonus to DC 10+No. affected), Co-ordinate +1 (+3 aid another), PCA Var.1 Military Sponsor (either a General, Admiral, Imperial Grand Admiral or Grand Moff), PCA Var.3 Command Training (Take 10 when using Leadership), Inspire Confidence 1/day - 2. Feats: Persuasive (+2 Bluff/Intimidate), Weapon Proficiency (Blaster Pistols, Blaster Rifles, Heavy, Simple, Vibro), Armour Proficiency(Light), Trustworthy (+2 Diplomacy, Gather Info),Fame, Surgery, Sharp-eyed, Skill Emphasis(Profession(Governer)), Point Blank Shot, Quick Draw, Iron Will[+2], Martial Arts

Medj'K'ai Nebula - GM's Guide

Tyanos Moy'inaar - MNMC COO Male Neimoidian Diplomat 4/ Noble 5/ Corporate Boss (VicePrex) 4 VicePrex has been used as a suitable PrC, though it must be adapted to corporations such as the MNMC as "Corporate Boss". Tyanos Moy'inaar is the MNMC Operations Overseer for this Sector. He has various of his family seconded around the appointments within the sector (being very nepotistic), but is not necessarily overly fond of any of them: he, in his mind, has done his duty by them and they now owe him a few favours. This may sound harsh, but this is just his "healthy" Neimoidian attitude on life: buy and sell, give and take. Nonetheless, for a Neimoidian he is almost likeable. He normally lives aboard his MNMC cruiser and rarely leaves its safety. Normally docked in the hub of the cruiser, it is heavily armed (for a freighter) and has been upgraded. A number of smaller, locally-built ships are often seen coming and going, from small scouting craft and fighters through to medium freighters. To those not in his inner circle or trust, Tyanos affects an air of aloofness and disdain: he is often dabbing at his eyes with a Quanbee-silk handkerchief and complaining about an "elusive smell" which he tries to fan away with an ornamental fan on a stick. In reality, the handle of the fan is a stun-rod which earths itself through any of the tines of the fan…. Moreover, he carries within his robes a lightsaber stolen from the ruins of Keysh'kar (it is recognisable by anyone knowing the Jedi College as from the dead Master Kurus An'khela, a human). He has trained with this recently and has become adept at its use: those close to him know of this, of course, but few will let on just how good he good be. Tyanos will try to negotiate himself out of trouble. If not, he will try to escape to his emergency, highspeed starfighter, promoting surprise and using his hold-outs, fan and light-saber to the best advantage. He is dedicated to the MNMC, the Federation at large and the promotion of his career: the perks he is getting as a Neimoidian Noble are really starting to be enjoyable… ☺. The location of the capital ship is secret, and he tries to keep it that way. It is most often in the Halo Bay system, but is occasionally seen around Junction and Keysh'kar. It almost always has multiple hyperspace jumps pre-planned, including some of varying length, all of which are intended to make it difficult for a pursuer to follow. Tyanos has, within the craft and in his headquarters, a specially-built very fast, shielded, hyper-jump enabled but lightly-armed escape fighter to enable him to escape if all else fails: it is this for which he reserves his Pilot skill.

Page 22 Tyanos Moyinaar. Male Neimoidian Diplomat 4/ Noble 5/ Corporate Boss 4 Init +5 (+1 Dex, +4 Improved); Defense 17 (+6 class, +1 Dex); Spd 10m; VP/WP 32/14; Atk +8/+3 melee (DC15 Stun Baton/Fan) or Atk +8/+3 melee (2D8,19-20 Stolen Lightsaber) or +9/+4 ranged (3d4,20, 4m, DC 10 Stun Holdout Blaster); SV Fort +6, Ref +6, Will +12. FP 4, DSP 3. Rep +8 (+6+2). Str 10, Dex 12, Con 14, Int 16, Wis 14, Cha 12. Equipment: Stun Rod (as handle of fan), 2 holdout blaster pistols (in left sleeve and in right ankle holster), credit chips, scent, handkerchief, Very fine clothes, comlink, escape fighter, lightsaber clipped to belt inside robes. Skills: Appraise +13, Astrogate +5, Bluff +12, Computer Use +11, Diplomacy +15, Entertain(Neimoidian Puppet Theatre) +3, Gather Information +9, Intimidate +9, Profession (Mercantile Management [Trader]) +10, Sense Motive +11, Knowledge (Galactic Politics) +8, (Business) +11, (Bureaucracy) +8, Pilot +8, Ride +3, Treat Injury +5 Read/Write: Neimoidian, Hutt, Ryl, Basic. Speak: Pak Pak (gestures/non-verbal), Ryl, Basic, Gossam (suppressed but rising in Commerce Guild), Skakoan (TU), Neimoidian, Hutt, Rodian, Togorian, Trandoshan, Jawa Trade Language. SQ: (Neimoidian) +2 Appraise/Bluff, Favor +5 (+3+2, 2/week), X-Class Skill(Pilot), Inspire Confidence (1/day), Resource Access +4 (1/day), Co-ordinate +1 (eg +3 Aid another) Feats: Starship Operation (Starfighter), Persuasive (+2 Bl/Int), Weapon Proficiency (Blaster Pistols, Simple), Influence (+2 Rep & favor), Exotic Weapon Proficiency(Lightsaber), Improved Initiative (+4), Corporate Credit Line

Tyanos' Moyinaar's Custom Starfighter (prototype…)

Escape

Class: Starfighter Crew: 1 (Ace: Abid) Size: Diminutive (6.3m long) Initiative: +9 (+4 size, +5 Tyanos) Hyperdrive: x1 Maneouvre: +12 (+8 Abid, +4 size) Passengers: None Defense: 24 (+4 size, +10 armour) Cargo Capacity: 35 kg Shield Points: 30 (DR 10) Consumables: 5 days Hull points: 60 (DR 10) Max Speed: Ramming (10 sq/action) Atmospheric Speed: 1,200 km/h (20 sq/action) Weapon: Laser cannons (2 fire-linked); Fire Acr: Front; Attack Bonus +15/+10 (+4 size, +7/+2 crew, +4 fire control) Damage 5d10x2 Notes: This is a prototype small starfighter which Tyanos has obtained from his LEC and Rimworld contacts. There are few of these in existence, though rumours abound that they are intended for a specialised use market in the next 10 years. Tyanos had has his retrofitted with a small hyperdrive, converted some of the cargo to consumables, and fitted a small shield generator. The craft has a central ball (now an oblate spheroid on Tyanos' due to modifications) and two arms from the central ball on the end of which sit two octagonal panels.

Medj'K'ai Nebula - GM's Guide

Y'vaath Slaar Philanthropist"

-

Page 23

"The

Unknown to all the local law enforcement agencies, and suspected only by the most devious military intelligence operatives, the Keysh'karian Twi'lek Y'vaath Slaar is one of the top crime-lords in the nebula and reputed to be amongst the toughest in this sector. Whilst there are several other, lesser, criminal leaders the links and reach of Y'vaath extends to many of, if not all, the systems in the Medj'k'ai Nebula. In theory he merely heads what is nominally a "syndicate" of crime lords; if fact his capabilities, skills and influences make him the de facto ruler of crime within the Nebula. His network is invariably referred to as "CloudDancers" or many things suffixed by -Dancers. Rumours abound that "DeathDancers" are top assassins; "NightDancers" top prowlers and thieves; "DataDancers", top slicers. This is all external terminology: he merely refers to member of the network as his "friends", "cousins" and "supporters", though Y'vaath is secretly pleased at the reputation the "CloudDancers" have amassed. He comes across as an affable, easy-going person, often laughing, often forgiving and appreciative of the dancers at his dance school, even when they make a mistake "Never mind, never mind. Just go and rehearse those steps again". He will take visitors for a stroll around his well-appointed villa and understated (but startlingly well-maintained) grounds. He will appear to generosity incarnate; he will openly acknowledge his small luxury trading network ("Only a few trips, now and then"); he greets every new dancer to his school, whatever species, with open-armed delight; he has an extended "family" of mostly Twi'lek and human retainers who he apparently [and really does] treats well and are very loyal. His "papers", whether software or repro'd, appear impeccable (DC41! :whilst all the links are virtually perfect, success will show they are inserted or have a flaw) to bolster his reputation as a turned-straight ex-con, lawabiding, sector-supporting, landowner, taxpayer and small-time trader in luxury goods. His skin is green-blue with a tinge of ageing grey: a successful First Aid/Symptoms check against DC20 will suggest it is the remnants of severe frostbite. This matches with the other most striking aspect about him: one lekku (the left) is noticeably shorter than the other, almost a stump. If asked he will solemnly explain that, when younger, he was much more intelligent than now, but that a sombre lesson changed his life: he was addicted to Traath, a highly addictive and incredibly pleasurable drug found within the nebula. He became so addicted that his intelligence began to suffer (a long-term side-effect of massive doses of the drug) and, whilst under the drug-induced pleasure trance, he one day went for a walk into the southern ice-fields of Keysh'kar. Eluding his bodyguard (he can't remember why) he collapsed into the snow and was discovered by some ancient, white-haired monks from a reclusive monastery. Though they rescued him and nurtured him to health, his severe, drug-related frost-bite had so badly affected his left lekku that it had to be amputated: effectively frost-related brain damage and reparative surgery. They took him back to a nearby Keysh tribe

who, in turn, ferried him back home, to the dance school. He will continue the story by saying that he now donates money regularly to the monastery to enable the monks to continue their worship: quite where the monastery is, however, he does not know, but the Keysh tribe act as his agents. Furthermore, he now forbids all drugs on his campus except for necessary medicine (though he does take anti-ageing drugs). Any dancers who come to him addicted he places into his highly-effective, on-site drug rehab unit. Anyone caught selling drugs is instantly dismissed, and he will even ask for heroes to be escorted off-campus if they suggest they are "in" to drugs: only a successful plea a DC18 Diplomacy check will save them, providing they promise to check-in to the rehab unit. Any check the heroes make will confirm his anti-drug and rehabilitation policy: indeed, they will discover that his rehab unit is the most effective in the Nebula and is used by some of the well-to-do for themselves or family. Indeed, one of Y'vaath's favourite sayings is he gives drug-addicted staff three chances: the first to leave, stop drugs or enter the rehab clinic; the second time they are caught to enter the rehab clinic or leave his employ; and only on the third time are they automatically fired. Cynics may note that once drug-addicted employees are fired, they are never heard from again.

Medj'K'ai Nebula - GM's Guide Y'vaath Slaar, Male Twi'lek Philanthropist Scoundrel 5/Noble 3/Crime Lord 7 Init +1 (Dex); Defense 20 (+9 class, +1 Dex); Spd 10m; VP/WP 67/12; Atk +6 melee (1D4/20 knife/DC15 Stun Baton) or +7/+2 ranged (3d6+1 or DC 15 Mastercraft Blaster pistol); SQ: Lucky (1/day), Inspire Confidence 1/day (+2 ally Mor, +1 Ally Dam/Att), Contact*3, Favor(+4), Cross-class (Forgery), Illicit Barter, Resource Access*2, 2*Low-light as Twi'lek, Inspire fear -4, Minions. SV Fort +5, Ref +9, Will +7. FP 8, DSP 6. Rep +9. Str 10, Dex 12, Con 12, Int 14, Wis 12, Cha 16. Equipment: Knife, Stun rod, blaster pistol, credit chip, comlink, mastercraft datapad +1, secured to DC35 & booby trapped with nerve gas (no Take 20 is possible unless Disable Device first performed vs DC35) Skills: Appraise +12, Bluff +15 [+24], Computer Use +11, Diplomacy +15[+24] (+20[+29] when bartering illegal goods), Entertain (Theatre, Jokes, Acting, Twi'lek Dance, music) +7[+11], Escape Artist +11, Forgery +18, Gamble +6, Gather Information +14[+23], Intimidate +15[+19], Knowledge(Streetwise) +7, (World lore) +5, (Medj'k'ai) +6, (Politics) +6, (Business)+6, Pilot +4, Profession (Crime Boss) +11, Sense Motive +11, Sleight of Hand +15, Spot +4, Tumble +3. Read/Write: Ryl, Basic, Huttese, Chev, Chevin. Speak: Keysh, Chev, Duros, Huttese, Lekku, Sullustese, Ryl, Basic, Neimoidian, Rodian, Mon Calamari, Gamorrean. Understand: Shyriwook. Force Skills: None Feats: Quickdraw, Point Blank Shot (10m), Influence(+2 Fav, +2 Rep), Trustworthy, Persuasive, Weapon Proficiency (Blaster Pistols, Simple), Skill Emphasis (Forgery), Nimble, Worldwise (Int Check DC13/15/18 to use basic phrases; +2 World Lore). In a period where Twi'lek are notoriously corrupt, Y'vaath is notable in that this anti-drug philosophy carries over into his undercover business deals: he never deals in drugs (but maybe in spice), though some independent agents of his may do so in their own time. Anyone he catches dealing drugs undergoes extremely stiff reprimands. Anyone caught doing so twice never has the chance to do so again. Slaar is now almost never personally or directly involved with any of his syndicates activities. Nonetheless, his strategical hand is often felt during the initial stages. Revenge, however, is different, always cold, slow and ultimately discovered by the victim when they have no way of escape. His strategical insight produces schemes which are Machiavellian in conception, can be Byzantine in complexity, but every once in a while startlingly ruthless and horrifyingly direct: he is difficult to anticipate. He has a large number of stunningly attractive "concubines", mostly Twi'lek but including two human or near-human, who are almost all experts in, and trusted with, some aspect of his empire. He has three strongholds, or chateau, each of which has doublesafe emergency exit routes. At the start of the campaign, his levels are as above, though it is likely he will increase in a level of Crime Lord for every 15-18 months game time the campaign continues.

Page 24 Amongst Y'vaath's many activities are: •

Supposed recruiting contact with a group called the Free Activists (or Army!!) of the Medj'K'ai Nebula (FAMN), who are trying to free the nebula from the "despotic rule of indentured capitalism under the LEC and MNMC". This includes destructive raids (or expressions of freedom) against LEC and MNMC targets. Surreptitiously he controls, feeds the force and influences it to his own ends.



Forgery (exceptional), but often done through an employee.



Twi'lek slave-dealing (using the dance school as a front). This is performed through one of his smuggler employees (non-human - check UAA).



Cattle-rustling on Losshaven (via an underling, Babyface Shetock)(Note that Shetock is smuggling Art on the side) If the playercharacters have already broken this ring (most likely in “Enclave of Ice” scenario 3), then they will already have earned his displeasure: he will take even more delight in using them and twisting them.



Spice and rare goods smuggling



The (legitimate) drug rehabilitation clinic which, due to its success, is now highly profitable.



Deals with Separatists (or anyone, really) particularly letting them in on the location of and numbers at the Jedi college. Tempting and corrupting Jedi whenever he can is a hobby, his father having been killed by a Jedi Master in mistake (according to Y'vaath) whilst freeing slaves on Ghul'arak. In reality, his father was trafficking in slaves for the secret deep-mines on Ghul-Arak.

•Possible Deals Scenario against Separatists where he can gain advantage. For example, under cover of the FAMN, Y’vaath is • Assembling a small, personal "Freedom intending to attack a highly profitable mine on GhulOrganisation" to take over when the Separatists Arak, ostensibly free large number (see of slaves cause chaos intothis parta of the galaxy the (including a cousin of his, he says) and to weaken the FAMN above). This private army is separate to MNMC profits in the system, perhaps even the FAMN and loyal to him, personally. A core of encouraging them to leave the planet. This covers the this "army" is the VinShar Troupe (see Chev factActor/Infiltrators he is trying toonget out27), of slavery one Chev of the page led by the members of his syndicate, as he has informed other VenMihl, one of his personal followers. The members: they have given help and information and Troupe has no official name, though has two support. this, turn, covers the fact that namesAnd within theinNebula: the FaceDancers andthe member has double-crossed him believe on a number the Levellers, as most people they are of occasions, at the last count causing the death of one two separate organisations. The FaceDancers of his many concubines when she was investigating an are geared towards freeing Chev on Vinshar, and intrusion into his sphere of influence by the "cousin". Slaar has convinced them he is helping them. He And, of freed course, Y'vaath willcombat make sure that ensured the FAMN has them, funded training, do not get too strong by ensuring the MNMC hear of weapons and technology are smuggled to the attack at the last moment, so the "cousin" can be Vinshar, and also "allows" the troupe to perform extracted (by his own loyalists inserted into the FAMN) terrorist (Freedom Fighter) activities throughout butthe at cost the FAMN. IT IS the LIKELY WILLThe USE localtoregions to further ChevHE future. PLAYER HEROES to act as the "reliable loyalists" Troupe often performs "hands-on" infiltration and inserted to rescue his "cousin". information gathering activities, coupled with follow-up demolitions-based assaults. Of course, he is saddened when he hears of a particularly bad anti-Chevin atrocity, denying he has anything to do with it, and shakes his head at their activities, even berating them. But enslaved, he claims and insists, is no way for a man to live. •

Piracy (but not through his own hands, of course)



Links with the Hutts…

Medj'K'ai Nebula - GM's Guide

Page 25

If the Heroes have Jedi who lose their lightsabers in any adventure in the Nebula, Slaar will attempt to purchase them on the Black Market and return them to the Jedi as a gesture of good faith (it will be easy to find out they lightsabers fetched around 8,000-10,000Cr apiece). He has three key Contacts. These are the remaining top crime-boss, Turuma the Hutt, plus business deals are done with Tyanos Moy'inaar, head of the MNMC, and Kasru Medj'D'mas, the Sector (or sub-sector) Governer. Other accomplices are Torin Moor, an Infiltrator/Slicer, who is often employed by him. Torin lives in a converted YT-2000/2400 freighter surrounded by comms and infiltration equipment: whilst he majors on straightforward slicing, sometimes he will attempt some infiltration runs "for the right price". M'low F'lip, an "enabler"/"investigator" is a similar independent agent on Losshaven who will also perform co-ordination or information gathering if asked - and paid - nicely. This may not appear to be that useful until it is realised that M'low appears to have a rather large dossier on all the major politicians and crime figures in the Nebula: this makes him both a useful information source, and an "untouchable" as far as the criminal agencies are concerned. •

Y'vaath Slaar's Followers Venmihl: Chev Acting Troupe Leader Venmihl leads the Chevin theatre-troupe known by police forces as the highly secretive "Levellers" and "FaceDancers", originally sold to Y'vaath Slaar by Chevin as a full slave-troupe. He is totally loyal to Y'vaath Slaar (3 follower points). The Troupe, as originally trained, are highly professional actors and still perform under the guise of grateful ex-slaves in the academy: they are just as often hired out to other planets, theatres and leaders throughout the Nebula and nearby sectors. This, of course, assists greatly in their cover.

Torin Moor Slicer

-

* False Identity; To all intents and purposes Torin's false identity is that of Banis G'sohlak, a requisitions clerk in the Losshaven Engineering Corporation who's job it is to track down usable, specific and specialised components for custom builds. When not performing that job "Banis" apparently rewrites user guides for the specialised components. "Banis" is renowned for being incredibly boring, pedantic and able to reel off the statistics and specifications of the last item he bought ad-infinitum, often referring to operational and owners manuals which he carries in his briefcase (when on corporate business, of course). Torin Moor, Male Human Tech Specialist 5/Scout 2/Outlaw Slicer 2 - "Infiltrator" Init +1 (Dex); Defense 16 (+5 class, +1 Dex); Spd 10m; VP/WP 42/10; Atk +4 melee (1D4/20 knife or DC15 Stun Baton) or +6 ranged (3d8 or DC 18 Heavy Blaster pistol,3d4 Holdout or 3d8 Blaster Rifle); SQ: Research(+6 Knowledge search), Mastercrafter (Electronic Devices), Expert(Craft(Electronic Devices)), Slicer Specialisation(Break Computer Security +2), False Identity*. SV Fort +3, Ref +7, Will +7. FP 4, DSP 2. Rep +1. Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 8.

Venmihl, Chev Troup Leader, Expert 2/Soldier 2 Init: +5, Defense: 14, VP/WP: 18/15, Speed: 10m Melee: +4 (VibroDagger 2d4+1, 20) +4 (Unarmed 1D4+1 ,20) Ranged: +4 (Blaster, Pistol 3d6, 20, 10m,DC15 Stun) +4 (Blaster Carbine 3d8, 19-20, 20m,DC15 Stun) Fort SV: +5, Ref SV: +1, Will SV: +3 Str 12 Dex 12 Con 12 Int 12 Wis 10 Cha 12 Skills: Computer Use +3,Craft(Costumes) +6,Demolitions +6,Disguise +6,Entertain(Theatre, Acting, Impersonation, Dance, Mime) +9, Gather Information +8,Intimidate +6, Knowledge(Tactics) +6,Knowledge(Medj'k'ai Nebula) +2, Profession(Slave) +3, Survival +7,Treat Injury +3, Force Skills: None Feats: Rugged, Skill Emphasis(Entertain(Theatre)), Born Slave(Prof(Slave)+3); Skill Emphasis (Gather Information) Lvl 4: +1 Con; Toughness, AP(Light), Martial Arts, Improved Initiative, WGP(Vibro,Simple, Blaster Pistols, Blaster Rifles, Heavy Weapons)

Underground

Human Male exceptional slicer - "Infiltrator" Torin has contacts with many of the better crimefigures in the Medj'K'ai Nebula, primarily because of his mixture of good slicing skills and ability to provide infiltration support. Nonetheless, he prefers to hack from the safety of his modified YT-2000 which has extensive communications and tracking enhancements, even to the extent of including a full holonet receiver, training room and comprehensively equipped workshop. The YT-2000 also has crosscoupled power routing, copious secondary backups, security and safety backups, independent blast doors and an upgraded set of blaster cannon. If contacted he is prepared to repair anything he can (for a price) or build a range of equipment in his power to do so. Of course, the necessary permits are then required - he could attempt to forge them and hack into the relevant databases to forge the electronic versions….

Equipment: Knife, Stun rod, heavy blaster pistol, hidden holdout blaster, blaster rifle when not onboard, credit chip, comlink, datapad (mastercraft +1, secured DC35 to break), security tools (mastercraft +1), toolkit (superb) Skills: Appraise +4, Astrogate +8, Computer Use +21, Craft(Electronic Devices) +18, Demolitions +14, Disable Device +19, Forgery +8, Gather Information +5, Hide +9, Knowledge(Technology) +13, (Medj'k'ai) +8, Move Silently +9, Pilot +5, Profession(Slicer) +7, Repair +16, Search +6, Treat Injury +9, ??SoH+3??. Read/Write: Ryl, Basic, Binary. Speak: Ryl, Basic, Huttese. Force Skills: None Feats: Starship Operation (Space Transport) Weapon Proficiency (Blaster Rifles, Blaster Pistols, Simple), Skill Emphasis (Computer Use, Disable Device), Cautious, Gearhead, Stealthy, Instant mastery(Forgery), Perfect Memory (+4 Int check on obscure info)

Medj'K'ai Nebula - GM's Guide

Page 26

Turuma the Hutt Male Hutt Fringer 3/ Soldier 1/ Noble 2 / Crime Lord 9 Infamous rather than famous, Turuma's location is not known and is often the subject of rumour. According to the Nebula police, he is "Public enemy number one", a reward from a variety of sources now said to be in excess of 10,000Cr being offered for information leading to his capture. The reward does not seem to be large enough as no-one, so far apparently, has come forward with such information. Or if they have, no arrests have been made. Turuma is apparently behind much of the major and organised crime in this sector. Smugglers are said to pay him protection money or "taxes" to be allowed to operate in the Nebula; even major traders are rumoured to pay him protection money to buy off or protect themselves - from well-armed pirates. Reality: Turuma does not live within the Nebula and, in reality, has little involvement with active crime within it bar smuggling, drug-running, casinos and prostitution. And even these he runs through intermediaries. His attitude towards the Nebula is apparently that "it's a grotty little hole in a grotty part of the Rim with nothing but poor and unfortunate people. Let them stay poor and unfortunate and don’t waste my time." If he were ever to come to the Nebula, panic would set in amongst the lesser crime-lords: his contacts amongst the Hutt are well-known, and his own loyal servants include one of the top Assassins in this part of the Rim: Silent Blade. whoever and whatever he or she is.

M'loow F'lyp, Investigator

Private

Human Fringer 4/Noble 2/Crime Lord 2 - "The Investigator" M'loow operates under the guise of "High Window Investigations" based on Losshaven at the capital. Whilst he started life as a PI Field Agent, he gradually became more and more intertwined with the underworld as his networks of contacts and sources grew - a tale of a gradual fall to the dark side. Eventually he became the investigator of choice for many of the criminal bosses in the cluster and began running his own activities, sometimes on behalf of those bosses. Born on the steppes, his activities when younger were active, based around the ranches and included simple infiltration, even working as a deputy sheriff at times. Many of his skills were biased around intelligence gathering and avoiding being caught - he is a hard guy to surprise. As he has got older and more involved with his own activities, he tends to rely more on intimidation and his extensive network of contacts, many of which he still approaches himself, as well as on computer-based investigations (he occasionally hires Torin Moor, for example). M'loow has an extensive "blackmail" list which he uses to protect himself. Much of this is based on movement tracking and acquired underworld knowledge rather than uncontroversial proof and

evidence. Nonetheless, the database is hidden in two places (one in a modified gardening droid altered by Torin Moor, the other in the control equipment of a frontier Steppecrawler he keeps in a garage in Windhalter and uses occasionally for "holiday breaks" - contact trips in the frontiers where he inspects some scams he is running for a major crime lord in the cluster), and is equipped with a dead-man facility such that if he does not continually enter the codes within 12 days, the database will begin leaking information to the press and police via the holonet. For now, as his skills are similar to that of the "Information Broker" Archetype (from the Hero's Guide) he has the Variant 2 "Blackmail" SQ using all relevant levels (Cha check * levels * 30, with a -5 to the multiplier per extra attempt in any given week. This is not a SQ M'loow makes much use of, preferring to keep his clients "sweet", but it is a useful fallback. His major contact is the Chief Engineer (Head of th Engineering and Research, a 16 level Expert/Bureaucrat) at Losshaven Engineering Corporation. He has provided M'loow with a number of useful items over the years and has been known to interfere with production runs to insert "test" boxes built-in tracking devices into special-order vehicles which are intended for the criminal fraternity. M'loow often travels to Keysh'kar for business, hence the need for a cold temperature armour. When not on Keysh'kar he tends to wear most of the armour when in the office but wears loose and baggy clothing on top, often with flowing, bright clothes or lightweight robes (depending on the weather!). M'loow F'lyp, Human (48?), Fringer 4/Noble 2/ Crime Lord 2 - Private Investigator boss of "High Window Investigations" Init +2 (Dex); Defense 19 (+7 class, +2 Dex); Spd 10m; VP/WP 42/10; Atk +6/+1 melee (1D4/20 DC15 Stun Baton) or +7/+2 ranged (3d8 or DC 18 Heavy Blaster pistol,3d4 Holdout); SQ: Jury-Rig(+2), Favor(+1), Inspire Confidence(1), Barter(+5), Blackmail(Cha*8*30/25/20), Contact. SV Fort +4, Ref +7, Will +9. FP 4, DSP 3. Rep +6. Str 12, Dex 14, Con 10, Int 13, Wis 14, Cha 12. Equipment: Stun rod, heavy blaster pistol, hidden holdout blaster, credit chip, comlink, datapad (secured DC30 to break), security tools (mastercraft +1), Mastercraft Padded LE Flight Suit DR 2 ACPen -2, +3 Fort SV in cold temp. Armoured/boosted LE personal Speeder, Steppecrawler+Speeder+bikes Skills: Bluff +13, Computer Use +7, Diplomacy +9, Gather Information +11, Handle Animal +3, Hide +6, Intimidate +11, Knowledge(Streetwise) +6, (Medj'k'ai) +5, Listen +9, Pilot +4, Profession(Investigator) +7, Repair +2, Ride +3, Search +6, Sense Motive +8, Spot +9, Survival +4, Read/Write: Basic, Basic. Speak: Basic, Ryl, Rodese Force Skills: None Feats: Weapon Proficiency (Primitive, Blaster Pistols, Simple), Armour Proficiency(Light), Trick, Infamy, Persuasive, Alertness

Medj'K'ai Nebula - GM's Guide

Page 27

7 - NPC Archetypes Y'vaath Slaar's Dance Academy

Keyshkar

Chev Actor/Infiltrators Part of a Chevin slave theatre-troupe sold to Y'vaath Slaar. Subsequently secretly freed by him, they now work as Freedom-Fighters for the Chev on Vinshar under his direction, carrying out missions for Slaar around the galaxy all of which, they are informed, further their ends.They regard Y'vaath with reverence and, whilst not loyal minions or followers, will tend to disbelieve (+8 bonus vs Diplomacy and similar) anything which slanders their boss. The operate as information gatherers, observers and "shock" troops. They typically get a +4 synergy bonus on Disguise Chev Y'vaath Slaars Actors/ Infiltrators, Expert 2/Thug 2 Init: +5, Defense: 12, VP/WP: 0/16, Speed: 10m Melee: +3 (VibroDagger 2d4+0, 20) +3 (Unarmed 1D3+0) Ranged: +4 (Blaster, Pistol 3d6, 20, 10m,DC15 Stun) +4 (Blaster Carbine 3d8, 19-20, 20m,DC15 Stun) Fort SV: +5, Ref SV: +1, Will SV: +3 Str 10 Dex 12 Con 13 Int 10 Wis 10 Cha 12 Skills: Craft(Costumes) +5,Demolitions +3,Disguise +6,Entertain(Theatre) +9,Gather Information +5, Intimidate +3,Knowledge(Tactics) +2,Profession(Slave) +3,Survival +7,Treat Injury +3 Force Skills: None Feats: Rugged, Skill Emphasis(Entertain(Theatre)), Lvl 4: +1 Con, BornSlave(Prof(Slave)+3), Toughness, AP(Light), Improved Initiative, WGP(Vibro,Blaster Pistols, Rifles)

eight security guards. Initially they received the same basic training. Equipment: Knife, Blaster Carbine, Light Armour, Blaster Pistol, Integrated Helmet Command Comlink & Infrared, Handcuffs. Again, the MNMC Security Squad Leader, Expert 2/Thug 3 Init: 0, Defense: 12, VP/WP: 0/15, Speed: Melee: +5(Knife 1d4+1, 20, 2m) +5 (Unarmed 1D4+1 , Ranged: +5(Blaster Carbine 3d8, 19-20, 20m,DC15 Stun) +5(Blaster, Pistol 3d6, 20, 10m,DC15 Stun) Fort SV: +4, Ref SV: +2, Will SV: +4 Str 12 Dex 12 Con 13 Int 11 Wis 10 Cha Skills: Computer Use +4, Disable Device +3,Gather Information +3, Intimidate +8, Knowledge(Forensics) +3, Knowledge(Tactics) +5, Knowledge(Medj'K'ai Nebula) +2, Profession(Security Expert) +7, Repair +2, Search+2, Sense Motive +2,Spot +3,Treat Injury +4 Force Skills: None Feats: Sharp-Eyed, Skill Emphasis(Intimidate), Toughness, AP(Light), Martial Arts, WGP(Simple,Blaster Pistols,Blaster Rifles)

archetype provided is for a human with aliens varying according to their base profile..

MNMC Security Leader/Commander

Group

Again, promoted from the ranks, and therefore building on previous training, experience and promotion, this is effectively the highest Professional on the MNMC security force who will be normally be encountered. His superiors will often be hero classes, or will have additional Diplomat (and one Thug) classes. The Group Leader, often called "Commander" is the highest NCO-like figure on the security group forces: any superior rank is either senior management within the organisation or are

due to costume and Theatre skills

Medj'k'ai Combine

Nebula

Mercantile

MNMC Security Guard Equipment: Knife, Blaster Carbine, Light Armour, Blaster Pistol, Integrated Helmet Comlink & Infrared, Handcuffs. At gates have body scanners, datapads for validation/verification and explosive/disarm kits. Heavy weapon support available if necessary. The MNMC Security Guard, Expert 1/Thug 2 Init: 0, Defense: 12, VP/WP: 0/15, Speed: 10m Melee: +3(Knife 1d4+1, 20, 2m) +3 (Unarmed 1D4+1 ,20) Ranged: +3(Blaster Carbine 3d8, 19-20, 20m,DC15 Stun) +3(Blaster, Pistol 3d6, 20, 10m,DC15 Stun) Fort SV: +4, Ref SV: +1, Will SV: +2 Str 12 Dex 12 Con 12 Int 10 Wis 10 Cha 10 Skills: Computer Use +3, Disable Device +2, Gather Info. +2, Intimidate +7, Knowledge(Forensics) +1,Knowledge(Tactics) +3, Knowledge(Medj'K'ai Nebula) +2,Profession(Security Expert) +5, Repair +2,Search +2,Sense Motive +2,Spot +3,Treat Injury +4 Force Skills: None Feats: Sharp-Eyed, Skill Emphasis(Intimidate), [Some Improved Initiative], Toughness, AP(Light), Martial Arts, WGP(Simple,Blaster Pistols,Blaster Rifles)

stats given are for a standard human: aliens will vary by their profile and may have less skills.

MNMC Security Squad Leader Typically promoted from within the ranks, the MNMC Security Squad Leaders command a squad of up to

MNMC Security Group Leader, Expert 3/Thug 3/Diplomat 2 Init: +4, Defense: 13, VP/WP: 0/15, Speed: Melee: +7/+2 (Knife 1d4+1, 20, 2m) +7/+2 (Unarmed 1D4+1 , Ranged: +7/+2 (Blaster, Heavy Pistol 3d8, 20, 8m,DC18 Stun Fort SV: +5, Ref SV: +3, Will SV: +7 Str 12 Dex 12 Con 12 Int 12 Wis 10 Cha 10 Skills: Bluff +3, Computer Use +6, Diplomacy +7, Disable Device +4, Gather Information +4, Intimidate +10, Knowledge(Forensics) +6, Knowledge(Tactics) +6, Knowledge(Medj'K'ai Nebula) +6, Profession(Security Expert) +8, Repair +3, Search +5, Sense Motive +8, Spot +4, Treat Injury +4 Force Skills: None Feats: Sharp-Eyed, Persuasive, Skill Emphasis(Intimidate), Trustworthy, Toughness, AP(Light), Martial Arts, Improved Initiative, WGP(Simple,Blaster Pistols,Blaster Rifles)

specialist security ranks, and almost always within the M-ERD.

MNMC/MERD Driver/Technician

Security

Used as general-purpose technician/drivers after initial training, it is only later in their career that the technicians become specialists, normally in Forensics, Computer Use, Mechanics, Medics or Pilots. Nonetheless, even this early in their careers the MNMC Security Technician is a highly skilled and useful professional. M-ERD uses technicians who receive the standard MNMC Security Technician training at the lower levels.

Medj'K'ai Nebula - GM's Guide

Human MNMC Security Driver/Technician, Expert 2/Thug 1 Init: +0, Defense: 12, VP/WP: 0/12, Speed: 10m Melee: +2 (Knife 1d4+0, 20, 2m) +2 (Unarmed 1D4+0 ,20) Ranged: +3 (Blaster, Heavy Pistol 3d8, 20, 8m,DC18 Stun) Fort SV: +3, Ref SV: +1, Will SV: +3 Str 10 Dex 12 Con 12 Int 12 Wis 10 Cha 10 Skills: Computer Use +9,Demolitions +4,Disable Device +9,Intimidate +2, Knowledge(Forensics) +6, Knowledge(Tactics) +3,Knowledge(Medj'K'ai Nebula) +2,Pilot +10,Profession(Security Expert) +5, Repair +9, Treat Injury +4, Force Skills: None Feats: Skill Emphasis(Pilot), Gearhead, Cautious, Skill Emphasis(Repair), AP(Light), Martial Arts, WGP(Simple, Blaster Pistols)

M-ERD Field Evaluation Operative This is the most basic and widely-known Field Operative within the MNMC-Evaluation/Rectification Department. Whilst much of their initial basic training is similar to that of the MNMC guard, and they are recruited from the same group, they are selected early on to receive expanded and intensive infiltration, information gathering and interrogation techniques. Aliens are occasionally used, but under the influence of the guiding hand of the Separatists, the M-ERD tends to prefer the more flexible humans. Human M-ERD Field Evaluation Operative (FEO), Expert 2/Thug 1/Diplomat 1 Init: +0, Defense: 12, VP/WP: 0/12, Speed: 10m Melee: +2 (Knife 1d4, 20, 2m) +3 (Unarmed 1D4 ,20) Ranged: +3 (Blaster, Heavy Pistol 3d8, 20, 8m,DC18 Stun) +3 (Blaster, Hold-Out Pistol 3d4, 20, 4m,DC10 Stun) Fort SV: +3, Ref SV: +1, Will SV: +5 Str 11 Dex 12 Con 12 Int 12 Wis 10 Cha 12 Skills: Bluff +5, Disguise +5, Gather Information +8, Hide +9, Knowledge(Streetwise) +6, Knowledge(Tactics)+3, Knowledge(Medj'K'ai Nebula) +3, Move Silently +5, Profession(Security Expert) +5, Repair +2, Search +3, Sense Motive +10, Treat Injury +3 Force Skills: None Feats: Skill Emphasis(Sense Motive), Stealthy, Skill Emphasis(Hide), Trustworthy, Persuasive, Sharp-Eyed, AP(Light), Martial Arts, WGP(Simple,Blaster Pistols)

M-ERD Active Operative

Rectification

The most basic type of Active Rectification requires the skills of a Field Operative with the abilities to hide and disappear. The low-ranking ARO's are the highest Professional-class based M-ERD assassins heroes are likely to come across. Whilst Professionals, they are tough for the normal person to cope with. Human M-ERD Active Rectification Operative (ARO), Expert 2/Thug 4/Diplomat 2 Init: +4, Defense: 13, VP/WP: 0/12, Speed: 10m Melee: +7/+2 (VibroBlade 2d6+1, 20) +7/+2 (Unarmed 1D4+1 ,20) Ranged: +7/+2 (Blaster, Heavy Pistol 3d8, 20, 8m,DC18 Stun) +7/+2 (Blaster, Hold-Out Pistol 3d4, 20, 4m,DC10 Stun) Fort SV: +5, Ref SV: +2, Will SV: +7 Str 12 Dex 12 Con 12 Int 12 Wis 10 Cha 12 Skills: Bluff +5,Disguise +8,Gather Information +8,Hide +11,Intimidate +4, Knowledge(Streetwise) +6, Knowledge(Tactics) +3,Knowledge(Medj'K'ai Nebula) +3,Move Silently +8,Profession(Security Expert) +5, Repair +2,Search +3,Sense Motive +10,Treat Injury +3 Force Skills: None Feats: Skill Emphasis(Sense Motive), Stealthy, Trustworthy, Skill Emphasis(Hide), Persuasive, Sharp-Eyed, AP(Light), Martial Arts, Improved Initiative, WGP(Simple,Blaster Pistols)

Page 28 The "Severe Rectification" moperatives will have Scout, Scoundrel and possibly even Soldier levels in place of Thug levels, and may even have ranks in Corporate Troubleshooter.

Medj'K'ai Nebula - GM's Guide

Quick Locations Rimworld Retreat

Jedi/Antarian

Intended as a temporary stop-over on planets where the Jedi have no formal presence, such a Jedi or Antarian Retreat or refuge can be found on the more remote Rim Worlds. It is intended to be used as offices, a place for R&R, a quiet refuge on a longer journey or as a forward base - or safe house - for extended operations. Such refuges are normally in a standard office or residential/apartment block, generally fairly near the top if possible (if multi-storey buildings are common). The retreats are typically equipped with extensive secure communications facilities, and a dedicated communications protocol droid (sometimes built-in) who is programmed to route messages or save them as appropriate. When the retreat is not staffed, the droid will typically save important local messages but forward most to the nearest major Enclave or Antarian Ranger station. The better equipped Retreats even have holotransceivers. Often built with outside views for the main room and meeting room, the retreats are decorated simply and normally in shades conducive to healing meditation. The walls are typically reinforced duracrete (anything from DR15/120 to DR30/360 or 720). The main door is also highly secure with a strength equivalent to the walls, and when the Retreat is idle and unmanned can typically be unlocked only from the inside (by the comms droid normally) or by a Force-User: there are

Page 29 tumblers securely embedded within the door at a subtly highlighted position. Those with Move Object, and who know or suspect the tumblers are there, can normally easily find and manipulate them to fall into place, unlock the door and re-activate the Retreat. When the Retreat is in an "activated" mode the door can be opened by those who have been granted the relevant permissions from inside or out. Reasonable computing power is also present, including a relatively comprehensive library, and, where possible, links into the public record databases of the local law-enforcement agencies. The computers tend to be isolated from the outside world except when the station is manned, when they tend to be secure (DC35+ with counter-surveillance: refer to the RCR). Apart from the communications droid, who is often shut down and only awakens at scheduled times (typically once or twice a day), or when emergency communications come in, the Retreat is relatively selfcontained. All are equipped with one or two small cleaning droids: some are even equipped with small back-up generators or power droids. When maintenance is required, a request is sent either from the droid in the Retreat or from a nearby Enclave. A normal Retreat contains cells for six to 12 if doubling-up, good medical facilities and supplies (but no Bacta, which would need replenishing regularly), a light maintenance workshop often in the same suite as the sick-bay, a suite for the comms and computer facilities, a large reception area, a private conference room, and an eating/relaxation area. The plans show such a standard layout in an apartment or office building.

Medj'K'ai Nebula - GM's Guide

Page 30