TEXT:  
  1
   
   
  STAR WARS 
   
  R O L E  P L A Y I N G  G A M E  
   
   
  KNIGHTS OF THE OLD REPUBLIC 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jon L., Carlos P 
  Jason G. 
  
   
  1
   
   
  Knights of the Old Republic 
  A Supplement of material from the Lucasarts game to be used with the d20 Star Wars Roleplaying Game ® 
   
  Written by 
  Jon “Ghengis Ska” Larsen, Carlos “Solarc” Portillo  
   
  Artists 
   
  Jason Gagne, E. Sacchi (backgrounds), Eugene Young (picture for Yavin Hunter). 
   
  Play Testers 
   
  Thomas “Cherokee” Carmichael (Candor Slegan), Jared Carmichael (Jaster), Jason Gagne 
  (Gno’E Dal). 
   
  Based on the Star Wars Roleplaying Game ® by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing 
  mechanics developed for the DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, and Peter Adkison. 
   
          
   
   
  The contents of the document are the sole possession and property of the authors, Jon Larsen, Carlos Portillo (henceforth referred to as “the Authors ”) and Jason Gagne (henceforth referred to as “the Artists ”) 
  unless otherwise noted. Distribution, reproduction, or display other than on  (http://www.home.mindspring.com/`ghengiska henceforth referred to as the Site) is forbidden -permission granted upon request and 
  contingent on the author ’s approval. 
  Any files owned by the Author found on other locations on the internet or in print without permission/knowledge of the Author is considered (by law) copyright infringement, and those responsible will be pursued as 
  per the maximum extent of the laws of the United States of America, and/or International Copyright laws, including (but not restricted to) the Berne Convention, the Universal Copyright Conventions, and the 
  Uruguay Round Agreement (WTO). 
   
  Reproduction with the intent of sale, or actual sale is, according to United States Copyright Law, an infringement on George Lucas et al, being a challenge to the commercial viability of Star Wars: The Roleplaying 
  Game by Wizards of the Coast.  The files contained within this document are not for sale, and are designed and presented for the private use of parties using Star Wars: The Roleplaying Game.  Use of material 
  releases author of any and all liability concerning any challenge to LucasFilm, Ltd., and their copyrights where concerned, as a result of any action of a viewer/user of the material. 
  All works that are the property of Lucas Film Limited, Bioware or Wizards of the Coast are still their properties, usage of them by me is not meant to infringe unduly on those rights.  Any logos, titles, and other 
  iconography associated with Star Wars used are for identification purposes only, and are copyright ultimately by Lucasfilm, Ltd. or the owner of the logo in question.   All other graphics and logos specific to the 
  document are the exclusive property of the Author and Artists unless mentioned otherwise. 
  This game product contains no Open Game Content. 
   Where not covered in the following, should a copyright contest occur, the Author will FULLY YIELD to the letter of the law with no contest: 
  Dungeons & Dragons and the Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc.  The d20 System logo is a trademark owned by Wizards of the Coast. Inc. Bioware, the 
  Bioware Odyssey Engine, and Bioware logo are restricted trademarks of Bioware Corp 
   
  STAR WARS ® ® or &tm; and © 2001 Lucasfilm, Ltd. Title, character, and place names protected by all applicable trademark laws. All rights reserved. Used without authorization, and will be removed promptly 
  upon request with no contest on the part of the Author. The material contained herein is unofficial, and is not intended for sale. It in no way can be deemed a contest of the rights and ownership of Lucasfilm Ltd., or 
  licensees thereof, including West End Games / Wizards of the Coast. 
   
  This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.  
   
  Where not covered above, all material written by the author is presented under the auspices of the Fair Use sections of the United States Copyright Law, as the only thing non-original to the author(s)is the very 
  concept of the Star Wars “universe,” thus this additional creative work does not pose any threat or challenge to the commercial viability of Lucasfilms, Ltd., or licensees there of, including West End Games 
  /Wizards of the Coast. In accordance with Fair Use, the author(s)do(es) indeed claim sole copyright, thus removing all material contained on the website from “public domain.” 
   
   
   
  
   
  2
  Table of Contents 
   
  Introduction 
  3 
   
     T3-M4 
  49 
   
     Armor Upgrades  
  86 
  Sources 
  3 
   
  Enemies 
  50 
   
     Equipment On the Body 
  86 
    Timeline 
  3 
   
     Darth Malak 
  50 
   
         Slots 
  86 
    
   
   
     Calo Nord 
  51 
   
     Wearable Equipment 
  86 
   Chapter 1 Galactic organizations 
  8 
   
     Saul Karath 
  52 
   
        Dampening Units 
  86 
     Republic in the KOTOR era 
  8 
   
     Darth Bandon 
  52 
   
        Regulators 
  86 
     Communications 
  10 
   
   
   
   
        Gauntlets 
  87 
     Republic Sympathy 
  11 
   
  Galaxy map 
  54 
   
        Personal Shields 
  87 
        Joining the Republic 
  11 
   
   
   
   
        Stimulants 
  88 
        Leaving the Republic 
  11 
   
  Chapter 3 Planets 
  55 
   
           Stimulants and the Force 
  89 
        Faction Feats 
  11 
   
     Dantooine 
  56 
   
   
   
        Republic Prestige Classes 
  11 
   
        Background 
  56 
   
  Chapter 6 Computer Droid Equipment 
  91 
  Jedi 
  12 
   
        Creatures 
  57 
   
     Security Spike 
  91 
     Jedi Sympathy 
  13 
   
           Kath Hound 
  57 
   
     Computer Spike 
  91 
        Joining the Jedi 
  13 
   
           Kinrath 
  58 
   
  Droid Equipment 
  92 
        Leaving the Jedi 
  13 
   
                 Kinrath Eggs 
  59 
   
        Repair Kit 
  92 
        Faction Feats 
  13 
   
     Kashyyyk 
  60 
   
        Repair Packs 
  92 
     Jedi NPC’s 
  14 
   
        Background 
  60 
   
   
   
        Zhar Lestin 
  14 
   
        Creatures 
  61 
   
  Chapter 7 Recreation 
  93 
        Vrook Lamar 
  15 
   
           Kinrath  
  61 
   
  Pazzak 
  93 
        Vandar Tokare 
  15 
   
           Tach 
  62 
   
   
   
        Dorak 
  16 
   
           Ritual Beast 
  62 
   
  Chapter 8 Droids 
  94 
     Jedi Shadow Prestige Class 
  17 
   
     Koriban 
  63 
   
     Maintenance 
  94 
     Jedi Sentinel Core Class 
  18 
   
        Background 
  63 
   
     Utility 
  94 
        Generic Jedi Sentinels 
  21 
   
        Creatures 
  64 
   
     Protocol 
  95 
     Sith 
  22 
   
           Shyrack 
  64 
   
     Security 
  95 
        What do you mean by Sith 
  22 
   
           Tuk'ata 
  65 
   
     Dymaxion Hovering Patrol Droid 
  96 
        Sith Sympathy 
  24 
   
           Tarentatek 
  66 
   
     Patrol Droid 
  96 
        Joining the Sith 
  24 
   
     Mannan 
  68 
   
     Guard Droid 
  96 
        Leaving the Sith 
  24 
   
        Background 
  68 
   
     Assault droid 
  97 
           Faction Feats 
  24 
   
        Selkath 
  69 
   
     Sentry droid 
  97 
           Sith Prestige Classes 
  24 
   
           Prestige Class: Shasan Adept 
  69 
   
     XK Series 
  97 
        Sith NPC’s 
  25 
   
        Creatures 
  71 
   
     Ancients 
  98 
           Uthar Wynn 
  28 
   
           Firaxan Shark 
  71 
   
   
   
           Yuthura 
  29 
   
           Progenitor 
  71 
   
  Chapter 9 Swoop Racing 
  99 
  Minor Factions 
  30 
   
        Research Sub 
  71 
   
     Mechanics 
  99 
     Mandalorians  
  30 
   
     Taris 
  72 
   
     Swoop Bike Stats 
  103 
        Mandalorian Specific Equipment 
  31 
   
        Background 
  72 
   
     Generating a Race randomly 
  103 
           Basilisk War Droid  
  31 
   
        Creatures 
  72 
   
     Swoop Bike stats 
  104 
           Mandalorian Armor 
  31 
   
           Rakghoul 
  72 
   
     Tracks 
  105 
        Mandalorian Sympathy 
  32 
   
              Rakghoul serum 
  73 
   
   
   
        Mandalorian Code 
  32 
   
     Tatooine 
  74 
   
  Chapter 8 Starships 
  107 
           Joining the Mandalorians 
  32 
   
        Background 
  74 
   
     Fighters 
  107 
           Leaving the Mandalorians 
  32 
   
        Creatures 
  75 
   
        a-Attack craft 
  107 
           Faction Feats 
  32 
   
           Wraid 
  75 
   
        b-Attack Craft 
  107 
           Mandalorian Warrior Prestige Class 
  33 
   
     Yavin  
  76 
   
        g-Wing 
  108 
     Exchange 
  34 
   
        Background 
  76 
   
        s fighter 
  108 
        Hierarchy 
  34 
   
        Creatures 
  76 
   
     Transports 
  109 
        Exchange Sympathy 
  34 
   
           Floater Herbivore 
  77 
   
        t Transport  
  109 
        Davik 
  35 
   
           Hunter-Floater 
  78 
   
        Ebon Hawk 
  109 
     Geno Haradan Assassins Guild 
  35 
   
        Yavin IV 
  78 
   
        Thren 
  110 
        Geno Haradan Sympathy 
  37 
   
        Yavin Space Station 
  78 
   
     Capital 
  110 
        Joining the Geno Haradan 
  37 
   
        Savium 
  78 
   
        Leviathan 
  110 
        Leaving the Geno Haradan 
  37 
   
     Star Forge System 
  79 
   
        Sith Cruiser 
  111 
        Faction Feats 
  38 
   
        Rakata  
  79 
   
        Republic Cruiser 
  111 
        Geno Haradan Assassin Prestige class 
  38 
   
        Background 
  79 
   
        Republic Troop carrier 
  111 
     Czerka Corporation 
  39 
   
        Rakatan 
  80 
   
   
   
         Corporate Sympathy 
  40 
   
        Creatures 
  80 
   
   
   
     Hutts 
  40 
   
           Gizka 
  80 
   
  References Acknowledgements 
   
        Hutt Sympathy 
  41 
   
   
   
   
   
   
   
   
   
  Chapter 4 The Force 
  81 
   
  Side Bars 
   
  Chapter 2 Personalities of the Era 
  43 
   
     Force Saving Throws 
  81 
   
     Navigation Beacons 
  10 
  Allies 
  43 
   
     Force Powers 
  81 
   
     Jedi Code 
  13 
     Bastila Shan 
  43 
   
     Lightsaber Crystals 
  81 
   
     Sith Code 
  24 
     Canderous Ordo 
  43 
   
     Crystal Crucible 
  82 
   
     Mandalorian Code 
  32 
     Carth Onasi 
  44 
   
     Skull Crucible 
  83 
   
     Force Powers 
  81 
     Jolee Bindo 
  45 
   
   
   
   
     Shield Technology  
  87 
     Juhani 
  45 
   
  Chapter 5 Equipment 
  84 
   
     Stimulants 
  89 
     Mission Vao 
  46 
   
     Weapon Upgrades 
  84 
   
   
   
     Zaalbar 
  47 
   
        Ranged Weapon Upgrades 
  84 
   
  Varinet Rule  
   
     HK-74 
  47 
   
        Melee Weapon Upgrades 
  84 
   
     Force Saving Throws 
  81 
  2
  
   
  3
  Introduction 
  “For over a thousand generations the Jedi 
  Knights were the guardians of peace and 
  justice in the Old Republic. Before the dark 
  times, before the Empire.” 
   
   
   
   
   
   
  - Obi-wan Kenobi 
   
  Since the time those words were first heard in 
  a darkened movie theaters all across the world, 
  many have been inspired by their implications. An 
  ancient order of protectors and guardians, charged 
  with keeping a star spanning galactic Republic 
  from harm and danger over the centuries. A 
  danger that eventually manifested itself in the 
  galactic Empire as told in the stories of Anakin and 
  Luke Skywalker.  But what about the foundations 
  of that conflict and those institutions?  What kind 
  of galaxy existed before the Skywalkers? There 
  have been many stories told about that “old 
  republic” since Obi-wan first brought it to our 
  attention. This guide takes as it’s source one of 
  those stories; The Knights of the Old Republic 
  video game (KotOR) brought to us by Bioware, 
  Wizards of the Coast, and Lucas Arts.  
    
  It is our intention for this guide to serve as an 
  aid to GMs and players of the Star Wars 
  Roleplaying Game (SWRPG) for creating and 
  augmenting games set in the period covered in the 
  KotOR videogame. We have done our best to 
  translate and accurately represent the 
  personalities, vehicles, equipment, and 
  organizations portrayed in the KotOR video game 
  for use in the SWPRG. Within this guide you’ll find 
  descriptions and statistics for planets, creatures, 
  villains, organizations, heroes, and all their stuff. 
  You’ll also find rules for KotOR specifics like 
  Paazak, era specific character and prestige 
  classes, and Swoop racing. Our intention is not to 
  mirror the specific features in the videogame, but 
  to harmonize the concepts, organizations, 
  personalities, and items portrayed in the 
  videogame to be used within the D20 framework 
  of  the SWRPG.  We’ve take the Blockade of the 
  Taris system by the Sith Armada under the 
  command of Darth Malik as a reference point for 
  this guide (This will allow you to play the 
  videogame, with very few spoilers.) 
   
  Sources 
  Many books and other source material were 
  consulted to create this guide besides the KotOR 
  videogame. Chief among the consulted materials 
  are the Sourcebooks by Wizards of the Coast for 
  the SWRPG; the Revised Core Rule book for Star 
  Wars the Roleplaying Game, the Power of the Jedi 
  Sourcebook, the Darkside Sourcebook, and the 
  Hero’s Guide. The Dark Horse Comic’s series 
  Tales of the Jedi also served as a guide to the 
  background of KotOR and our guide as well.  
  In addition we have consulted some online 
  resources for the guide.  The official game website 
  at Lucas Arts contains a lot of the background 
  information for many of the characters, equipment, 
  and organizations presented in this guide.  The 
  Wizards of the Coast website provided valuable 
  insights and information; especially the Planet 
  Hoppers and Jedi Counseling columns.  The 
  Bioware website provided some information as 
  well as a few of the screenshots in this guide.  We 
  consulted some online compilations; the 
  Completely Unofficial Star Wars Encyclopedia at 
  the.force.net, the musings of fans at Wizards of 
  the Coast’s Star Wars discussion boards, and the 
  SWRPGNetwork forums. 
   
  The KotOR videogame is set almost 4,000 
  years before the Battle of Yavin and the 
  destruction of the first Death Star. The galaxy at 
  this time is both familiar and very different from the 
  time when Luke and Obi-wan met and began their 
  quest.  This is the time of the Sith Wars; a series 
  of conflicts between the galactic Republic and the 
  Sith. 
   
  Timeline  
  This is an a timeline of events leading up to 
  the start of the Knights of the Old Republic 
  videogame, some 3,956 years before the battle of 
  Yavin. In order to simplify the timeline for this era 
  of play, we have chosen the blockade of Taris as 
  year zero. (BTB: Before Taris Blockade).  
     
  1044 BTB   
  – The Great Hyperspace War –  
  Republic scouts Gav and Jori Daragon, make a 
  random hyperjump with their ship, Starbreaker 12, 
  and “discover” the Sith Empire. They are held 
  captive until rescued by Naga Sadow, a clever 
  Sith Lord who uses both Gav and Jori to advance 
  his position politically as well as create a pretext 
  for invading the Republic. Naga Sadow arranges 
  for Starbreaker 12  to leave the Korriban system 
  with a hidden tracking device on it that reveals the 
  location of the Republic to the Sith. Gathering his 
  fleet at Khar Shian, Sadow orders an attack on 
  Coruscant when he discovers it’s location.  
   
  
   
  4
  Sadow uses Sith illusion to make the fleet look 
  much larger than it truly is, and assaults multiple 
  planets throughout the Republic with Massassi 
  warriors and giant beasts. At one point, Naga 
  Sadow is distracted enough for the Jedi to see 
  through the illusions and drive the Sith off 
  Coruscant and other worlds. The Sith lose battles 
  across the Republic, but not before Sadow makes 
  the super giant Primus Goluud go supernova 
  nearly destroying the Republic fleet. The shattered 
  remains of the Sadow’s fleet return to the Sith 
  Empire, only to find Ludo Kressh, Sadow’s rival, 
  securely in place as Dark Lord of the Sith. Sadow 
  is exiled from the Sith Empire.  
   
  The Republic fleet, led by a vengeful Empress 
  Teta and Jori Darragon, destroys the Sith Empire. 
  However, Sadow escapes with the use of a Sith 
  Nova device. With the other Sith forces destroyed, 
  the Republic celebrates its victory.   
   
  The Jedi Odan Urr studies the Sith's abandoned 
  and wrecked ships, and discovers a Sith Holocron.  
   
  Naga Sadow and his remaining Massassi warriors 
  arrive on the quiet jungle moon of Yavin IV.  He 
  secretly establishes a base, and builds great 
  temples. He intends to restore the glory of the 
  Sith.  
   
  The Veeshas Tuwan Sith library on Arkania is 
  attacked and destroyed by several Jedi Masters.  
   
  1,042 BTB  
  Naga Sadow places himself into suspended 
  animation in a specially built chamber on Yavin IV, 
  in preparation for a new Sith golden age.  
   
  A Jedi learning center and library is established by 
  Odan-Urr on Ossus, the quiet world where Master 
  Ooroo trained him 
   
  1040 BTB  
  The ‘Jedi Shadows’, a secretive band of Jedi 
  Knights devoted to gathering information on Dark 
  Side users, including the Sith, are formed. They 
  are often charged with infiltrating such 
  organizations to gather information. 
   
  750 BTB   
  In response to discoveries that the Sith are an 
  outgrowth of their own Order, the Jedi begin to 
  establish a loose hierarchy. A group of trusted Jedi 
  Masters begin meeting in a Jedi Assembly to 
  discuss galactic affairs and the Jedi’s role in them.  
   
  644  
  Odan-Urr becomes a presider of Jedi assemblies, 
  a post he will hold for six centuries.  
   
  514 BTB   
  Freedon Naad, a Jedi apprentice refused 
  knighthood by the Masters, kills Jedi Master Matta 
  Tremayne steals a ship, and flies toward the 
  worlds of the former Sith Empire  
   
  509 BTB   
  After several years of searching, Freedon Nadd 
  comes upon the planet Yavin IV. Freedon battles 
  the native Massassi, and discovers ancient 
  temples. He finds and revives Naga Sadow from 
  his cryogenic slumber. Sadow spends the rest of 
  his natural life training Nadd in the ways of the 
  ancient Sith.  
   
  494 BTB   
  The Dark Lord of the Sith Freedon Nadd comes to 
  Onderon, a primitive world on the outer edges of 
  the Republic. He subjugates the walled civilization 
  of Iziz, Onderon’s only city, using the dark power 
  of the Sith. He institutes a policy of banishing 
  those who would not worship him out into the 
  lethal jungles of Onderon. Those who survive the 
  hostile conditions create the Beast Lords culture.  
   
  442 BTB   
  Freedon Nadd dies on Onderon.  He takes the 
  form of a Dark side spirit.  
   
  244 BTB   
  The planet Tatooine is settled by Corporate off-
  world miners. The oldest city on Tatooine, 
  Anchorhead, is established near the site of a very 
  deep well.   
   
  200 BTB 
  Taris is gripped by famine due to pollution. The 
  rich citizens hoard food, leaving the poor to starve. 
  Class warfare soon escalates to civil war, and 
  after millions of deaths, the surviving poor are 
  permanently banished to the horrid Undercity of 
  the planet. Lost during this war is a self-sufficient 
  colony, a “Promised Land” beneath the Undercity 
  and tended by droid workers.  
   
  194 BTB 
  The Hapes Cluster, is first settled by the Lorell 
  Raiders, pirates who seize beautiful women to be 
  their mates.   
   
  4
  
   
  5
  92 BTB  
  A group of Jedi knights destroy the Lorell Raiders 
  in the Hapes Cluster.  The women, former 
  captives of the raiders, take control of the Hapes 
  cluster and elect their first queen to represent 
  them. 
  The Hyabb-Twith Campaigns take place between 
  the Jedi and the Nelori Marauders of Dachat at the 
  Hyabb-Twith Corridor  Jedi Master Arca Jeth plays 
  a key role in resolving the conflict.   
   
  66 BTB 
  Carthas, a wondrous city located on the planet 
  Benja-Rihn is beset by a swarm of savage beasts, 
  but is saved from destruction by the mysterious 
  Tet-Ami. At this time, the mysterious Tet-Ami is 
  rumored to discover The Orb of Passage, an 
  unusual stone said to grant it’s possessor the 
  ability to control time. 
   
  64 BTB 
  Intrepid explorers and traders from the Brentaal 
  League begin forging hyperspace routes deep into 
  the Expanse Region.  They create a string of 
  colonies to provide the League with new resources 
  for a booming economy back in the Core Worlds. 
   
  44 BTB 
  A huge droid uprising occurs on Coruscant, where 
  nearly every droid on the planet turns against its 
  master.  Jedi Master Arca Jeth and many other 
  Jedi on Coruscant help defend the planet's 
  citizens from the malfunctioning droids.  This event 
  is later known as The Great Droid Revolution.  
   
  Galactic explorers from the Old Republic make 
  contact with world of Onderon. Off-world traders 
  begin to arm the Beast-Lords with advanced 
  weaponry.   
   
  The first Republic settlers arrive at the planet 
  Muzara. They establish a base atop one of the 
  massive plateaus and begin to oversee the 
  agricultural enterprises planned for Muzarav, 
  intended to produce food for export to nearby 
  settlements that are not yet self-sufficient. 
   
  42 BTB  
  – The Beast Wars of Onderon and Freedon 
  Nadd Uprising –  
  Queen Amanoa of Onderon calls upon the Jedi 
  Knights to help bring the war with the newly armed 
  Beast Lords on her world to an end. The Jedi Ulic 
  Qel-Droma, Cay Qel-Droma, and the Twi'lek Tott 
  Doneeta try to negotiate a peace treaty between 
  the two sides. But they discover the Dark Side 
  followers have taken control of Iziz, the one walled 
  city on Onderon. The Jedi and Beast Lords are 
  nearly overcome by Queen Amanoa's Dark Side 
  powers but the queen dies when Jedi Master Arca 
  Jeth exposes her to the power of the Light Side. 
  Princess Oron and the Beast Lord Galia are 
  married and become King and Queen of Onderon.   
   
  With in a month, a sudden uprising of Dark Side 
  warriors besiege Iziz, lead by the old King Ommin.  
  King Ommin was thought to be dead but was in 
  hiding and under tutelage of the dark spirit of 
  Freedon Nadd. The Jedi are overwhelmed by the 
  Darksiders led by the armored Warb Null. King 
  Ommin kidnaps Master Arca Jeth, and Ulic Qel-
  Dromma, after defeating Warb Null, calls on the 
  Republic to help the Jedi at Onderon. Jedi Master 
  Thon, Shoaneb Culu of Alpheridies, and Nomi 
  Sunrider travel to Coruscant with to plead with the 
  Senate for help. 
   
  The Republic Senate is reluctant at first to help 
  But when Setal and Aleema Keto, two bored 
  aristocrats from the Empress Teta System and 
  members of the secret Dark Side cult called the 
  Krath steal Sith artifacts from the Galactic 
  Museum of Coruscant, the Senate is finally 
  swayed by the arguments of Master Thon and 
  Nomi Sunrider.  A Republic fleet, under the 
  command of Naomi Sunrider, is sent  to engage 
  the Darksiders on Onderon.  
   
  The Ketos manage to make their way to the 
  Darksider headquarters on Onderon, where they 
  receive aid and instruction from Nadd and King 
  Ommin.  
   
  The Jedi/Republic forces unite with Ulic and his 
  group of Jedi knights and defeat the Dark Side 
  soldiers and Sith war droids. King Ommin is killed 
  Arca Jeth is freed, but the Ketos, guided by the 
  Dark Side sprit Nadd, escape.   
   
  With the Republic distracted by the crisis on 
  Onderon and other border wars, the Provisional 
  Governor Myrial of Argazda declares the Kanz 
  sector independent, and quickly annexes all 
  worlds in the sector. 
   
  41 BTB   
  - The Rise of the Krath and fall of Ulic Qel 
  Droma –  
  The Krath lead a political coup in the Empress 
  Teta system.  They use Sith magic to eradicate all 
  opposition.   
   
  
   
  6
  While studying Sith artifacts to find clues that will 
  help against the coming offensive against the 
  Krath, Ulic Qel-Droma suddenly receives a vision 
  from Freedon Nadd, predicting that he will become 
  a powerful Sith lord.  Ulic and Nomi lead a 
  Republic force to protect Koros Major, last free 
  world of the Tetan system, but are defeated by the 
  Krath ships and Setal and Aleema's evil Sith 
  magic.  
   
  An unprecedented assembly of ten thousand Jedi 
  occurs at Mount Meru on the planet Deneba to 
  discuss the Krath problem. Ulic proposes 
  infiltrating the Krath to learn their dark secrets and 
  plans, but his fellow Jedi advise against it.  A 
  sudden attack by Krath war droids devastates the 
  Jedi ranks on Deneba and Master Arca is brutally 
  slain.  Ulic blames himself for Arca’s death.  
  Ignoring the warnings of Nomi, Master Ood Bnar 
  and Master Odan-Urr, he attempts to infiltrate 
  Cinnagar, capital of the Teta system.  However, 
  Setal and Aleema are prepared for him. Infecting 
  Ulic with Sith poison, Aleema seduces him, and 
  eventually, Ulic succumbs to the Darkside. Ulic’s 
  ex-lover Nomi Sunrider Ulic’s brother Cay Quel-
  Droma, and Tott Donnetta make attempts to 
  rescue Ulic, but realize that Ulic is lost to them.   
   
  Meanwhile, Exar Kun – an angry and reckless 
  student of Vodo Siosk-Baas – finds his way to 
  Dxun, where he is seduced to the Dark Side by 
  the spirit of Freedon Nadd.  Kun continues on to 
  Korriban, where Nadd forces him complete his 
  journey down the Dark path.   Kun establishes his 
  base on Yavin IV, the old base of Naga Sadow, 
  destroys Freedon Naad, and enslaves the 
  Massassi race. Kun finds Naga Sadow's 
  spaceship and he studies Sith alchemy.  
   
  Exar Kun attacks Ulic and Aleema at the Empress 
  Teta System. But the spirit of Marka Ragnos, an 
  ancient Dark Lord of the Sith, intervenes and tells 
  them they must work together. Ragnos declares 
  Exar Kun the new Dark Lord of the Sith, and Ulic 
  Qel-Droma his lieutenant.    
   
  40 BTB  
  – War against Exar Kun –  
  Lord Mandalore is defeated by Ulic at Harkul and 
  the Mandelorian clans subsequently ally 
  themselves with Ulic. Exar Kun travels to Ossus, 
  steals a Sith Holocron, and murders the Master 
  Odan-Urr. Exar Kun then lures 20 Jedi knights to 
  Yavin VI and releases Dark Side spirits from the 
  Sith holocron that possess the Jedi. The 
  possessed Jedi are sent to murder their former 
  masters. Most succeed in their dark task.   
   
  The Krath and Mandelorians, under the leadership 
  of Ulic Qel-droma, launch a surprise attack against 
  the Republic shipyard at Foerost, capturing 300 
  Republic ships. They then invade Corusant. The 
  invasion is repelled and Ulic, betrayed by Aleema, 
  is captured and put on trial before the Senate. 
  Before he is judged, Exar Kun rescues Ulic by 
  putting the senate under a powerful Sith spell and 
  then Kun murders his former master Vodo-Siosk 
  Baas.   
   
  Ulic sets in motion the battle at Kemplex, a battle 
  that results in the deaths of Aleema and three 
  Jedi, the creation of the Cron asteroid field, and a 
  supernova that devastates an entire sector of 
  space.  As the Nova shock wave nears Ossus, the 
  dark Jedi Exar Kun and Ulic Qel-Droma attack the 
  planet and seek to plunder the Jedi artifacts. Ood 
  Bnar transforms himself to protect the most 
  important Jedi artifacts from Exar Kun and his 
  Massassi warriors. Cay desperately confronts his 
  own brother, Ulic, and is brutally slain. Ulic finally 
  sees what harm he has done and Nomi Sunrider, 
  with grief and anger over all that has happened, 
  strips Ulic of contact with the Force forever. Ulic 
  vows to destroy Exar Kun. 
   
  On Onderon, the Mandalorians attempt to take the 
  city, but are repulsed by Republic forces. Ulic 
  leads the Jedi and Republic fleet to Yavin IV.  
  Realizing he cannot win, Exar Kun hides himself 
  and survives by using the life force of all the 
  remaining Massassi to trap his spirit in the great 
  temples. 
   
  39 BTB  
  When the Cron System is destroyed the Dashade, 
  a race of reptilian humanoids native to the planet 
  Urkupp, are driven to extinction.  An ancient 
  Falleen royal, whose retinue included 38 Dashade 
  “Shadow Killer” enforcers, cryogenically freezes 
  them for later use. A Dashade is revived each 
  century or so, and put to use. The last known 
  Dashade from this group, was the Shadow Killer 
  Ket Maliss. 
   
  Corellian and Aqualish colonies spring up around 
  the Goroth system, and come into open conflict.  
  The Gorothites, under the rule of Rel’kan J’Kek, 
  declare neutrality and set off a bidding war 
  between the two sides for use of the planet’s 
  resources.  Intoxicated with power, J’Kek’s 
  demands become unreasonable.  The Aqualish 
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  7
  “Barralenal” and the Corellians join forces to send 
  giant asteroids slamming into Goroth Prime.  The 
  planet becomes a fiery wasteland, and the 
  Gorothites are slaughtered almost to the point of 
  extinction.  The Republic and the Jedi, 
  preoccupied with the Sith War, ignores Goroth’s 
  plight.   
   
  The Jedi find themselves forced to adapt in the 
  wake of the Sith War. With the loss of the Jedi 
  library of Ossus, the Order finally agrees to the 
  need for more cooperation between themselves 
  and the Republic. The ziggurat on Coruscant 
  begins to grow rapidly, as diplomatic arenas and 
  liaison offices join the training centers, meditative 
  chambers, instruction theatres, libraries, and 
  botanical gardens.  
   
  30 BTB 
   – Formation of the Jedi Council and 
  Redemption of Ulic Qel-Droma - 
  The Jedi Knights hold the first convocation in a 
  decade at the partially-built Exis Station. Naomi 
  Sunrider calls for the creation of  Jedi Council to 
  coordinate the Jedi resources, training, and 
  efforts. Ulic Qel-Droma is killed on Rhen Var after 
  training Vima Sunrider as a Jedi and quelling the 
  anger of Sylvar. Ulic Qel Droma vanishes in the 
  manner of a Jedi master. 
   
  The Scout Service is established by the Republic 
  with the long term goal to map and chart every 
  world in the republic and the galaxy beyond. 
   
  24 BTB  
  Improvements in Hyperspace nav-computer 
  technology make hyperspace beacons obsolete 
  along the main trade routes. 
   
  10 BTB   
  The newly reorganized Mandelorian clans begin 
  raiding outer rim systems, careful to avoid 
  Republic worlds. 
   
  7 BTB   
  - Mandelorian Wars begin –  
  Three separate sectors of Republican space are 
  attacked by Mandalorian clans and the Senate 
  sends its fleet to repel the invaders.  The Senate 
  quickly sends a formal plea to the Jedi Council, 
  and the Council refuses to commit the Jedi, 
  seeking patience instead. Some Jedi answer the 
  Senate’s call in defiance of the Jedi Council. 
  Among them are Revan and Malak, two young 
  Jedi Knights who convince several Jedi to the 
  defend the Republic. Revan, a brilliant military 
  tactician, leads the Republic Fleet to multiple 
  victories against the Mandelorians.  
   
   
   
  4 BTB  
  - Mandelorian Wars End -  
  With a victory at Malachor V, and the 
  unconditional surrender of the Mandalorian clans 
  to the Republic, the Mandelorian conflict comes to 
  a close. But instead of returning home, one third of 
  the Republic’s fleet under Revan and Malak 
  disappear deep into unexplored space, claiming to 
  be after the remnants of the Mandalorian warfleet.  
   
  2.5 BTB   
  Revan and Malik,  the heroes of Madelorian War, 
  return from beyond the outer rim worlds. They 
  openly declare themselves as Sith and attack 
  Republic and Corporate worlds with a new fleet of 
  unknown origin. For the next two years the Sith 
  systematically conquer many worlds along the 
  Rim-ward ends of the Perlemain and Hydian trade 
  routes.  
   
  1 BTB   
  The Queen of the Hapes Consortium begins 
  construction of the Star Home, a large 
  fortress/palace ship that is constructed with the 
  finest materials available at the time. 
   
  .5 BTB   
  A group of Jedi daringly attack the Sith Fleet, 
  board Revan’s Flagship, and confront the Sith 
  lord. The Sith Flagship is destroyed by Darth Malik 
  as he turns on his former master.  Malik is now 
  control of Sith fleet, and takes the mantle of his 
  former master as Dark Lord of the Sith. 
   
  O BTB  
  Taris, a decaying industrial world in the outer rim, 
  is blockaded by the Sith Fleet. 
  
   
  8
  Galactic organizations 
   
  The Republic in the KOTOR era 
   
  Life in the Republic 
  The Republic is big, It’s institutions are 
  relatively stable, not volatile, and change is slow. 
  The most remarkable aspect of the Republic is 
  that life has not changed too much though the 
  ages.  One noticeable difference is that the 
  Republic is smaller and only covers only about a 
  fraction of the galaxy’s worlds when compared to 
  later eras. 
   
  • The boundaries of the Republic are not strictly 
  defined to one set of sectors or region of 
  space.  The only general rule one can make is 
  that worlds closer to the Core Region and 
  along trade routes tend to have some kind of 
  relationship with the Republic.  Almost all of 
  the charted worlds in the Deep Core and Core 
  worlds regions of galactic space are members 
  of the Republic and have been for some time. 
  The Republic presence within this region of 
  space is almost omnipresent.  
  • The majority (more than 70% by some 
  estimates) of the worlds within the Colonies 
  and Inner Rim are Republic members or have 
  some sort of relationship with the Republic. 
  Some are old members, others have only 
  joined within the last millennium.  There are 
  still some systems within this region that 
  remain uncharted or cataloged.  The space 
  lanes in this region of space are regularly 
  patrolled by Republican forces.  
  • Most of the worlds in the Expansion region are 
  not members of the Republic.  The exception 
  to this rule are worlds along trade routes 
  leading to the Core Worlds.  These worlds 
  have had some contact with either traders and  
  smugglers for economic reasons or in some 
  cases contact with the Jedi or Republic forces 
  fighting Sith in the War against Exar Kun. 
  Because of recent advances in hyperspace 
  technologies and the last Sith War, the 
  Expansion Region is attracting a lot of 
  Corporate attention.  Corporate settlements 
  and outposts bring raw materials to the 
  Republic Core worlds as well as serve as a 
  point of debarkation for settlers and the point a 
  import for refined goods from the interior 
  worlds. 
  • Much of the Mid Rim and Outer Rim regions 
  remain relatively unexplored by the Republic 
  in this era of play.  There are Republic worlds, 
  settled by veterans of the last war, or groups 
  of colonists that want open spaces but with to 
  maintain ties to the civilization that lie within 
  these regions of space.  But by and large, the 
  Republic presence is very limited in these 
  regions.  The Republic fleet tries to protect the 
  Republic settlements and engage the invading 
  Sith along the Hydran Way and Perlemian 
  Trade routes.  Most of the Republic settled 
  worlds are roughly 
  technologically 
  equal to the Core 
  Republic worlds, 
  but there are a few 
  throwbacks or 
  worlds so out of the 
  way that they have 
  decayed or 
  collapsed 
  completely.  
  • Corporate interests 
  have also settled on 
  planets along the 
  Mid and Outer Rim, 
  driven by profits 
  and dreams of 
  cornering the 
  market on some 
  commodity. For the 
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  9
  most part they are only interested in profits 
  and trading partners and will function just as 
  easily under the auspices Republic as the 
  Sith. On many corporate worlds in the outer 
  regions operate independently, answering to 
  their Corporate owners and not a specific 
  government. They effectively act as the local 
  government. 
   
  The Senate and Republic Government 
  While local governments control most affairs, 
  the Senate is the most important institution within 
  the Republic. The senate has not changed very 
  much in the 20,000 years since it’s inception.  
   
  • It’s a representative government that governs 
  Republic systems though the powers of an 
  executive (Chancellor) elected by a body of 
  representatives of the member worlds 
  (Senate). The Senate consists of elected 
  representatives of the member worlds 
  (Senators) and it’s officers. Technically, 
  Republic Fleet commanders and Generals 
  receive their charges from, and are directly 
  accountable to, the Senate.  
  • The Senate has the power to train and raise 
  troops, ships, and material to protect the 
  Republic from threats, both internal and 
  external. It may also enter into negotiations 
  with other interstellar organizations and 
  bodies, such as independent systems and 
  world consortia or other corporate entities on 
  behalf of it’s member worlds  In addition, the 
  Senate has created bureaucratic departments 
  to carry out the laws and  responsibilities 
  assigned to them by the Senate. 
  • While most local laws and customs prevail 
  within member home worlds or  systems 
  jurisdiction, the Senate can (and does) make 
  interstellar law that supercedes local authority. 
  In times of war, in matters of interstellar trade, 
  in matters of defense of republic citizens and 
  member worlds, or matters that promote the 
  common good of it’s members (as decided by 
  it’s members within the Senate), the Republic 
  Senate has the right and authority to 
  supercede any local laws or authority. If a 
  member world believes that it has been 
  treated unfairly, they have a right to appeal 
  and take their case before the Senate and 
  arrange a different settlement. 
  • Because the Senate is an open, 
  representative body, and membership is 
  voluntary, the Republic rarely interferes with 
  local customs or laws. The Senate prides itself 
  as a multi-cultural and tolerant institution and 
  is loathed to intervene in a world’s customs 
  unless it absolutely has to. As a result, there 
  are actually very few instances where local 
  laws and customs are superceded by Republic 
  officials. 
  • The Senate does have the right to investigate 
  and report on disputes between Republic 
  worlds or other corporate entities. Sometimes, 
  in order to avoid the appearance of playing 
  politics with an investigation or dispute, they 
  will assign the investigative or mediation role 
  to members of the Jedi Order. 
  • If an individual or corporate entities are found 
  to have violated Republican Laws after an 
  investigation, they will be tried by prosecutor 
  assigned by the Senate.  If the crimes are 
  deemed so grievous as to affect  multiple 
  worlds with the Republic, the Chancellor of the 
  Senate will serve as prosecutor and the entire 
  Senate will serve as judge and jury of the 
  accused. 
   
  Hyperspace Travel Technology in the KOTOR era 
  Hyperspace travel has been in existence since the 
  founding of the Republic and has been a key 
  reason for it’s growth and prosperity. During the 
  KOTOR era, modes of hyperspace transportation 
  are in transition.   
  • Due to new advances in hyperspace 
  technology, Hyperspace travel has increased 
  significantly.  The efforts of the Scout Service, 
  as well as Corporate interests, have fueled a 
  number of exploratory expeditions over the 
  last two decades.  The War with the Sith has 
  curtailed exploration in contested sectors of 
  space, but in other areas of the galaxy surveys 
  and exploration continues. 
  • In the Era of the Knights of the Old Republic 
  there are still many older hyperspace 
  navigation beacons along the trade routes.  
  Older vessels still use them for travel.  The 
  earlier Navicomps  serve more as repositories 
  for the various Navicomp beacon coordinates 
  than for actual computers to calculate jumps. 
  While the Navicomps of this older era still 
  make those calculations, they can only make 
  the calculations for system or beacons in there 
  memory cores, and/or out to the next beacon 
  in line.  Many ships do not have the newer 
  Navicomps and still rely on this method of 
  moving their vessels though hyperspace.  
  Ships that do have newer Navicomps still don’t 
  move as easily or as well as vessels equipped 
  with the more modern Navcomps. 
  • Vessels with the older technology use Stellar 
  maps, with known charted routes, like roads 
  
   
  10
  between systems. A trip would consist of 
  multiple jumps from one Hyperspace Beacon 
  to another until one neared the beacon closest 
  to the desired destination. From there the 
  coordinates for that particular planet, or 
  system can be down loaded with a Computer 
  Use check DC 15, to plot a course there. Most 
  Navicomps can only store 5 or so known 
  locations in memory at a time. Any system not 
  in the memory has to be flown to as above 
  increasing the flight time by x2 or at a risk 
  random jump. 
  •  While the Navigation beacons (or Hyperspace 
  Buoys as they are sometimes called) are 
  seeing lesser and lesser use by vessels 
  traveling though hyperspace, they still remain 
  important in one respect. They Navigation 
  beacon also serve as a relay network for 
  hyperspace transmissions and continue to be 
  important with respect to galactic 
  communications. 
   
  Communications in the KOTOR Era 
  While most intra system and planetary 
  communications function the same way they do in 
  the Star Wars movies and novels of the later eras, 
  the KOTOR era presents some very significant 
  changes in communication between star systems. 
   
  • There is no Holonet in the Republic during the 
  KOTOR era of play. Hyperspace transmitters 
  are not capable of real time communication.  
  The fastest speed that information travels is 
  literally the fastest speed that a ship can travel 
  in Hyperspace in this era.  Ships can use 
  hyperspace transceivers of this era to 
  communicate with one another, but the range 
  for these transmissions is limited to a several 
  parsecs.  Hyperspace messages that need to 
  reach recipients more than a sector of space 
  have to navigate though a network of relay 
  stations that retransmit the messages until 
  they reach their destination.  The exact range 
  of a hyperspace communications depends on 
  a great many factors and varies considerably 
  throughout the galaxy. In addition, 
  retransmission is a slow and complicated 
  process. The time it takes a message to travel 
  to it’s destination is significantly increased if 
  the communiqué must travel though multiple 
  regions of space. 
  • Through the use of Navigation Beacons, 
  planetary communications centers, and out-
  system relay stations, a loose network exists 
  where hyperspace communications can be 
  relayed effectively from one end of the galaxy 
  to another, but only along hyper-space trade 
  routes or within the boundaries of the central 
  Republic worlds. Communication outside of 
  these well defined regions is difficult at best. 
  • This network usually functions pretty 
  efficiently, but with the current Sith War, it’s 
  virtually impossible to transmit messages 
  between the Republic and the Sith sphere of 
  influence. In some sectors of space, 
  Corporate interests have set up private 
  communications networks and relays. But due 
  to the war, the Sith and the Republic either 
  monitor and censor traffic or have taken direct 
  control of such facilities. 
  • In areas where there are no relay stations or 
  Navigation Beacons, specialized courier ships 
  move messages in mass between selected 
  jump points as a service or for a fee. There 
  are even worlds that use bulk electronic 
  storage units, capable of containing a few 
  terabytes of information, that loaded on to 
  cargo freighters are used to transmit 
  information across large distances. Such “mail 
  runs” are often sponsored by planetary 
  governments or corporate entities that need to 
  communicate significant amounts of 
  information, but do not have access to the 
  “network” due to local conditions, distance 
  from a relay station or Navigation Beacon, 
  local astronomical anomalies, or political 
  Navigation Beacon Adventure Hooks 
   
  Navigation Beacons can be a very interesting 
  adventure hook on many sided of the conflicts and 
  factions in this Era. Because of the way they are Set 
  up, with the need to pull the final navigation 
  coordinates for near by systems out of them and then 
  go to those systems the Navigation Beacon is going 
  to be busy intersection of galactic travel. A planets 
  proximity to a Beacon can make or break its 
  economy, like Taris when the trade routes moved 
  away due to easier routes. Adventures could be 
  based off of Pirates staking out a profitable beacon at 
  a cross roads, attacking ships that come into the 
  area, or slicing in and giving false coordinates to 
  direct them to other places, perhaps a deep space 
  ambush, or a government could divert ships towards 
  it’s world to increase it the flow of traffic. PC's could 
  be working to safe guard the beacons, or even be 
  nefarious individuals working to lay many of those 
  traps. Beacons can be used as a chance to 
  encounter other space ships, like fighter wings of 
  Sith, or republic forces. 
  10
  
   
  11
  conditions which make transmission by hyper 
  transceiver impossible.  
  • The most efficient and longest ranged 
  hyperspace transmitters are actually abroad 
  Capital class warships or large specially 
  designed Scout Service vessels. These 
  vessels, because of the quality of their 
  communications systems and hyper drives are 
  often able to transmit communications at 1X 
  speeds for much greater distances that the 
  average freighter or commercial vessel.   
   
  Playing in the Republic in the KOTOR Era 
   
  Republic Sympathy  
  The best way to gain Republic sympathy is by 
  helping and promoting it as the governing body as 
  the galaxy, and working with its representatives. 
   
  Joining the Republic 
  Being the largest government in the galaxy at 
  the time, any species of a Republic member race 
  is welcome to join the army or navy, serve in 
  defense of the republic, or travel to Coruscant and 
  work in some governmental capacity.  Perhaps for 
  a senator or other influential official.  Many are 
  part of the Republic faction by simply being a 
  citizen, under it’s protection and openly declaring 
  their allegiance.  There are no special 
  requirements to join the Republic faction. 
   
  Leaving the Republic 
  Unless one goes outlaw, flees from known 
  Republic space, or sides with another faction 
  opposed to the republic, there is not one much can 
  do to leave the ubiquitous galactic government. 
   
  Faction Feats 
  There are no special faction feats for 
  members of the Republic. 
   
  Republic Prestige Classes 
  Being the large homogenous mass that the 
  republic is, there is no specific Prestige class for 
  the body, almost any presage classes or available 
  classes is open to the members of the republic. 
   
  
   
  12
  Jedi 
  The Jedi During the KOTOR Era 
  Guardians of justice and protectors of the 
  peace, the Jedi Order has always stood ready to 
  defend the Republic against any threat. The Jedi 
  of the KOTOR era would still be recognizable as 
  Jedi to their counterparts in the Rise of the Empire 
  Era, but they are a bit more loosely organized than 
  what you see in episodes I and II. There are 
  significant differences between the Jedi as they 
  are in KOTOR and when they are at their height of 
  power and influence.  
   
  Jedi Council 
  The preeminent organization among the Jedi, 
  the Jedi Council does not have the control or 
  provide the homogenization that you see among 
  the Jedi of later eras, but still is a very influential 
  institution among the Jedi.  
   
  • The Jedi Council is less than 30 years old 
  when the world of Taris is invaded by the Sith 
  Armada. The Jedi Presider Naomi Sunrider 
  called for it’s formation at the at the Jedi 
  Assembly on Exis Station. The Council 
  consists of 12 Jedi Masters with impeccable 
  reputations and great accomplishments to 
  their names. At this time, almost all the 
  Council members are veterans of the previous 
  conflict against Exar Kun. 
  • The Council’s primary responsibility is to 
  maintain relations between the Jedi and the 
  Republic government during this era, as well 
  as standardize training practices and 
  coordinating efforts of the Jedi and the various 
  Jedi Academies. The Jedi Council serves as 
  the voice of all the Jedi when acting in it’s 
  capacity as the official liaison with the 
  Republic. The Jedi Council is a consensus 
  building organization at it’s core.  
  • The Jedi Council has only just started in it’s 
  efforts at guiding and making uniform Jedi 
  academy practices and training. But the Jedi 
  Council does not have any power or authority 
  over the conduct of Jedi Knights. While Jedi 
  Council members are greatly respected, Jedi 
  Masters and leaders of the various Jedi 
  Academies still maintain the key role in 
  implementing practices and enforcement over 
  the Jedi under their tutelage and over Jedi 
  within their jurisdiction.  
  • Neither the Jedi Council nor the Jedi Order are 
  formally bound in an institutional manner to 
  the Republic in this era of play. The Republic 
  and planetary governments are free to ask the 
  Jedi for help, but the Jedi are not bound by 
  law to do so.  
  • The Jedi Council is located on Coruscant. But 
  when faced with a crisis, instead of dictating 
  policy from the newly completed towers at the 
  Jedi temple, the Council is inclined to send 
  one or more council members to affected 
  region of space and enlist the aid of the local 
  Jedi in the region. They do so by building a 
  consensus with the local Jedi authorities and 
  draw from whatever resources they can to 
  meet the need or face the threat. 
   
  Jedi Assembly 
  The supreme body of the Jedi Order, is 
  actually the Assembly; a gathering of Jedi, called 
  together by a Jedi Presider, to discuss whatever 
  crisis faces the order. This collective body does 
  not meet very often and only those Jedi that come 
  to the Assembly have a voice in the proceedings, 
  but all voices that wish to speak are heard. 
  Decisions by the Assembly are consensus based 
  and binding to all members of the Jedi Order. The 
  last Jedi Assembly took place almost 30 years 
  before the invasion of Taris, at Exis Station in the 
  Teedio system.  
   
   
   
  12
  
   
  13
  Jedi Praxium (Academy) 
  The newest institutions of the Jedi in the 
  KOTOR era are the Jedi Academies, or Praxium; 
  learning centers where Jedi come together to train 
  and exchange knowledge of the Force. 
   
  • While the Jedi Council has begun the process 
  of standardizing the Jedi training, practices, 
  and methods, it’s a process that will inevitably 
  take millennia, not a scant few decades to 
  complete.  Many alternative Force traditions 
  exist side by side with “more traditional” Jedi 
  teaching at this time.  The Jedi are slowly 
  absorbing alternative Force user traditions and 
  practices. 
  • Academies vary in their governing structure.  
  Some have a single Jedi master that solely 
  guides the Jedi under his or her care.  Others 
  have a select group of masters that 
  cooperatively share in the executive functions 
  of the academy. No matter what the governing 
  structure of a specific academy, all take an 
  active role in local politics as well as serve as 
  meeting places for all Jedi in the area. 
  • The Jedi Code is the core set of principles that 
  serve as guidelines for the Jedi’s goals, 
  outlook, and education, but there are different 
  takes by the each of the various Jedi 
  Academies in the galaxy as to how to 
  implement the Code.  The differences in 
  interpretation are relatively minor, but 
  significant to some Jedi Masters.  Over the 
  next two millennia, the Jedi Council will make 
  interpretive rulings on the code and eventually 
  become it’s preeminent interpreter.  
  • Jedi Academies are located in at least the 
  following locations in the KOTOR era: Arkania, 
  Caamas, Coruscant, Dantooine, Exis Station, 
  Teya V. This is not a complete listing, many 
  more academies exist in the KOTOR era. GMs 
  are encouraged to make their own Academy 
  setting, if they deem it appropriate to do so.  
   
  Playing Jedi in a KOTOR Era game 
  As with all the different Star Wars eras, there 
  are some eccentricities that exist in the time 
  period that will affect game play in that era. 
  This applies to the Jedi as well. 
   
  • Jedi in the KOTOR era will often train as 
  “warriors”, since this era of play often features 
  confrontation with the Sith or Mandelorians.  
  Due to the presence of Jedi Academies, it’s 
  quite likely that Jedi PCs will encounter Jedi 
  that have one or more prestige classes from 
  the Power of the Jedi Sourcebook and have 
  an opportunity to learn from them. 
  • Due to the lack of a formal system to identify 
  Force users, It’s not uncommon for a 
  beginning PC or NPCs to have 1 or 2 levels of 
  Force Adept before progressing on to the Jedi 
  classes.  Force Adepts and Force Warriors are 
  also more common than in the Rise of the 
  Empire era, since much of the galaxy is 
  unexplored and many planets have not come 
  into contact with the Jedi teachings.  
  • It is fairly common to see Jedi wearing armor 
  and using a variety of weapons when fighting 
  against the Mandelorians or the Sith, 
  especially if they are serving with Republic 
  troops. The standard weapon for the Jedi will 
  always be the Lightsaber and, unless the 
  situation dictates it, Jedi will likely wear little 
  more than unassuming robes. But if the 
  occasion calls for other attire or equipment, 
  Jedi will not hesitate to use whatever is 
  necessary.   
  • During the Sith Wars of the KOTOR era, Jedi 
  are under constant threat of assassination by 
  bounty hunters and other unsavory characters 
  hired by the Sith. For this reason, it is very 
  rare for a Jedi to be operating alone outside 
  Republic controlled space. Most will be acting 
  in small groups at the behest of their master, 
  an academy, or the Jedi Council. Some Jedi 
  will be found fighting alongside the Republic 
  forces. 
  • The Jedi are concerned with Sith infiltration as 
  well as gathering information about possible 
  Darkside users and other threats to the 
  Republic and the galaxy in general. Jedi who 
  are specifically seek these types of information 
  gathering/infiltration missions are most likely to 
  be trained as Jedi Sentinels (see below) and 
  or Jedi Shadows.  
  • As the conflicts with the Sith come to halt after 
  the battle of Ruusan, the Jedi Order stops 
  training Jedi Sentinels. By the time of the 
  Naboo crisis, Jedi Sentinels are nonexistent 
  and the only way to learn of them is by looking 
  into historic archives of the order or perhaps 
  consulting a Jedi Holocron from an earlier era. 
  Jedi Code  
   
  There is no emotion, there is peace 
  There is no ignorance, there is knowledge. 
  There is no passion, there is serenity. 
  There is no chaos, there is harmony. 
  There is no death, there is the Force. 
  
   
  14
   
   
  Jedi Sympathy 
  The Jedi are a loosely organized group that 
  shares information with other Jedi and those 
  working with either one Jedi master, or a group of 
  Jedi. A Jedi gains sympathy with the entire Jedi 
  organization by actively promoting the ideals of the 
  using the light side of the Force, and opposing evil 
  and the dark side. Opposing the Sith is another 
  direct means of gaining sympathy with the Jedi. In 
  this era, light side force using traditions freely 
  exchange knowledge of the Force with one 
  another. Any character may have sympathy with 
  the Jedi but only Force sensitive individuals that 
  undergo training and abide by the Jedi Code may 
  join the Jedi Faction proper. 
   
  Joining the Jedi 
  In this era, the Jedi Order are a very loosely-
  knit group. Individual Jedi Masters run schools in 
  which they teach several students at a time, while 
  numerous Jedi wander the galaxy by themselves. 
  • There is no formal method of recruiting for the 
  Jedi at this time. In most cases training does 
  not start until the prospective student is 
  discovered and usually well into their 
  adolescent years.   
  • Most Jedi consider children incapable of 
  withstanding the rigor of training as a Jedi in 
  this era.  
  • When a Jedi discovers a force sensitive and 
  prospective student, they will often bring them 
  to their former master to be trained or train 
  them themselves. The primacy of the 
  padewan/master relationship has existed 
  since Jedi were founded. The only difference 
  from previous eras is that this is likely to take 
  place at an academy, and the padewan 
  learner will likely have access to more than 
  one Jedi as teacher and advisor. 
  • It is common for Jedi in this era to have more 
  than one padewan learner at a time. Many 
  Jedi were killed in the Sith Wars of 40 years 
  ago and the order has made it a priority to 
  regain it’s numbers.  
  • In previous eras of play, the Jedi were 
  assigned as watchmen over specific star 
  systems, keeping an eye toward preserving a 
  peaceful and just environment. That is true in 
  the KOTOR era as well. The only difference 
  being that the local Jedi Academy or the Jedi 
  Council often requests of a Jedi to investigate 
  certain matters or serve as a system’s 
  watchman.  Jedi who are specifically seek 
  these types of information gathering and 
  infiltration missions are most likely to be 
  trained as Jedi Sentinels and/or Jedi Shadows 
  (see class description that follow). 
   
  Any force sensitive individual that has a good 
  heart and wished to learn and wield the force for 
  the light side is welcome to join the Jedi. 
   
  Leaving the Jedi 
  Joining the Jedi is considered a life long 
  commitment however some Jedi after long years 
  of studying and adherence to the code will leave 
  the order. Leaving the Jedi order results in the loss 
  of all sympathy, and results in a person from being 
  barred in taking anymore Jedi levels or classes. 
  They may rejoin if they show a dedication to the 
  Jedi Code and Jedi causes. 
   
  Faction Feats 
  There are no specific faction feats for the 
  Jedi. 
   
  Jedi Prestige Classes 
  There are no specific Jedi Prestige classes, 
  joining the Jedi allows one to take and gain levels 
  in Jedi base classes and classes out of the other 
  Sourcebooks as well as the Jedi Shadow 
   
  Jedi NPC’s 
   
  Zhar Lestin 
  Zhar Lestin is a middle aged Twi’lek 
  entrusted with the basic training of the Jedi 
  hopefuls at the Dantooine compound.  He helps to 
  guide the young on their quest to becoming full-
  fledged Jedi Knights.  Questioning them on the 
  Jedi Code, and what is in their hearts so that they 
  may make the proper choices of the Jedi Path to 
  take, Councilor, Guardian or Sentinel.  
   
  Zhar Lestin: Middle Age 
  Male Twi'lek, Jedi 
  Consular 7/Jedi 
  Instructor 5; Init +0 (+0 
  Dex); Def 19 (+0 Dex, 
  +9 Class); Spd 10m; 
  VP/WP 91/12; Atk +7/+2 
  melee (1d3-1, punch), 
  +8/+3 melee * (4d8-1, 
  crit 19-20, Lightsaber), 
  +8/+3 ranged (by 
  weapon); SQ Deflect 
  (Attack -3, Defense +2, 
  Extend Defense and 
  Attack), Increase 
  Lightsaber damage 
  14
  
   
  15
  +2d8, Inspire Confidence +3, Jedi Knight, Low-
  light vision, Resilient, Transfer Force Point, When 
  you make a Successful Wis Check for danger you 
  get +2 to Initiative; SV Fort +8, Ref +7, Will +11; 
  SZ M; FP: 0; Rep: +5; Str 9 (-1), Dex 11 (+0), 
  Con 12 (+1), Int 15 (+2), Wis 15 (+2), Cha 13 
  (+1). 
  Equipment: Clothes [Jedi Cloak (+1 Fot save 
  versus severe weather), Jedi robes], Lightsaber, 
  Utility Belt [Jedi] (Contains 3 days rations, 1x 
  Medpac, 1x Tool kit, 1x Power pack, 1x Energy 
  Cell, 1x Glow rod, 1x Comlink, Couple Empty 
  Pouches, Credit Voucher 500 crds) 
   
  * Zhar Lestin has constructed his own 
  Lightsaber. 
  Skills: Appraise +6, Bluff +5, Computer Use 
  +10, Craft (lightsaber) +8, Diplomacy +5 Gather 
  Information +5 Knowledge (Alien species) +4, 
  Knowledge (Jedi lore) +4, Knowledge (World lore) 
  +4, Read/Write Basic, Read/Write Ryl, Sense 
  Motive +6, Speak Basic, Huttese, Ithorese, Lekku, 
  Nikto, Rodese, Ryl, Shyriiwook, Treat Injury +12 
  Force Skills: Affect Mind +5, Battlemind +5, 
  Enhance Ability +6, Enhance Senses +9, 
  Farseeing +8, Force Defense +11, Force Stealth 
  +4, Force Strike +6, Friendship +5, Heal Another 
  +7, Heal Self +6, Illusion +5, Move Object +4, See 
  Force +14, Telepathy +6 
   
  Feats: Force-Sensitive, Weapons Group 
  Proficiency (blaster pistols, simple weapons) 
   
  Force Feats: Alter, Aware, Control, Dissipate 
  Energy, Enhanced Danger Sense, Exotic Weapon 
  Proficiency (lightsaber), Focus, Force Mastery, 
  Kinetic Might, Sense 
   
  Vrook Lamar 
  Vrook Lamar is of an 
  interesting species few 
  have seen in the galaxy. 
  His origins and past are 
  unknown. Vrook has been 
  involved in every major 
  Jedi decision making body 
  for over 200 years. He has 
  great wisdom and many 
  seek him out for his sage 
  advice. Vrook is a small 
  green hued creature that 
  evades every question 
  directed towards him about his species and past. 
   
  Vrook Lamar: Old Male Unknown, Jedi Consular 
  7/Jedi Master 10; Init +2 (+2 Dex); Def 25 (+2 
  Dex, +12 Class, +1 Size); Spd 6m; VP/WP 
  138/13; Atk +16/+11/+6 melee (1d2, punch), 
  +18/+13/+8 ranged (by weapon), +19/+14/+9 
  melee * (3d8+4d8, Lightsaber [Short] Crit 18-20); 
  SQ +2 dodge bonus to Defense when wielding a 
  Lightsaber, +2 will save for fear effects, +3 Dodge 
  bonus to Defense when fighting defensively, +6 
  Dodge bonus to Defense when executing total 
  defense action, Deflect (Attack -3, Defense +2, 
  Extend Defense and Attack), Force Secret 
  (Improve Heal Self, Move Object, Telepathy), Gain 
  +2 to aid others, Increase Lightsaber damage 
  +4d8, Jedi Knight; SV Fort +12, Ref +11, Will +15; 
  SZ S; FP: 9; Rep: +7; Str 10 (+0), Dex 14 (+2), 
  Con 13 (+1), Int 17 (+3), Wis 15 (+2), Cha 16 
  (+3). 
   
  Equipment: Clothes [Jedi Cloak (+1 Fot save 
  versus severe weather), Jedi robes], Lightsaber 
  [Short], Utility Belt [Jedi] (Contains 3 days rations, 
  1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy 
  Cell, 1x Glow rod, 1x Comlink, Couple Empty 
  Pouches, Credit Voucher 500 crds) 
   
  * Vrook Lamar has constructed his own 
  Lightsaber [Short]. 
   
  Skills: Balance +4, Bluff +10, Computer Use 
  +5, Craft (lightsaber) +7, Gather Information +10, 
  Hide +6, Intimidate +12, Knowledge (Alien 
  species) +10, Knowledge (History) +5, Knowledge 
  (Jedi lore) +10, Read/Write Basic, Sense Motive 
  +10, Speak Basic, Treat Injury +10, Tumble +7 
   
  Force Skills: Affect Mind +13, Battlemind +5, 
  Enhance Ability +10, Enhance Senses +10, 
  Farseeing +15, Force Defense +10, Force Strike 
  +11, Friendship +10, Heal Another +10, Heal Self 
  +5, Move Object +15, Plant Surge +7, See Force 
  +15, Telepathy +10 
   
  Feats: Consular's Guidance, Exotic Weapon 
  Proficiency (short lightsaber), Force-Sensitive, 
  Improved Critical (Lightsaber [Short]), Iron Will, 
  Persuasive, Weapon Finesse (Lightsaber [Short]), 
  Weapons Group Proficiency (blaster pistols, 
  simple weapons) 
   
  Force Feats: Alter, Aware, Control, Dissipate 
  Energy, Exotic Weapon Proficiency (lightsaber), 
  Force Flight, Force Mastery, Lightsaber Defense, 
  Powerful Presence, Sense 
   
  Vandar Tokare 
  Vandar Tokare is a middle aged jedi of the 
  Order with an extremely critical eye when it comes 
  to training young Padewan learners. While he is 
  wise and knowledgeable in the ways of the Force, 
  he is also wary of padawans too eager to advance 
  in their training. The reason for his critical attitude 
  stems from his youth, when as a young padewan 
  himself, he witnessed was a first hand witness to 
  the reckless abandon and destruction that Exar 
  Kun brought to the galaxy. And the betrayal of 
  Revan and Malik is still fresh in his mind. 
  
   
  16
    
  Vandar Tokare : Adult 
  Male Human, Jedi 
  Guardian 10; Init +3 (+3 
  Dex); Def 20 (+3 Dex, +7 
  Class); Spd 10m; 
  VP/WP -/13; Atk +11/+6 
  melee (1d3+1, punch), 
  +13/+8 ranged (by 
  weapon), +15/+10 melee 
  * (4d8+1, crit 19-20, 
  Lightsaber); SQ +1 
  bonus to defense against 
  a specific target., +2 
  dodge bonus to Defense 
  when wielding a 
  Lightsaber, +3 Dodge 
  bonus to Defense when 
  fighting defensively, +6 
  Dodge bonus to Defense 
  when executing total 
  defense action, Choose 
  one non-Force Skill, which you can take 10 on, 
  Deflect (Attack -4, Block, Defense +2, Extend 
  Defense and Attack), Increase Lightsaber damage 
  +2d8; SV Fort +8, Ref +10, Will +7; SZ M; FP: 7; 
  Rep: +3; Str 13 (+1), Dex 16 (+3), Con 13 (+1), 
  Int 12 (+1), Wis 14 (+2), Cha 13 (+1). 
   
  Equipment: Clothes [Jedi Cloak (+1 Fot save 
  versus severe weather), Jedi robes], Lightsaber, 
  Utility Belt [Jedi] (Contains 3 days rations, 1x 
  Medpac, 1x Tool kit, 1x Power pack, 1x Energy 
  Cell, 1x Glow rod, 1x Comlink, Couple Empty 
  Pouches, Credit Voucher 500 crds) 
   
  * Vandar Tokare has constructed his own 
  Lightsaber. 
   
  Skills: Balance +5, Climb +5, Computer Use 
  +3, Craft +4, Intimidate +6, Jump +4, Knowledge 
  (Jedi lore) +3, Pilot +8, Read/Write Basic, Speak 
  Basic, Tumble +10 
   
  Force Skills: Affect Mind +6, Battlemind +8, 
  Enhance Ability +6, Force Defense +8, Force 
  Strike +6, Heal Self +6, Move Object +6  
   
  Feats: Combat Reflexes, Combat Veteran, 
  Dodge, Force-Sensitive, Starship Operation 
  (starfighter), Weapon Finesse (Lightsaber), 
  Weapon Focus (Lightsaber), Weapons Group 
  Proficiency (blaster pistols, simple weapons) 
   
  Force Feats: Alter, Control, Exotic Weapon 
  Proficiency (lightsaber), Lightsaber Defense, 
  Mettle, Sense 
   
  Dorak 
  Dorak is the Archivist at the Dantooine 
  academy. He has access to great stores of 
  knowledge  and is consulted by the academy 
  council for his insights in to the past. Dorak trusts 
  that his knowledge of the past will help those in 
  the present from repeating mistakes in the future. 
  He is an old man of dark color, and balding white 
  hair. 
   
  Dorak: Old Male Human, 
  Jedi Consular 8/Jedi 
  Scholar 7; Init +0 (+0 
  Dex); Def 20 (+0 Dex, +10 
  Class); Spd 10m; VP/WP 
  86/10; Atk +6/+1 melee 
  (1d3-3, punch), +7/+2 
  melee * (4d8-3, crit 19-20, 
  Lightsaber), +9/+4 ranged 
  (by weapon); SQ Deflect 
  (Attack -4, Defense +2, 
  Extend Defense and 
  Attack, Extend Defense), 
  Direct +2, Gain +2 to aid 
  others, Healing, Increase 
  Lightsaber damage +2d8, 
  Jedi Knight, Record Jedi 
  Holocron, Scholarly 
  Knowledge +6; SV Fort +8, Ref +8, Will +14; SZ 
  M; FP: 6; Rep: +8; Str 5 (-3), Dex 10 (+0), Con 10 
  (+0), Int 18 (+4), Wis 17 (+3), Cha 12 (+1). 
   
  Equipment: Clothes [Jedi Cloak (+1 Fot save 
  versus severe weather), Jedi robes], Lightsaber, 
  Utility Belt [Jedi] (Contains 3 days rations, 1x 
  Medpac, 1x Tool kit, 1x Power pack, 1x Energy 
  Cell, 1x Glow rod, 1x Comlink, Couple Empty 
  Pouches, Credit Voucher 500 crds) 
   
  * Dorak has constructed his own Lightsaber. 
   
  Skills: Bluff +7, Computer Use +15, Craft 
  (lightsaber) +9, Diplomacy +8, Gather Information 
  +11, Intimidate +7, Knowledge (Alien species) +7, 
  Knowledge (History) +10, Knowledge (Jedi lore) 
  +15, Knowledge (Sith lore) +7, Knowledge (World 
  lore) +9, Listen +5, Read/Write Basic, Old Galactic 
  Standard, Rodese, Sith, Tchuukthese, Search +5, 
  Sense Motive +11, Speak Aqualish, Basic, 
  Catharese, Dosh, Lekku (Understand Only), 
  Mandalorian, Old Galactic Standard, Rodese, 
  Shyriiwook, Sith, Tchuukthese, Spot +10, Treat 
  Injury +10  
   
  Force Skills: Affect Mind +5, Drain 
  Knowledge +10, Empathy +10, Enhance Ability 
  +5, Enhance Senses +13, Farseeing +15, Force 
  Strike +8, Friendship +5, Heal Another +9, Heal 
  Self +5, Move Object +10, Plant Surge +6, See 
  Force +13, Telepathy +9 
   
  Feats: Alertness, Consular's Guidance, 
  Force-Sensitive, Persuasive, Skill Emphasis 
  (Knowledge [Jedi lore]), Weapons Group 
  16
  
   
  17
  Proficiency (blaster pistols, simple weapons), 
  Worldwise 
   
  Force Feats: Alter, Aware, Control, Exotic 
  Weapon Proficiency (lightsaber), Force Mastery, 
  Force Mind, Psychometry, Sense 
   
  Jedi Shadow Prestige Class 
   
  As the dark shadow of the Sith rose in the 
  Old Republic, the Jedi developed a group 
  dedicated to gathering information on them 
  and relaying it back to the others so they 
  could better fight the Sith, and other Dark 
  Siders. 
   
  The Jedi Shadow specializes in 
  gathering information, on the forces that 
  oppose the Jedi and the Republic to a 
  lesser extent. Most of these 
  individuals work as “spies”, 
  infiltrating the dark side circles or 
  organizations to gather 
  information. They are masters of 
  disguise and adaptability, capable 
  of blending in just about anywhere. 
  They are also capable of creating near-
  flawless identities for long-term projects 
  after investing the proper amount of 
  research and prep work. Jedi Shadow 
  are as quick of wit as they are 
  on their feet, and if they don’t 
  know how to handle a situation, they’re 
  savvy enough to never let anyone 
  realize it. Individuals who are 
  exceptionally intelligent or skilled are 
  most likely to be chosen over 
  others. 
   
  This prestige class though 
  designed and adapted from a WEG 
  template from the Tales of the Jedi Companion for 
  the Old Republic Era could be revived by the 
  Council in the Rise of the Empire, or even the New 
  Jedi Order and is a good fit for characters like 
  Quinlan Vos who goes undercover into the 
  Separatists to gather information on them during 
  the Clone Wars, or for a Jedi infiltrating the Peace 
  Brigade. 
  Requirements 
  To qualify to become a Jedi Shadow a 
  character must fulfill the following criteria. 
  Base attack bonus: +5 
  Skills:  Bluff 6 ranks, Diplomacy 4 ranks, Disguise 
  6 ranks, Gather Information 6, Sense Motive 6 
  ranks, 
  Feats: Alter, Control, Sense 
  Special:  Jedi Knight 
   
  Game Rule Information 
  Vitality: A Jedi Shadow gains 1d8 vitality per 
  level.  The characters Constitution modifier 
  applies. 
  Class Skills 
   
  The Jedi Shadow Class skills (and key ability 
  for each) are Balance (Dex), Bluff (Cha), 
  Computer Use (Int), Craft (Int)*, Disguise (Cha), 
  Disable Device (Int), Escape Artist (Dex),Gather 
  Information (Cha),  Hide (Dex), Intimidate 
  (Cha), Knowledge (Int)*, Listen (Wis), Move 
  Silently (Dex), Profession (Wis)*, Search 
  (Int), Sleight of Hand (Dex), Spot (Wis), 
  Tumble (Dex). 
  Skill points at Each Level: 8 + Intelligence 
  Modifier 
  Starting Feats 
  The Jedi Shadow  gains the following feats: 
  Weapon Group Proficiency (Blaster Pistol) 
  Weapon Group Proficiency (Vibro Weapons) 
   
  Class Features 
   
  The following are features of the Jedi 
  Shadow Prestige class. 
  Bonus Feat: The Jedi Shadow gains at level 
  one a bonus feat. The bonus feat must be 
  selected from the following list, and the Jedi 
  Shadow must meet all the prerequisites of 
  the feat to select it. 
  Acrobatic, Alertness, Cautious, Dodge, 
  Defensive Martial arts, Deceptive, Elusive target, 
  Mobility, Nimble Sharp Eyed, Skill Emphasis, 
  Stealthy, Shadow, Track, Weapon Focus 
   
  Cover Identity: The Jedi Shadow creates and 
  sets up cover identities to aid him an individual 
  mission and usually discards them after the 
  mission’s completion.  To create an identity the 
  Jedi Shadow must spend a certain amount of time 
  researching to establish the identity. The difficulty 
  and time are based on the profile of the identity 
  being created; consult the following table for check 
  DCs and times. 
   
  Table 1-2 Jedi Shadow 
   
   
   
   
   
   
  Level 
  Base Attack  
  Fort save 
  Reflex save 
  Will save 
  Special Ability 
  Defense bonus 
  Reputation 
  1 
  +1 
  +0 
  +2 
  +2 
  Bonus Feat, Cover Identity 
  +1 
  +0 
  2 
  +1 
  +1 
  +2 
  +2 
  Contact 
  +1 
  +0 
  3 
  +2 
  +1 
  +3 
  +3 
  Evasion 
  +2 
  +0 
  4 
  +2 
  +2 
  +3 
  +3 
  Contact, Increase Lightsaber damage 
  +2 
  +1 
  5 
  +3 
  +2 
  +4 
  +4 
  Skill Mastery 
  +3 
  +1 
  
   
  18
  Table 1-1: Cover Identity 
  Identity Type 
  Time  
  Cost 
  credits 
  DC  
  Examples 
  Common  
  1 day  
  100 
  15  
  Everyday person—laborer, 
  craftsman, guard. 
  Moderate  
  1 week  
  500 
  20  
  Military officer, a noble, a 
  specialized craftsman 
  Difficult  
  3 weeks  
  1500 
  35  
  A ranking officer, a 
  government official, an 
  powerful merchant 
  To create the identity the Jedi Shadow must 
  make a successful, Disguise, and Gather 
  Information checks at the listed DC. Each 
  represents an aspect of the preliminary work that 
  must go into creating this identity.  Failure on one 
  skill check results in additional 25% time added to 
  the creation time with a subsequent cost of 25% of 
  the credits; after the added time has elapsed the 
  skill check must be made again—failure this time 
  results in another penalty of 25% 
  Once successfully created, this identity is 
  almost undetectable under normal scrutiny. Only if 
  the Jedi Shadow does something particularly 
  unusual or is operating under extremely tight 
  security will his identity come into question. Jedi 
  Shadows must be particularly wary around those 
  specifically trained to look for deception, as 
  interaction with individuals such as these may 
  provoke skill checks to avoid suspicion. 
  The ability does not allow one to imitate an 
  individual of another species, note that this ability 
  does not allow one to impersonate a living 
  individual; the identity created is entirely new. 
   
  Contact: A Jedi Shadow of 2nd level or higher 
  cultivates associates and informants. Each time 
  the Jedi Shadow gains a contact, the GM should 
  develop a supporting character to represent the 
  contact. The player can suggest the type of 
  contact his or her character wants to gain, but the 
  contact must be an ordinary character, not a 
  heroic character. 
  A contact will not accompany an Jedi Shadow 
  on missions or risk his or her life. A contact can, 
  however, provide information or render a service 
  (make a specific skill check on the Jedi Shadow’s 
  behalf). 
  At 2nd level, the Jedi Shadow gains a low-
  level contact, and at 4th level a mid-level contact. 
  The Jedi Shadow can’t call on the same contact 
  more than once in a week, and when he or she 
  does call on a contact, compensation may be 
  required for the assistance the contact renders. In 
  general, a professional associate won’t be 
  compensated monetarily, but instead will consider 
  that the Jedi Shadow owes him or her a favor. 
  Contacts with underworld or street connections 
  usually demand monetary compensation for the 
  services they render, and experts in the use of 
  skills normally want to be paid for the services 
  they provide. 
  Information on Contacts is found in the 
  Gamemastering chapter of the Star Wars 
  Roleplaying Game. 
   
  Evasion: If the Jedi Shadow is exposed to any 
  effect that normally allows a character to attempt a 
  Reflex saving throw for half damage, the Jedi 
  Shadow suffers no damage if he or she makes a 
  successful saving throw. Evasion can only be 
  used when wearing light armor or no armor 
   
  Increase Lightsaber Damage: As a Jedi Shadow 
  gains levels, the amount of damage dealt by his 
  lightsaber increases. Each time the Jedi gains 
  increase lightsaber damage, the weapon’s 
  damage increases by 1d8. 
   
  Skill Mastery: The Jedi Shadow becomes so 
  certain in the use of certain skills that she can use 
  them reliably even under adverse conditions. 
  Upon gaining this ability, she selects a number of 
  skills equal to 3 + her Intelligence modifier. When 
  making a skill check with one of these skills, she 
  may take 10 even if stress and distractions would 
  normally prevent her from doing so. 
   
  Jedi Sentinel  
   
  The Jedi Sentinel uses the Force to defend 
  against and root out deceit and injustice 
  throughout the galaxy. They strike a balance 
  between the physical aspects of the Jedi Guardian 
  and the mental aspects of the Jedi Consular.  
   
  Exploits 
  A Jedi Sentinel will most likely be found in an 
  investigative role, working with other Jedi. They 
  often work on behalf of Jedi council, or Jedi 
  Masters at a particular enclave, or law 
  enforcement with a need to discreetly gather 
  information.  Some Jedi Sentinels go on to take 
  the Jedi Investigator prestige class or Jedi 
  Shadow prestige class if they qualify. If they walk 
  in darkness, Jedi Sentinels often serve their dark 
  masters as spies. 
   
  Background 
  A Jedi Sentinel typically starts out as a 
  Padawan learner instructed by a higher-ranking 
  Jedi Master or Jedi Knight. He is encouraged by 
  his or her mentor to pursue intellectual and 
  physical endeavors. The Jedi Sentinel would be 
  18
  
   
  19
  just as likely to be found in a library, as he would 
  be found in a training facility. 
   
  Abilities 
  Jedi Sentinels should be gifted in all areas, 
  but having a good Intelligence, Wisdom, 
  Charisma, and Dexterity scores are beneficial for a 
  Jedi Sentinel. 
   
  Vitality 
  Jedi Sentinels gain 1d8 vitality points per 
  level. The character’s Constitution modifier 
  applies. 
   
  Class Skills 
  The Jedi Sentinel’s class skills and their key 
  abilities are as follows: 
  Bluff (Cha), Climb (Dex), Computer Use (Int), 
  Craft* (Int), Disguise (Cha), Gather Information 
  (Cha), Intimidate (Cha), Knowledge* (Int), Pilot 
  (Dex), Profession* (Wis), Read/Write Language 
  (none), Search(Int), Sense Motive (Wis), Spot 
  (Wis), Speak Language (none), Treat Injury (Wis). 
  *This skill actually encompasses a number of 
  unrelated skills. Each time this skill is learned, a 
  specific category must also be chosen. Examples 
  include Craft (droids), Knowledge (Sith Lore), 
  Profession (cook). 
  Skill points at 1st level: (6 + Int modifier) x 4. 
  Skill points at each additional level: 6 + Int 
  modifier. 
   
  Class Features 
  All of the following are class features of the 
  Jedi Sentinel. 
   
  Starting Feats 
  Jedi Sentinels begin play with the following 
  feats. 
  Exotic Weapon Proficiency (lightsaber) 
  Force-Sensitive* 
  Weapon Group Proficiency (blaster pistols) 
  Weapon Group Proficiency (simple weapons) 
  *This feat has associated Force skills. These 
  associated Force skills are class skills for this 
  character class due to the possession of this feat. 
   
  Equipment 
  A Jedi starts play with a lightsaber provided 
  by his Master. Later, the Jedi may construct his 
  own lightsaber. 
   
   
  Force Training 
  The Jedi Sentinel gains a bonus Force feat at 1st, 
  3rd, and 4th levels. This bonus Force feat must be 
  selected from the following list: Alter, Control, 
  Sense. 
  Once one of these Force feats are selected, its 
  associated Force skills become class skills. 
   
  Deflect (Defense) 
  A Jedi learns to deflect blaster bolts and other 
  projectiles with his lightsaber, thereby providing a 
  dodge bonus to Defense against such attacks.  
  Deflecting an attack is a reaction that costs 
  the Jedi a move action in his next round. The Jedi 
  must indicate that he is using Deflect (defense) 
  when an opponent declares an attack against him 
  but before any attack rolls are made. The Jedi 
  then gains the dodge bonus against all ranged 
  attacks directed at him in the round. 
  Each time the Jedi gains deflect (defense), it 
  provides a +1 dodge bonus to Defense when he 
  uses a lightsaber to block ranged attacks. 
  Deflect (defense) can also be used in conjunction 
  with total Defense for even greater protection, 
  providing the dodge bonus for deflecting the 
  attack, and the +4 dodge bonus granted by using 
  total defense. 
   
  Bonus Feats 
  At 2nd, 10th, 13th, 15th, and 19th level the Jedi 
  Sentinel gains a bonus feat. All prerequisites must 
  be met and the Jedi Sentinel must choose from 
  the following list: Agile Riposte Alertness, Attuned, 
  Cautious, Combat Reflexes, Peacemaker, Self-
  Sufficient, Shadow, Sharp-Eyed, Skeptical, 
  Stealthy.  
   
  Deflect (Attack) 
  A Jedi learns to deflect blaster bolts with his 
  lightsaber and to redirect the attack back toward a 
  target within one range increment of the Jedi’s 
  position. The type of blaster used against the Jedi 
  governs the range increment.  
  Deflecting and redirecting an attack is a 
  reaction that costs the Jedi a move action in his 
  next round. The Jedi must indicate that he is using 
  Deflect (attack) when an opponent declares an 
  attack against him but before any attack rolls are 
  made. Deflect (defense) and Deflect (attack) can 
  be used together in the same round, however, the 
  Jedi can decide to forgo the Deflect (defense) 
  bonus in order to receive a better chance at 
  redirecting the attack. 
  
   
  20
  The Jedi can deflect and redirect a number of 
  attacks equal to ½ his Jedi level, rounded up. The 
  redirected attack must miss the Jedi by 5 or less; 
  any attack that hits the Jedi or misses by 6 or 
  more cannot be redirected. 
  If the Jedi can redirect the attack, the Jedi 
  immediately rolls an attack using his lightsaber 
  attack bonus and applies a –4 penalty. If the 
  attack is high enough to hit, the redirected 
  attack deals damage to the target (the type 
  of blaster determines the amount of damage 
  dealt). Each time the Jedi gains Deflect 
  (attack), the penalty associated with the 
  redirected attack is lessened by one. 
   
  Increase Lightsaber Damage 
  As a Jedi Sentinel gains levels, the 
  amount of damage dealt by his 
  lightsaber increases. Each time the 
  Jedi gains increase lightsaber 
  damage, the weapon’s damage 
  increases by 1d8. 
   
  Deflect (Extend Defense 
  and Attack) 
  At 5th level, the 
  Jedi Sentinel learns to extend 
  her defensive and offensive deflection 
  skills to others within 2 meters of his 
  position.  
  Now the Jedi can provide a dodge 
  bonus to anyone within 2 meters of his 
  position, and he can deflect and 
  redirect ranged attacks made against 
  anyone within 2 meters of his position. 
  All rules regarding Deflect (defense) and Deflect 
  (attack) apply; the result of this is that the Jedi 
  may extend this ability in order to help those 
  nearby. 
   
  Block 
  This is a modified form of Deflect (defense) 
  that allows the Jedi to deflect a ranged attack 
  without the use of a lightsaber. The Jedi must 
  have some sort of protective gear, or an item that 
  can withstand the ranged attack. The dodge bonus 
  provided by Deflect (defense) is used when a Jedi 
  blocks a ranged attack without a lightsaber. 
  Block doesn’t allow a Jedi to redirect the attack 
  or to extend the defense beyond the Jedi’s 
  position. All other rules for Deflect (defense) 
  apply. 
   
   Jedi Knight 
  At 7th level, the Jedi Sentinel 
  graduates from Padawan learner to Jedi 
  Knight and gets a bonus knight feat. This 
  bonus knight feat must be 
  drawn from the following list, 
  and the sentinel must meet 
  any prerequisites: Burst of 
  Speed, Knight Speed, Dissipate 
  Energy, Lightsaber Defense, Knight 
  Defense, Force Mastery, Force Mind, 
  Knight Mind, Weapon Focus (lightsaber). 
   
  Sentinel’s Sense 
  At 8th level a Jedi Sentinel becomes 
  skilled at using the Force to augment his 
  Sense related Force skills. The Jedi Sentinel 
  gains a +2 Sentinel bonus to checks for 
  following skills: Drain Knowledge, Enhance 
  Senses, Farseeing, Fear, See Force, 
  Telepathy.   
   
  Credits 
  A 1st level Jedi Sentinel starts play with 
  1d4 x 250 credits. 
   
   
   
   
   
   
  Table 1-3 Jedi Sentinel  
   
   
   
   
  Level 
  Base Attack 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  Defense Bonus 
  Reputation 
  1 
  +0 
  +1 
  +2 
  +2 
  Force Training, Deflect (Def. +1) 
  +3 
  +1 
  2 
  +1 
  +2 
  +3 
  +3 
  Bonus Feat 
  +4 
  +1 
  3 
  +2 
  +2 
  +3 
  +3 
  Force Training, Deflect (Attack -4) 
  +4 
  +1 
  4 
  +3 
  +2 
  +4 
  +4 
  Force Training 
  +4 
  +1 
  5 
  +3 
  +3 
  +4 
  +4 
  Deflect (Extended Def. & Attack) 
  +5 
  +2 
  6 
  +4 
  +3 
  +5 
  +5 
  Increased Lightsaber Damage 3d8 
  +5 
  +2 
  7 
  +5 
  +4 
  +5 
  +5 
  Jedi Knight 
  +6 
  +2 
  8 
  +6/+1 
  +4 
  +6 
  +6 
  Sentinel’s Sense 
  +6 
  +2 
  9 
  +6/+1 
  +4 
  +6 
  +6 
  Deflect (Def. +2), Block 
  +6 
  +3 
  10 
  +7/+2 
  +5 
  +7 
  +7 
  Bonus Feat 
  +7 
  +3 
  11 
  +8/+3 
  +5 
  +7 
  +7 
  Increased Lightsaber Damage 4d8 
  +7 
  +3 
  12 
  +9/+4 
  +6 
  +8 
  +8 
  Deflect (Attack -3) 
  +8 
  +3 
  13 
  +9/+4 
  +6 
  +8 
  +8 
  Bonus Feat 
  +8 
  +4 
  14 
  +10/+5 
  +6 
  +9 
  +9 
  Deflect (Defense +3) 
  +8 
  +4 
  15 
  +11/+6/+1 
  +7 
  +9 
  +9 
  Bonus Feat 
  +9 
  +4 
  16 
  +12/+7/+2 
  +7 
  +10 
  +10 
  Increased Lightsaber Damage 5d8 
  +9 
  +4 
  17 
  +12/+7/+2 
  +8 
  +10 
  +10 
  Deflect (Attack -2) 
  +10 
  +5 
  18 
  +13/+8/+3 
  +8 
  +11 
  +11 
   
  +10 
  +5 
  19 
  +14/+9/+4 
  +8 
  +11 
  +11 
  Bonus Feat 
  +10 
  +5 
  20 
  +15/+10/+5 
  +9 
  +12 
  +12 
  Deflect (Defense +4) 
  +11 
  +5 
  20
  
   
  21
  Generic Sentinel: Adult Male Human, Jedi 
  Sentinel 3; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 
  Class); Spd 10m; VP/WP 27/12; Atk +3 ranged 
  (by weapon), +4 melee (1d3+2, punch), +4 melee 
  (2d8+2, crit 19-20, Lightsaber); SQ Deflect (Attack 
  -4, Defense +1); SV Fort +3, Ref +4, Will +3; SZ 
  M; FP: 4; Rep: +1; Str 14, Dex 12, Con 12, Int 15, 
  Wis 11, Cha 12. 
   
  Equipment: Clothes [Jedi Cloak] (+1 Fot 
  save versus severe weather), Clothes [Jedi robes], 
  Lightsaber, Utility Belt [Jedi] (Contains 3 days 
  rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x 
  Energy Cell, 1x Glow rod, 1x Comlink, Couple 
  Empty Pouches, Credit Voucher 500 crds) 
   
  Skills: Bluff +5, Climb +4, Computer Use +4, 
  Craft (lightsaber) +4, Disguise +5, Gather 
  Information +5, Listen +3, Pilot +8, Read/Write 
  Basic, Search +4, Sense Motive +2, Speak Basic, 
  Spot +6, Survival +2, Treat Injury +6 
   
  Force Skills: Battlemind +3, Enhance Ability 
  +4, Enhance Senses +2, Force Stealth +5, 
  Friendship +3, Heal Self +5 
   
  Feats: Alertness, Force-Sensitive, Self-
  Sufficient, Spacer, Weapons Group Proficiency 
  (blaster pistols, simple weapons) 
   
  Force Feats: Control, Enhanced Danger 
  Sense, Exotic Weapon Proficiency (lightsaber), 
  Sense 
   
  Generic Sentinel: Adult Male Human, Jedi 
  Sentinel 6; Init +1 (+1 Dex); Def 16 (+1 Dex, +5 
  Class); Spd 10m; VP/WP 48/12; Atk +5 ranged 
  (by weapon), +6 melee (1d3+2, punch), +6 melee 
  (2d8+2, crit 19-20, Lightsaber); SQ +1 bonus to 
  defense against a specific target., Deflect (Attack -
  4, Defense +1, Extend Defense and Attack), SV 
  Fort +4, Ref +6, Will +5; SZ M; FP: 6; Rep: +2; Str 
  14, Dex 13, Con 12, Int 15, Wis 11, Cha 12. 
   
  Equipment: Clothes [Jedi Cloak] (+1 Fot 
  save versus severe weather), Clothes [Jedi robes], 
  Lightsaber, Utility Belt [Jedi] (Contains 3 days 
  rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x 
  Energy Cell, 1x Glow rod, 1x Comlink, Couple 
  Empty Pouches, Credit Voucher 500 crds) 
   
  Skills: Bluff +5, Climb +4, Computer Use +4, 
  Craft (lightsaber) +4, Disguise +6, Gather 
  Information +5, Listen +3, Pilot +9, Read/Write 
  Basic, Search +5, Sense Motive +3, Speak Basic, 
  Spot +7, Survival +2, Treat Injury +8 
   
  Force Skills: Affect Mind +5, Battlemind +5, 
  Enhance Ability +6, Enhance Senses +2, Force 
  Stealth +5, Friendship +3, Heal Another +6, Heal 
  Self +5, Move Object +8 
   
  Feats: Alertness, Dodge, Force-Sensitive, 
  Self-Sufficient, Spacer, Weapons Group 
  Proficiency (blaster pistols, simple weapons) 
   
  Force Feats: Alter, Control, Enhanced 
  Danger Sense, Exotic Weapon Proficiency 
  (lightsaber), Sense 
   
  Generic Sentinel: Adult Male Human, Jedi 
  Sentinel 9; Init +3 (+3 Dex); Def 19 (+3 Dex, +6 
  Class); Spd 10m; VP/WP 61/12; Atk +8/+3 melee 
  (1d3+2, punch), +8/+3 melee (3d6+1d8+2, 
  Lightsaber [Short]), +9/+4 melee (3d8+2, crit 19-
  20, Lightsaber), +9/+4 or +5/+5/+0 ranged (3d6, 
  Blaster [Pistol]); SQ Deflect (Attack -4, Block, 
  Defense +2, Extend Defense and Attack), Jedi 
  Knight, Sentinel’s Sense; SV Fort +5, Ref +9, Will 
  +6; SZ M; FP: 7; Rep: +3; Str 14, Dex 17, Con 
  12, Int 15, Wis 11, Cha 12. 
   
  Equipment: Blaster [Pistol], Clothes [Jedi 
  Cloak] (+1 Fot save versus severe weather), 
  Clothes [Jedi robes], Lightsaber, Lightsaber 
  [Short], Utility Belt [Jedi] (Contains 3 days rations, 
  1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy 
  Cell, 1x Glow rod, 1x Comlink, Couple Empty 
  Pouches, Credit Voucher 500 crds) 
   
  Skills: Bluff +6, Climb +4, Computer Use +7, 
  Craft (lightsaber) +7, Disguise +6, Gather 
  Information +6, Knowledge +3, Knowledge +4, 
  Listen +3, Pilot +12, Read/Write Basic, Search +7, 
  Sense Motive +5, Speak Basic, Spot +9, Survival 
  +2, Treat Injury +10 
   
  Force Skills: Affect Mind +5, Battlemind +5, 
  Enhance Ability +6, Enhance Senses +2, Force 
  Stealth +6, Friendship +3, Heal Another +6, Heal 
  Self +7, Move Object +12 
   
  Feats: Alertness, Ambidexterity, Exotic 
  Weapon Proficiency (short lightsaber), Force-
  Sensitive, Self-Sufficient, Spacer, Two-weapon 
  Fighting, 
  Weapon 
  Focus 
  (Lightsaber), 
  Weapons 
  Group 
  Proficiency 
  (blaster 
  pistols, simple 
  weapons) 
   
  Force 
  Feats: Alter, 
  Control, 
  Enhanced 
  Danger 
  Sense, Exotic 
  Weapon 
  Proficiency 
  (lightsaber), 
  Sense 
  
   
  22
  Sith 
   Just as the Jedi from the KOTOR era differ 
  from their intellectual and spiritual decedents, so 
  too do their darksider counterparts  The Sith. The 
  Sith play a powerful and important role in the 
  KOTOR era. 
   
  What do you mean by “The Sith”? 
  The meaning of  “The Sith” depends greatly on 
  the context. Different groups have different ideas 
  about who “The Sith” are. Here are a few 
  examples of how some define “The Sith” in the 
  KOTOR era of play. 
   
  • The Ancient Sith, sometimes called ‘Pureblood 
  Sith”, were a race that was subjugated by 
  exiled, renegade Dark Jedi several millennia 
  before the Great Hyperspace War.  That near-
  human race had all but ceased to exist by the 
  end of the Great Hyperspace War. 
  • Over the next millennium, the survivors of the 
  Ancient Sith race degenerated into the 
  Massassi on the Moon of Yavin IV.  They were 
  rediscovered, pressed into service of the Dark 
  Lord, and then ultimately sacrificed by Exar 
  Kun. 
  • In the KOTOR era, “The Sith” are not a race, 
  but a group of Darkside devotees, some that 
  are force sensitive, that follow a set of ideas 
  and teachings laid down by the Sith of the 
  previous era; during the Great Sith Empire. 
  Basically, members ascribing to a Social 
  Darwinist philosophy on steroids. 
  • For most Republic citizens, the faceless Sith 
  troopers and their leaders are “The Sith”. A 
  group of battle hardened soldiers bent on 
  destroying the republic and conquest of the 
  galaxy. 
  • Among the Jedi, “The Sith” are Darkside Force 
  users that have been trained in the Ancient 
  Sith dark arts, currently following their Dark 
  Lord, Darth Malik.  
   
  The Sith at War   
  The Sith hierarchy in the KOTOR era is 
  slightly different than that of the Galactic Empire. 
  They are ruthless conquerors bent on galactic 
  domination, just like the Emperor, but 
  circumstance has made the Sith masters play their 
  hand in a different manner.  
   
  • Sith have always used subterfuge to further 
  their gains.  This is no different in the KOTOR 
  era.  But due to the invasion and occupation, 
  the Sith’s intentions are more visible and 
  open, even more so than during the Galactic 
  Empire era.  There are no precious and 
  delicate institutions to be placated or duped 
  within the Sith sphere of influence. There is no 
  need cover the armored fist. 
  • The most visible and almost omnipresent tool 
  of the Sith are the Sith Troopers. Unlike other 
  armies in other eras, many Sith Troopers were 
  at one time Republic soldiers that served in 
  the Mandalorian Wars. The Sith do recruit and 
  use conscripts, but they quickly train them and 
  integrate new recruits into existing Sith 
  veteran units.  This allows the veterans to 
  enforce harsh discipline on the new Troopers 
  and the recruits can learn from their more 
  experienced comrades.  Should the new 
  recruit fail to grasp these two facets of Sith 
  army life, the new Trooper will not survive for 
  long within the ranks of the Sith forces. 
  • The Sith use specially designed War Droids to 
  augment their armies. They are heavily armed, 
  often carry advanced innovative weaponry, as 
  well as good armor and shielding. They are 
  often used to augment the garrison forces at 
  important Sith facilities. 
  • Elite Sith troops are rare, but are often used 
  as bodyguards for important political and 
  military leaders as well as strike forces for 
  important mission objectives in combat. Elite 
  Sith troops will often have Sith Force users of 
  22
  
   
  23
  one type or another as leaders or specialized 
  members of a strike team. 
  • The Sith sometimes use non-Sith fighters and 
  troops to carry out special missions. 
  Mercenary companies, including Mandalorian 
  clans, are often employed when either the use 
  of Sith Troopers would be too conspicuous or 
  extra ground forces are needed. If a Sith 
  Commander wants to keep his enemies, 
  peers, or even his superiors in the dark about 
  a special operation, he’ll often use Mercs to 
  guarantee some level of discretion. 
  • Sith are apt to use specialized Sith assassins 
  or Bounty Hunters if the opportunity presents 
  itself. Assassination is a legitimate means to 
  promote ones self within the Sith hierarchy as 
  well as eliminate external foes. 
  • The most powerful tool at the disposal of Darth 
  Malik is the Sith Fleet (with the exception of 
  the Force, of course).  The Sith seem to have 
  an endless supply of strangely designed 
  warships.  Their ships are both powerful and 
  technologically advanced, and the source of 
  these ships remains a mystery.  With the help 
  of experienced ex-Republic crews, the Sith 
  fleet has been victorious in almost every 
  encounter with the Republic by the time Taris 
  is invaded.   
  • At the top of the hierarchy stands the Sith 
  Leadership.  At the very pinnacle stands Darth 
  Malik and his personal apprentice, Darth 
  Bandon. Beneath them stand various 
  planetary governors, fleet admirals, generals, 
  and other military leaders. All serve the Sith 
  ideal and are loyal to Darth Malik. They are 
  the ones who control the machinery that 
  makes the Sith war effort effective and deadly. 
  With some notable exceptions, they are all 
  Darkside Force users of one type or another.   
  • While the Sith may seem to be 
  overwhelmingly focused on conquering the 
  galaxy, in the KOTOR era they do not seem to 
  interfere too much with corporate traders. Sith 
  allow for business as usual within their sphere 
  of influence, so long as they can maintain 
  security and the corporation can pay it’s 
  proper dues to the Sith (in the form of taxes or 
  bribes). The only exception is that the Sith 
  expect military priorities to take absolute 
  precedence over any other concerns. For 
  example, if a planet is under a blockade, due 
  to activities by groups the Sith consider 
  hostile, they will not tolerate any unauthorized 
  trade or business activity that is not sanction 
  by the Sith commanders. 
   
  Playing the Sith in the KOTOR era 
  The Sith in the KOTOR era present interesting 
  opportunities and challenges for both GM and 
  players alike. There are significant differences 
  between the Sith of this Era and their intellectual 
  descendants. 
   
  • Like Sith from the previous era, most of them 
  experience with another organization before 
  joining the Sith effort.  Many Sith Troopers 
  served previously in Republic forces or were 
  recruited from mercenary clans. Sith Force 
  users will typically have a level or two of Force 
  Adept, one of the Jedi classes if they trained 
  with the Jedi prior to falling to the Darkside of 
  the Force. They may even have some levels in 
  non-Sith Darkside prestige classes.  
  • The Darkside Devotee, Darkside Marauder, 
  and Darkside Witch prestige classes are 
  available classes for PCs and NPCs during 
  the KOTOR Era.  Much of the Galaxy is 
  unexplored and has yet to come under the 
  influence of the Sith, the Republic, or the Jedi.  
  As such, there are many traditions that have 
  embraced the Darkside of the Force, but do 
  not follow the ways of the Sith. 
  • Probably the most important distinction for a 
  Sith Force user is:  There is no rule of 2 
  among the Sith Prestige classes. All Sith 
  prestige classes are available to all who can 
  convince someone to teach them, as long as 
  they meet the other prerequisites in The 
  Darkside Sourcebook.  
  • The Prestige classes available for Sith PCs 
  and NPCs are: Sith Acolytes, Sith Warrior, and 
  Sith Lord. In order for a NPC or PC to take any 
  of these classes when they advance a level, 
  they must be a primary apprentice of a Sith 
  Master, some kind of instructor, have some 
  other kind of instructor with the appropriate 
  knowledge (such as a Sith Dark Sprit), or have 
  access to some kind of fantastic instructional 
  device (like Sith Holocron) in addition to 
  meeting the prerequisites. 
  • The Sith do take care to only teach those they 
  deem “worthy” of the honor to learn the Sith 
  secrets and Sith dark powers. A would be 
  student will have to pass many tests and trails 
  to get the attention of a Sith Master and 
  become his or her apprentice. 
  • The Sith Force users still follow the 
  master/apprentice mode for teaching their 
  secrets, with a twist.  The Sith Master will 
  almost always have only one primary 
  apprentice that benefits from all the Master 
  has to teach. Several lower ranking learners 
  
   
  24
  are taught nothing but the rudimentary skills 
  and compete with one another to become the 
  Sith Master’s primary apprentice. If a lower 
  ranking apprentice impresses a Sith Master 
  with his skill, they will take that person on as a 
  primary apprentice… once he or she has 
  faced and defeated any current primary 
  apprentice of the Sith Master.  
  • Eventually the primary apprentice will try to 
  replace his or her Master, become the primary 
  apprentice of a more powerful master, or find 
  some other place where they can become 
  their own Master within the Sith Organization. 
  There is no limit to the number of “pairings” 
  that can have Sith Prestige classes. Because 
  of this, the Sith leadership is constantly 
  changing and constantly on their guard 
  against their own colleagues.   
  • The only exception to the traditional 
  master/apprentice pairing is for those that 
  enter the Sith Academy on Korriban. Students 
  here can learn various Sith and Darkside 
  Force user techniques from different Sith 
  masters and compete for prestige among their 
  peers. After they have proven themselves 
  worthy, they will be paired with a suitable Sith 
  Master and learn the intricacies of Sith 
  teachings and take on Sith Prestige classes.  
  • All but a few Sith force users have fallen under 
  the sway of Darth Malik and Darth Bandon 
  when the Sith Fleet blockades the Taris 
  system. While many plot to advance their 
  position in the Sith hierarchy, only a handful 
  have tried to split the Sith forces and form their 
  own organization away from the current Dark 
  Lord. All have met an untimely end at the 
  hands of the current Darth Malik and his 
  followers. Still, rumors persist of other Sith 
  Lords or Sith forces that do not follow the Dark 
  Lord; vestiges from an earlier era or a group 
  that somehow managed to slip though the 
  current Dark Lord’s grasp. (For an example of 
  this, see the entry for Thule in Geonosis and 
  the Outer Rim Worlds) 
   
  Sith Sympathy 
  The Sith are much more regulated and 
  regimented organization than others in the KotOR 
  Era.   Sympathy is gained by actively promoting 
  the ideals of the using the force for the dark side, 
  and apposing the light side.  Opposing the Jedi, 
  and the Republic is another means of gaining 
  sympathy.  Promoting the Sith and Living by the 
  Sith code gains sympathy with them.  They 
  typically refer to it as prestige. Any character may 
  have sympathy with the Sith but only Force 
  sensitive individuals may join. 
   
  Joining the Sith 
  To join the Sith faction one must show 
  dedication to the ideals that they support first, then 
  one must prove themselves worthy of being 
  accepted into the Sith ranks.  Before access is 
  even granted one must be Force Sensitive and 
  gain the attention or favor of a high ranking Sith.  
  At the Sith Academy on Korriban, typically Uthar 
  or Yuthara, or some other instructor must be 
  convinced of a prospective members worthiness. If 
  they deem them worthy, the prospective candidate 
  is “tested”.  The Sith take great delight in “testing” 
  prospective members, with cruel tortures, and acts 
  of degradation.  Many who have no say in allowing 
  members into the order will test non force 
  sensitive in an effort to prove their cruelty and 
  strength to their superiors.  You must have at least 
  one point of Sith Sympathy one to join the Sith 
  Faction, as well as be Force Sensitive 
   
  Leaving the Sith 
  The Jedi consider the Jedi path a life long 
  commitment.  The Sith consider the dark path no 
  less of a commitment; the difference becomes 
  apparent when someone wishes to leave.  The 
  Jedi will feel sad, and let someone go on their 
  way.  The Sith are likely to feel betrayed and strike 
  out, killing the former associate in fear, and out of 
  motivation to remove the weak.  If a person 
  escapes the Sith with their life, they loose all Sith 
  Sympathy and will likely find themselves hunted by 
  the Sith. 
   
  Faction Feats 
  There are no specific faction feats for the Sith 
   
  Sith Prestiage Classes 
  There are no new Sith PrC classes; those 
  detailed in the RCR or Dark Side Sourcebook can 
  be learned at the Sith Academy or from a Sith 
  NPC that takes on the PC as his or her primary 
  apprentice.  Active Sith Sympathy is also required 
  to gain levels in Sith Classes. 
   
  The Sith Code. 
   
  Peace is a Lie, there is only passion. 
  Through passion I gain Strength 
  Through Strength I gain power 
  Through power I gain victory 
  Through victory my chains are broken 
  Passion fuels the force that we use 
  24
  
   
  25
  Sith NPC’s 
  While the majority of the battalions now under 
  Sith command are comprised of traitorous 
  Republic forces, they are far from hodge-podges 
  of disorganized troops. Only the strong are 
  granted acceptance into the ranks of the Sith 
  army; those judged too weak to be of use are put 
  to an ignoble end. Traitors may be welcomed into 
  the ranks, but a level of fear is quickly established 
  to make certain they are not so quick to change 
  sides again. 
   
  Functionally, the armor of the Sith trooper is 
  just as protective as most Republic equipment, but 
  it has also been carefully designed to inspire 
  dread. Armor plating is presented more obviously, 
  making it appear more imposing, and the features 
  of the wearer are completely obscured to make 
  them a faceless inhuman entity. A Sith trooper is 
  perceived as an extension of the Sith, and even in 
  close combat an opponent sees only the cold 
  faceplate of the helmet, never the soldier inside.  
   
  Sith Guard: Adult Male Human, Thug 3; Init +1 
  (+1 Dex); Def 12 (+1 Dex, +1 
  Class); Spd 8m (Armor); 
  VP/WP -/11; Atk +4 melee 
  (1d3+1, punch), +4 melee 
  (2d6+1, Vibroblade), +4 or 
  +0/+0 ranged (3d8, crit 19-
  20, Blaster [Rifle]), +4 ranged 
  (4d6+1, Grenade [Frag]); SQ 
  ; SV Fort +3, Ref +2, Will +0; 
  SZ M; FP: 0; Rep: +0; Str 12 
  (+1), Dex 13 (+1), Con 11 
  (+0), Int 9 (-1), Wis 8 (-1), 
  Cha 10 (+0). 
   
  Equipment: Blaster 
  [Rifle], Grenade [Frag], Sith 
  armor [Standard] (Damage 
  Reduction: 5, +6 to Fortitude 
  saves made to resist cold and hot temperatures), 
  Vibroblade 
   
  Skills: Balance -3, Climb -3, Escape Artist -3, 
  Hide -3, Intimidate +6, Jump -3, Listen +1, Move 
  Silently -3, Read/Write Basic, Search +1, Speak 
  Basic, Spot +2, Swim -3, Treat Injury +1 
   
  Feats: Armor Proficiency (light, medium, 
  powered), Weapons Group Proficiency (blaster 
  rifles, simple weapons, vibro weapons) 
   
  Sith Trooper: Adult Male Human, Soldier 3; Init 
  +1 (+1 Dex); Def 15 (+1 Dex, +4 Class); Spd 8m 
  (Armor); VP/WP 25/11; Atk +4 melee (1d3+1, 
  punch), +4 melee (2d6+1, Vibroblade), +4 ranged 
  (4d6+1, Grenade [Frag]), +5 or +1/+1 ranged (3d8, 
  crit 19-20, Blaster [Rifle]); SQ +1 bonus on attack 
  and damage rolls with 
  ranged weapons, for 
  targets with 10m.; SV 
  Fort +3, Ref +2, Will +0; 
  SZ M; FP: 0; Rep: +1; 
  Str 12 (+1), Dex 13 (+1), 
  Con 11 (+0), Int 9 (-1), 
  Wis 8 (-1), Cha 10 (+0). 
   
  Equipment: Blaster 
  [Rifle], Grenade [Frag], 
  Sith armor [Standard] 
  (Damage Reduction: 5, 
  +6 to Fortitude saves 
  made to resist cold and 
  hot temperatures), 
  Vibroblade 
   
  Skills: Balance -3, 
  Climb -3, Demolitions 
  +5, Escape Artist -3, Hide -3, Intimidate +5 (+5 
  ranks), Jump -3, Knowledge (Sith lore) +0, Listen 
  +1, Move Silently -3, Pilot +5, Read/Write Basic, 
  Repair +1, Search +1, Speak Basic, Spot +1, 
  Swim -3, Treat Injury +5  
   
  Feats: Armor Proficiency (light, medium, 
  powered), Point Blank Shot, Precise Shot, 
  Weapon Focus (Blaster [Rifle]), Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, simple weapons, vibro weapons) 
   
  Sith Lieutenant : Adult Male Human, Soldier 
  3/Noble 2; Init +1 
  (+1 Dex); Def 16 
  (+1 Dex, +5 Class); 
  Spd 8m (Armor); 
  VP/WP 30/11; Atk 
  +5 melee (1d3+1, 
  punch), +5 melee 
  (2d6+1, 
  Vibroblade), +5 
  ranged (4d6+1, 
  Grenade [Frag]), +6 
  or +2/+2 ranged 
  (3d8, crit 19-20, 
  Blaster [Rifle]); SQ +1 bonus on attack and 
  damage rolls with ranged weapons, for targets 
  with 10m., Favor +1, Inspire Confidence, Noble 
  bonus class skill (Intimidate); SV Fort +3, Ref +4, 
  Will +3; SZ M; FP: 0; Rep: +2; Str 12 (+1), Dex 13 
  (+1), Con 11 (+0), Int 10 (+0), Wis 8 (-1), Cha 10 
  (+0). 
   
  Equipment: Blaster [Rifle], Grenade [Frag], 
  Stormtrooper armor [Standard] (Damage 
  Reduction: 5, +6 to Fortitude saves made to resist 
  cold and hot temperatures), Vibroblade 
  
   
  26
   
  Skills: Balance -3, Climb -3, Computer Use 
  +4, Demolitions +6, Diplomacy +3, Escape Artist -
  3, Hide -3, Intimidate +7, Jump -3, Knowledge 
  (Sith lore) +3, Listen +1, Move Silently -3, Pilot +5, 
  Read/Write Basic, Repair +2, Search +2, Sense 
  Motive +2, Speak Basic, Spot +1, Swim -3, Treat 
  Injury +5 
   
  Feats: Armor Proficiency (light, medium, 
  powered), Point Blank Shot, Precise Shot, 
  Weapon Focus (Blaster [Rifle]), Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, simple weapons, vibro weapons) 
   
  Sith Commander : Adult Female Human, Soldier 
  3/Noble 3; Init +1 
  (+1 Dex); Def 16 
  (+1 Dex, +5 Class); 
  Spd 10m; VP/WP 
  53/14; Atk +6 
  melee (1d3+1, 
  punch), +6 melee 
  (2d6+1, 
  Vibroblade), +6 
  ranged (4d6+1, 
  Grenade [Frag]), +7 
  or +3/+3 ranged 
  (3d8, crit 19-20, 
  Blaster [Rifle]); SQ 
  +1 bonus on attack 
  and damage rolls with ranged weapons, for targets 
  with 10m., Favor +2, Inspire Confidence, Noble 
  bonus class skill (Intimidate), Resource Access; 
  SV Fort +6, Ref +4, Will +3; SZ M; FP: 0; Rep: +2; 
  Str 12 (+1), Dex 13 (+1), Con 14 (+2), Int 11 (+0), 
  Wis 8 (-1), Cha 15 (+2). 
   
  Equipment: Blast vest and Helmet (Damage 
  Reduction: 2), Blaster [Rifle], Grenade [Frag], 
  Vibroblade 
   
  Skills: Balance +0, Climb +0, Computer Use 
  +5, Demolitions +6, Diplomacy +7, Escape Artist 
  +0, Hide +0, Intimidate +11, Jump +0, Knowledge 
  (Sith lore) +4, Listen +1, Move Silently +0, Pilot 
  +7, Profession (military officer) +2, Read/Write 
  Basic, Repair +2, Ride +2, Sense Motive +3, 
  Speak Basic, Spot +1, Swim +0, Treat Injury +5 
   
  Feats: Alertness, Armor Proficiency (light), 
  Point Blank Shot, Precise Shot, Quick Draw, 
  Starship Operation (space transport), Weapon 
  Focus (Blaster [Rifle]), Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, simple weapons, vibro weapons) 
   
  Sith Captain : Adult Male Human, Soldier 3/Noble 
  3/Officer 2; Init +1 (+1 Dex); Def 18 (+1 Dex, +7 
  Class); Spd 10m; VP/WP 69/14; Atk +7/+2 melee 
  (1d3+1, punch), +7/+2 melee (2d6+1, Vibroblade), 
  +8/+3 or +4/+4/-1 ranged (3d6, Blaster [Pistol]); 
  SQ +1 bonus on attack and damage rolls with 
  ranged weapons, for 
  targets with 10m., Favor 
  +2, Inspire Confidence, 
  Leadership, Noble 
  bonus class skill 
  (Intimidate), Resource 
  Access; SV Fort +8, Ref 
  +6, Will +5; SZ M; FP: 
  0; Rep: +3; Str 12 (+1), 
  Dex 13 (+1), Con 14 
  (+2), Int 12 (+1), Wis 8 
  (-1), Cha 15 (+2). 
   
  Equipment: Blast 
  vest and Helmet 
  (Damage Reduction: 2), 
  Blaster [Pistol], 
  Grenade [Frag], Vibroblade 
   
  Skills: Balance +0, Bluff +4, Climb +0, 
  Computer Use +6, Demolitions +7, Diplomacy 
  +10, Escape Artist +0, Gather Information +7, Hide 
  +0, Intimidate +10, Jump +0, Knowledge (Sith 
  lore) +5, Knowledge (Tactics) +3, Listen +1, Move 
  Silently +0, Pilot +7, Profession (military officer) 
  +2, Read/Write Basic, Repair +3, Ride +2, Sense 
  Motive +7, Speak Basic, Spot +1, Swim +0, Treat 
  Injury +5 
   
  Feats: Alertness, Armor Proficiency (light), 
  Point Blank Shot, Precise Shot, Quick Draw, 
  Starship Operation (space transport), Weapon 
  Focus (Blaster [Pistol]), Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, simple weapons, vibro weapons) 
   
  Sith Students 
  Sith Student – Ex Jedi: Adult Male Human, Jedi 
  Guardian 5; 
  Init +2 (+2 
  Dex); Def 
  17 (+2 Dex, 
  +5 Class); 
  Spd 10m; 
  VP/WP 
  53/14; Atk 
  +6 melee 
  (1d3+1, 
  punch), +6 
  melee 
  (3d8+1, crit 
  19-20, 
  Lightsaber), 
  +7 ranged 
  (by 
  weapon); 
  SQ Deflect (Attack -4, Defense +1), Increase 
  26
  
   
  27
  Lightsaber damage +1d8, Tainted; SV Fort +6, Ref 
  +6, Will +2; SZ M; FP: 3; DSPs: 4; Rep: +2; Str 
  13 (+1), Dex 15 (+2), Con 14 (+2), Int 12 (+1), 
  Wis 9 (-1), Cha 10 (+0). 
   
  Equipment: Lightsaber 
   
  Skills: Balance +3, Craft (lightsaber) +4, 
  Intimidate +3, Jump +2, Knowledge (Jedi lore) +2, 
  Knowledge (Sith lore) +7, Read/Write Basic, 
  Read/Write Sith, Speak Basic, Tumble +4 
   
  Force Skills: Affect Mind +2, Battle Influence 
  -4, Battlemind +3, Drain Energy +4, Enhance 
  Ability +4, Fear +1, Force Grip +3, Force Light -5, 
  Force Lightning +9, Force Strike +6, Heal Another 
  -5, Heal Self +4, Move Object +6, Plant Surge -3, 
  See Force +5 
   
  Feats: Combat Reflexes, Force-Sensitive, 
  Power Attack, Quick Draw, Weapons Group 
  Proficiency (blaster pistols, simple weapons) 
   
  Force Feats: Alter, Control, Exotic Weapon 
  Proficiency (lightsaber), Sense 
   
  Sith Student - Force Adept: Adult Male Human, 
  Force Adept 4; Init +1 (+1 Dex); Def 15 (+1 Dex, 
  +4 Class); Spd 10m; VP/WP 36/14; Atk +2 melee 
  (1d3-1, punch), +2 melee (1d6-1/1d6-1, 
  Quarterstaff), +4 ranged (by weapon); SQ ; SV 
  Fort +4, Ref +3, Will +5; SZ M; FP: 3; DSPs: 4; 
  Rep: +0; Str 9 (-1), Dex 13 (+1), Con 14 (+2), Int 
  15 (+2), Wis 12 (+1), Cha 10 (+0). 
   
  Equipment: Quarterstaff 
   
  Skills: Knowledge (Sith lore) +8, Listen +4, 
  Read/Write Basic, Sith, Sense Motive +5, Speak 
  Basic, Spot +5, Survival +2, Treat Injury +7 
   
  Force Skills: Affect Mind +6, Drain Energy 
  +4, Enhance Ability +4, Enhance Senses +4, Fear 
  +5, Force Lightning +11, Force Strike +7, Heal 
  Self +4, Move Object +8, See Force +9 
   
  Feats: Force-Sensitive, Weapons Group 
  Proficiency (primitive weapons, simple weapons) 
   
  Force Feats: Alter, Aware, Control, Dark 
  Power, Force Shield, Mind Trick, Sense 
   
  Sith Apprentice - Force Adept: Adult Male 
  Human, Force Adept 4/Sith Acolyte 4; Init +1 (+1 
  Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; 
  VP/WP 74/14; Atk +5 melee (1d3, punch), +6 
  ranged (by weapon), +7 melee * (3d8, crit 19-20, 
  Lightsaber); SQ Increase Lightsaber damage 
  +1d8; SV Fort +8, Ref +5, Will +9; SZ M; FP: 3; 
  DSPs: 5; Rep: +5; Str 10 (+0), Dex 13 (+1), Con 
  14 (+2), Int 15 (+2), Wis 12 (+1), Cha 10 (+0). 
   
  Equipment: Lightsaber 
   
  * Sith Apprentice - Force Adept has 
  constructed his own Lightsaber. 
   
  Skills: Bluff +4, Computer Use +5, Diplomacy 
  +4, Gather Information +4, Intimidate +4, 
  Knowledge (Sith lore) +8, Listen +4, Read/Write 
  Basic, Sith, Sense Motive +5, Speak Basic, Spot 
  +5, Survival +2, Treat Injury +7 
   
  Force Skills: Affect Mind +8, Alchemy +6, 
  Drain Energy +4, Enhance Ability +6, Enhance 
  Senses +4, Fear +5, Force Grip +4, Force 
  Lightning +13, Force Stealth +2, Force Strike +11, 
  Heal Self +7, Move Object +8, See Force +9 
   
  Feats: Force-Sensitive, Weapon Focus 
  (Lightsaber), Weapons Group Proficiency (blaster 
  pistols, primitive weapons, simple weapons) 
   
  Force Feats: Alter, Aware, Control, Dark 
  Power, Exotic Weapon Proficiency (lightsaber), 
  Focus, Force Shield, Mind Trick, Sense, Sith 
  Sorcery 
   
  Sith 
  Apprentice – 
  Ex Jedi 
  Guardian: 
  Adult Male 
  Human, Jedi 
  Guardian 
  5/Sith Acolyte 
  3; Init +2 (+2 
  Dex); Def 19 
  (+2 Dex, +7 Class); Spd 10m; VP/WP 77/14; Atk 
  +8/+3 melee (1d3+1, punch), +9/+4 melee * 
  (3d8+1, crit 19-20, Lightsaber), +9/+4 ranged (by 
  weapon); SQ 1.5x Dex Mod instead of Str, 2x if 
  two handed, Deflect (Attack -4, Defense +1), 
  Increase Lightsaber damage +1d8, Tainted; SV 
  Fort +9, Ref +8, Will +7; SZ M; FP: 3; DSPs: 7; 
  Rep: +5; Str 13 (+1), Dex 15 (+2), Con 14 (+2), 
  Int 12 (+1), Wis 10 (+0), Cha 10 (+0). 
   
  Equipment: Lightsaber 
   
  * Sith Apprentice - JG has constructed his 
  own Lightsaber. 
   
  Skills: Balance +3, Bluff +8, Craft (lightsaber) 
  +4, Intimidate +3, Jump +2, Knowledge (Jedi lore) 
  +2, Knowledge (Sith lore) +7, Read/Write Basic, 
  Sith, Basic, Tumble +4 
   
  Force Skills: Affect Mind +4, Alchemy +4, 
  Battle Influence -4, Battlemind +8, Drain Energy 
  +4, Enhance Ability +6, Fear +2, Force Grip +3, 
  Force Light -4, Force Lightning +9, Force Strike 
  +10, Heal Another -4, Heal Self +6, Move Object 
  +6, Plant Surge -3, See Force +6 
   
  Feats: Combat Reflexes, Exotic Weapon 
  Proficiency (sith sword), Force-Sensitive, Power 
  Attack, Quick Draw, Weapons Group Proficiency 
  (blaster pistols, simple weapons) 
   
  Force Feats: Alter, Control, Dissipate 
  Energy, Exotic Weapon Proficiency (lightsaber), 
  Form IV Mastery, Sense, Sith Sorcery 
   
  
   
  28
  Dark Jedi: Adult Male Human, Jedi Guardian 
  7/Jedi Master 5; Init +3 
  (+3 Dex); Def 22 (+3 
  Dex, +9 Class); Spd 
  10m; VP/WP -/14; Atk 
  +14/+9/+4 melee (1d3+2, 
  punch), +15/+10/+5 
  ranged (by weapon), 
  +16/+11/+6 melee * 
  (4d8+2, crit 18-20, 
  Lightsaber); SQ +1 
  bonus to defense against 
  a specific target., +3 
  Dodge bonus to Defense 
  when fighting 
  defensively, +6 Dodge 
  bonus to Defense when 
  executing total defense 
  action, Dark Side, Deflect (Attack -4, Defense +2, 
  Extend Defense and Attack), Force Secret 
  (Improve Heal Self, Move Object), Increase 
  Lightsaber damage +2d8; SV Fort +10, Ref +11, 
  Will +8; SZ M; FP: 0; DSPs: 24; Rep: +5; Str 15, 
  Dex 17, Con 14, Int 10, Wis 10, Cha 12. 
   
  Equipment: Clothes [Jedi Cloak] (+1 Fot 
  save versus severe weather), Clothes [Jedi robes], 
  Lightsaber x2, Utility Belt (Contains 3 days rations, 
  1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy 
  Cell, 1x Glow rod, 1x Comlink, Couple Empty 
  Pouches) 
   
  * Dark Jedi has constructed his own 
  Lightsaber. 
   
  Skills: Bluff +6, Climb +4, Computer Use +4, 
  Gather Information +3, Jump +4, Read/Write 
  Basic, Sense Motive +4, Speak Basic, Treat Injury 
  +8, Tumble +12 
   
  Force Skills: Affect Mind +8, Battle Influence 
  -7, Battlemind +9, Drain Energy +8, Enhance 
  Ability +10, Fear +7, Force Grip +4, Force Light -8, 
  Force Lightning +6, Force Stealth +5, Heal 
  Another -8, Heal Self +10, Move Object +7, Plant 
  Surge -8, See Force +6 
   
  Feats: Acrobatic, Combat Reflexes, Dodge, 
  Force-Sensitive, Improved Critical (Lightsaber), 
  Power Attack, Two-weapon Fighting, Weapon 
  Focus (Lightsaber), Weapons Group Proficiency 
  (blaster pistols, simple weapons) 
   
  Force Feats: Alter, Control, Dissipate 
  Energy, Exotic Weapon Proficiency (lightsaber), 
  Sense 
   
  Sith Teachers 
  Uthar Wynn is a middle aged human, who has 
  risen through the ranks of the Sith by shear power 
  and determination.  Through subtle manipulation 
  of those around him, in the Sith army and 
  Academy he has put himself into a position of 
  great power and control.  He is personally 
  accepting and controlling who can make it into the 
  next generation and ranks of the Sith.  He takes 
  great pleasure in converting and twisting Jedi to 
  the Sith way, being a failed Jedi himself. 
   
  Uthar Wynn: Adult Male Human, Force Adept 
  1/Jedi Guardian 
  4/Sith Warrior 
  4/Sith Lord 3; Init 
  +2 (+2 Dex); Def 
  22 (+2 Dex, +10 
  Class); Spd 10m; 
  VP/WP 113/15; 
  Atk +11/+6/+1 
  melee (1d3, 
  punch), +12/+7/+2 
  melee * (4d8, crit 
  19-20, Lightsaber), 
  +13/+8/+3 ranged 
  (by weapon); SQ 
  +2 dodge bonus to 
  Defense when 
  wielding a Lightsaber, +3 Dodge bonus to Defense 
  when fighting defensively, +6 Dodge bonus to 
  Defense when executing total defense action, 
  Dark Side, Deflect (Attack -4, Defense +1); SV 
  Fort +14, Ref +13, Will +12; SZ M; FP: 6; DSPs: 
  24; Rep: +4; Str 11, Dex 14, Con 15, Int 14, Wis 
  14, Cha 14. 
   
  Equipment: Clothes [Jedi Cloak] (+1 Fot 
  save versus severe weather), Clothes [Jedi robes], 
  Dark Combat Jumpsuit (Damage Reduction: 3, 
  Cortosis weave, +2 bonus on saves made against 
  See Force and Telepathy), Lightsaber, Utility Belt 
  (Contains 3 days rations, 1x Medpac, 1x Tool kit, 
  1x Power pack, 1x Energy Cell, 1x Glow rod, 1x 
  Comlink, Couple Empty Pouches) 
   
  * Uthar Wynn has constructed his own 
  Lightsaber. 
   
  Skills: Balance -1, Climb -3, Computer Use 
  +4, Escape Artist -1, Hide +2, Intimidate +12, 
  Jump -3, Knowledge (Alien species) +3, 
  Knowledge (Force lore) +3, Knowledge (Sith lore) 
  +10, Listen +6, Move Silently -1, Read/Write 
  Basic, Sense Motive +7, Speak Basic, Spot +6, 
  Swim -3, Treat Injury +6, Tumble +5 
   
  Force Skills: Affect Mind +8, Battle Influence 
  -6, Battlemind +14, Drain Energy +8, Drain 
  Knowledge +10, Enhance Ability +7, Fear +12, 
  Force Defense +7, Force Grip +15, Force Light -6, 
  Force Lightning +17, Force Strike +12, Heal 
  Another -6, Heal Self +13, Move Object +11, Plant 
  Surge -6, See Force +5, Telepathy +3 
  28
  
   
  29
   
  Feats: Armor Proficiency (light), Force-
  Sensitive, Frightful Presence, Skill Emphasis (Heal 
  Self), Weapons Group Proficiency (blaster pistols, 
  primitive weapons, simple weapons, vibro 
  weapons) 
   
  Force Feats: Alter, Control, Dark Power, 
  Dissipate Energy, Exotic Weapon Proficiency 
  (lightsaber), Force Shield, Force Whirlwind, 
  Hatred, Lightsaber Defense, Malevolent, Mettle, 
  Sense 
   
  Yuthura is a youngish female twi’lek she is 
  currently in charge of 
  accepting new 
  candidates into the 
  Academy weighing 
  whether they can stand 
  the trials that Uthar and 
  the other teachers put 
  forth.  She is whole 
  heartedly into the spirit 
  of the Sith, believing that 
  those with power should 
  take what they desire.  
  She has plans to raise 
  her position and status 
  in the academy, possibly 
  by assassinating Uthar. 
   
  Yuthura: Adult Female 
  Twi'lek, Force Adept 
  2/Soldier 1/Dark Side Devotee 2/Sith Acolyte 
  2/Sith Warrior 5; Init +5 (+1 Dex, +4 Bonus); Def 
  24 (+1 Dex, +13 Class); Spd 10m; VP/WP 100/13; 
  Atk +10/+5 ranged (by weapon), +12/+7 melee 
  (1d3+3, punch), +14/+9 melee * (3d8+3, crit 18-
  20, Lightsaber); SQ +3 Dodge bonus to Defense 
  when fighting defensively, +6 Dodge bonus to 
  Defense when executing total defense action, 
  Dark Side, Dark Side Talisman +2, Enemy Bonus 
  +1, Increase Lightsaber damage +1d8, Low-light 
  vision, Resilient, Uncanny Dodge (Dex bonus to 
  Defense); SV Fort +15, Ref +11, Will +13; SZ M; 
  FP: 0; DSPs: 12; Rep: +6; Str 16 (+3), Dex 12 
  (+1), Con 13 (+1), Int 15 (+2), Wis 12 (+1), Cha 
  12 (+1). 
   
  Equipment: Lightsaber 
   
  * Yuthura has constructed her own 
  Lightsaber. 
   
  Skills: Bluff +7, Computer Use +4, Diplomacy 
  +3, Intimidate +9, Knowledge (Sith lore) +10, 
  Listen +3, Read/Write Basic, Ryl, Sith, Sense 
  Motive +8, Speak Basic, Lekku, Ryl, Sith, Spot +5, 
  Treat Injury +5, Tumble +6 
   
  Force Skills: Affect Mind +8, Alchemy +10, 
  Battle Influence –7, Battlemind +10, Drain Energy 
  +5, Enhance Ability +7, Fear +10, Force Defense 
  +10, Force Grip +8, Force Light -7, Force 
  Lightning +15, Force Stealth +8, Friendship +3, 
  Heal Another -7, Heal Self +8, Move Object +6, 
  Plant Surge -6, See Force +10 
   
  Feats: Armor Proficiency (light), Force-
  Sensitive, Improved Critical (Lightsaber), Improved 
  Initiative, Infamy, Skill Emphasis (Force Lightning, 
  See Force), Weapon Focus (Lightsaber), 
  Weapons Group Proficiency (blaster pistols, 
  blaster rifles, heavy weapons, primitive weapons, 
  simple weapons, vibro weapons) 
   
  Force Feats: Alter, Burst of Speed, Control, 
  Dissipate Energy, Exotic Weapon Proficiency 
  (lightsaber), Mettle, Sense, Sith Sorcery 
   
  
   
  30
   
  Minor Factions 
  While the Sith and the Republic with it’s Jedi 
  are important powers in the Galaxy they are not 
  the only groups or organizations to exist that have 
  an effect on the galaxy. 
   
  Mandalorians 
  Shortly after the devastating war against Exar 
  Kun, the still vulnerable Republic was faced with a 
  new threat: a Mandalorian invasion on the Outer 
  Rim.  United under Mandalore (the ceremonial 
  name given to their leader), the ruthless warrior 
  clans descended en masse on an unsuspecting 
  galaxy.  
  Countless lives were lost in the fierce battles, 
  and dozens of worlds were ravaged by the would-
  be conquerors. In the end the Republic - with the 
  aid of many young Jedi - defeated the invaders.  
  Even though the horde was scattered, many of the 
  soldiers escaped the slaughter. The surviving 
  Manadalorians - identifiable by their distinctive 
  weapons and armor - can often be found working 
  as mercenaries, bodyguards and other similar 
  professions well suited to their violent natures. 
  The first 
  contact with the 
  Mandalorians 
  came when they 
  reached out of the 
  vast empty 
  uncharted 
  reaches of the 
  Outer rim to 
  invade and pillage 
  the civilized 
  regions of the 
  galaxy held by the 
  Republic 35 years 
  ago. In that time 
  period they came 
  into contact with 
  the Sith, and 
  banded  joined 
  them during the 
  Great Sith Wars. The original Mandalore was 
  defeated by Ulic Qel- Droma, and agreed to help 
  Ulic during the Sith War. The Mandalore sent his 
  forces to invade Kemplex Nine, while he went to 
  Coruscant to rescue Ulic and Exar Kun. After 
  regrouping their forces, the Sith Lords ordered the 
  Mandalorians to descend on Onderon. While 
  Mandalore attacked Iziz his forces were overcome 
  and defeated during a pass of the Dxun moon. 
  They subsequently fled to the moon for refuge. 
  When they arrived on Dxun, Mandalore was killed 
  by one of Dxun’s fierce beasts. After this 
  encounter the Mandalorian forces withdrew from 
  the war. 
  About ten years ago the Mandalorians 
  reemerged, raiding systems in the Outer Rim and 
  capturing many planets. The Republic decided 
  that they needed to prepare to confront the 
  Mandalorians; last remaining threat of the Great 
  Sith War. Three years after their reemergence, 
  when word reached the Senate of destruction and 
  havoc the Mandalorians had caused after a 
  coordinated attack on three sectors of Republic 
  space, the Republic assembled a strike force to 
  face the Mandalorians. Several Jedi, among them 
  Revan and Malak, joined the Republic fleet 
  against the wishes of the Jedi High Council. The 
  Jedi lead the armies of the Republic against the 
  Mandalorians and prevail in the conflict, but they 
  do not destroy the race.  When Revan and Malak 
  disappeared beyond the Outer Rim, the 
  vanquished Mandalorians were scattered across 
  the galaxy.  Some return to Mandalore, while the 
  others stay in the Republic working as 
  mercenaries, bounty hunters, hired muscle, or 
  continue to raid weak settlements and defenseless 
  targets in the outer sectors of the galaxy. 
  The Mandalorians are a near-human race 
  from the planet Mandalore that is near the Gargon 
  system in the Mandalore Sector.  Mandalore is a 
  lush jungle planet world in the far reaches of the 
  outer rim.   
  The Mandalorians developed into an honor 
  bound culture with a fierce warrior ethic. While 
  capable of cruelty and ruthlessness in battle, most 
  consider them better than the Sith, because of 
  their sense of martial honor. They care not about 
  winning or losing but for the battle itself, believing 
  honor and glory are won by engaging in battle. 
  Even losing gains Mandalorians honor, if they lose 
  fighting a worthy enemy. 
  The Mandalorians divide themselves into 
  major clans. Members of a Mandalorian Clan are 
  born, raised, and trained to reach the pinnacle of 
  combat ability. Those who were too weak or 
  unwilling to fight die young, leaving only the 
  strongest to reach adulthood. There are about two 
  hundred individual clans.  Those clans are made 
  up of five thousand 'tribes' each, with a tribe 
  encompassing one distinct family and extended 
  family. For the most part, Mandalorians are  
  defined by their clan, and then by tribe/family 
  within that clan.  The dominant Clans are the 
  Ordo, Fett, Kalta, Hogra, Shysa, Dala and many 
  others.  
  30
  
   
  31
  Their leader is called The Mandalore. He 
  represents all the Mandalorian clans and is the 
  head of the military. The first Mandalore known by 
  the Republic died on Dxun and another took the 
  helmet and mantel after a long right of succession. 
  The next Mandelore lead his forces out to raid and 
  pillage and died in the Mandalorian Wars, at 
  Revan's hands. There is no know current 
  Mandalore as the rights of succession have not 
  been confirmed among the Mandalorian clans. 
  Some believe that the scattered Mandalorians are 
  members of multiple clans attempting to continue 
  the fight in order to gain the prestige and prowess 
  in battle to claim the Helmet and Title of Manalore. 
  Most of the massive Mandalorian fleets and 
  fighters were confiscated and absorbed into the 
  Republic fleet after the battle of Malachor V. 
  However, the signature war craft of the 
  Mandalorian Warrior remains in their arsenal; the 
  Basilisk War Droid. 
   
  Mandalorian Specific Equipment. 
   
  Basilisk War Droid 
  These weapons of war where developed by 
  the Mandalorian warriors and serves as mounts 
  to both ride 
  into battle 
  and as 
  automated 
  attack ships 
  in their quest 
  to conquer 
  star systems. 
  A Basilisk 
  War Droid is 
  an enclosed 
  mobile space 
  suit, with 
  enough 
  weapons to 
  pose a threat to even a small capital ship. They 
  are launched from a carrier ship and the warriors 
  ride them though space to their objective. They 
  are capable of atmospheric as well as short range 
  space operations. Basilisk droids are designed to 
  look like animals ranging from predatory animals 
  like wolves and panthers to even insect like 
  creatures. 
   
  Basilisk War Droids can operate on their own 
  or be operated by a Mandalorian warrior. There 
  were several models of Basilisk droids produced, 
  with different mission profiles such as bombers, 
  stealth ships, and combat strike craft. Each clan 
  typically chooses a style and mission type for use 
  as their mounts depending on the mission 
  objectives.  
   
  War Droid 
  Craft: Drop pod; Class: Starfighter; Cost: 57.00 
  kCr; Size: Fine (5m length); Initiative: +8 (+8 
  size); Crew: 1 (Unique); Passengers: 0; Cargo 
  Capacity: 5 kilograms; Consumables: 1 Day; 
  Hyperdrive: None; Maximum Speed: Attack 
  (Average, 5 squares/action); Atmospheric 
  Speed: 200 km/h (3 squares/action); Maneuvers: 
  +8 (+8 size); Defense: 28 (+8 size, +10 armor); 
  Hull Points: 25 (DR 5); Shield Points: 0 (DR 5). 
   
  Weapon: Blaster Cannon [Light] (1); Fire 
  Arc: Front; Attack Bonus: +8 or +4/+4 (+8 size); 
  Damage: 1d10x2; Range Modifiers: PB +0, S -2, 
  M/L N/A. 
   
  Droid controled War Droid 
  Craft: Drop pod; Class: Starfighter; Cost: 57.00 
  kCr; Size: Fine (5m length); Initiative: +12 (+4 
  crew, +8 size); Crew: 1 (Skilled +4); Passengers: 
  0; Cargo Capacity: 5 kilograms; Consumables: 1 
  Day; Hyperdrive: None; Maximum Speed: Attack 
  (Average, 5 squares/action); Atmospheric 
  Speed: 200 km/h (3 squares/action); Maneuvers: 
  +12 (+8 size, +4 crew); Defense: 28 (+8 size, +10 
  armor); Hull Points: 25 (DR 5); Shield Points: 0 
  (DR 5). 
   
  Weapon: Blaster Cannon [Light] (1); Fire 
  Arc: Front; Attack Bonus: +14 or +10/+10 (+8 
  size, +4 or +0/+0 crew, +2 fire control); Damage: 
  1d10x2; Range Modifiers: PB +0, S -2, M/L N/A. 
   
  Mandalorian Armor  
  All suits of 
  Mandalorian Armor 
  come with a Helmet that 
  provides a +2 bonus on 
  Spot Checks due to 
  superior motion sensors, 
  a +2 bonus to Listen 
  checks, sensors that 
  give Darkvision up to 
  24m, an integrated 
  comlink, and a range 
  finder that reduces range 
  penalties by ½. Medium 
  Mandalorian Armor can 
  normally has one 
  weapon mount, heavy 
  Mandalorian Armor has 
  two built in weapon 
  mounts, and Powered armor has three weapon 
  mounts.  In all cases the weapon mounted cannot 
  
   
  32
  be larger than Medium size, although it can be a 
  ranged or melee weapon. 
   
  Mandalorian Armor 
  Armor Type: Medium armor; Proficiency Group: 
  Medium; Cost:10,000; Damage Reduction: 4; 
  Max Dex Bonus: +4; Armor Check Penalty: -3; 
  Speed: 8 m/4 m; Weight: 15 kg; Availability: 
  Restricted Faction; Era: common up to Rise of the 
  Empire, rare after that Rare 
   
  Mandalorian Assault Armor 
  Armor Type: Medium; Proficiency: Medium; 
  Cost: 15,000; Damage Reduction 5; Max Dex 
  Bonus: +3; Armor Check Penalty –4; Speed: 8 
  m/4m; Weight: 20 kg; Availability: Restricted 
  Faction; Era: common up to Rise of the Empire, 
  rare after that Very Rare 
   
  Mandalorian Heavy Armor 
  Armor Type: Heavy; Proficiency: Heavy; Cost 
  19,000; Damage Reduction: 6; Max Dex Bonus: 
  +1; Armor Check Penalty: -6; Speed: 6 m/2 m; 
  Weight 40 kg; Availability: Restricted Faction; 
  Era: Rare up to Rise of the Empire 
   
  Mandalorian Battle Armor 
  Armor Type: Powered; Proficiency: Powered; 
  Cost 24,000; Damage Reduction 7; Max Dex 
  Bonus: +1; Armor Check Penalty: -3; Speed: 8 
  m/ 4 m; Weight; Availability: Restricted Faction 
  Era: Very rare in Old Republic 
   
  Mandalorian Sympathy 
  Either actively promoting the Mandalorian 
  goals, or acting in a manner that is consistent with 
  their code gains sympathy. 
   
  Mandalorian Code 
  Their code is composed three simple facets 
  of life: Strength, Honor, and Death. To A 
  Mandalorian, strength is equated with life. The 
  strong have the right to rule and conquer the 
  weak. If an opponent fights back then they are not 
  seen as weak, even if they can not defeat the 
  Mandalorians; the act of defending oneself instead 
  of capitulation is seen as giving one both spiritual 
  strength and honor.  
   
  To the Mandalorian honor is very important. 
  Honor is gained by fighting, no matter the odds or 
  situation. Once battle is engaged, victory brings 
  honor. And while defeat is not desirable, even 
  fighting and losing gives honor to the defeated for 
  at least they acted and fought. It is considered 
  more honorable to die fighting than to survive 
  though dishonorable means. 
   
  Death is another important part of the code. 
  Everyone dies. But what matters to the 
  Mandalorian Warrior is how a person dies. Do they 
  pass on with Strength and Honor, or some other 
  way. 
   
  Joining the Mandalorian Clans 
  Joining a Mandalorian clan is a problem 
  because there are few remaining Clans are seen 
  in Republic space.  Most have retreated back to 
  their home or rim world planets. However, if an 
  individual with great skills gains the notice of one 
  of the clan members and if the clan leader 
  considers the person worthy of acceptance, the 
  clan leader will extend an invitation to join their 
  clan. The candidate is given a mission that 
  involves a serious threat to that person’s life and 
  the clan observes how the candidate handles the 
  situation. If the candidate survives and proves 
  themselves honorably, they are offered the chance 
  to join the clan. If the candidate accepts, they are 
  offered a series of partners for marriage. Typically 
  they choose humans or near humans, but 
  someone who has shown great personal honor of 
  another species is eligible to join. Once accepted 
  and married into the clan he is eligible for the 
  Mandalorian Warrior Prestige class. 
   
  Leaving the Mandalorian Clans 
  If the clan member ever dishonors the clan, 
  or violates martial code as seen by the 
  Mandalorains they are outcast, this does not stop 
  them from advancing in the class, but it can limit or 
  stop access to some of the items specific to them.  
  When outcast they are stripped of any armor and 
  equipment that they achieved in the class, as well 
  as loss all sympathy points they if able to earn or 
  acquire more later on there is no prohibition 
  against it, nor will action be taken against the 
  outcast. 
   
  Faction Feats 
  Co-ordinate fire  
  When firing at an opponent, the Mandalorain gains 
  a +1 bonus on their attack roll for each ally that 
  Mandalorian Code 
  Strength is life, for the strong have the right to rule 
  Honor is life, for with no honor one may as well be 
  dead 
  Death is life, one should die as they have lived 
  32
  
   
  33
  who has fired upon the same target earlier in the 
  round. 
   
  Mandalorian Warrior Prestige Class 
  The Mandalorian Warrior Prestige class 
  represents the epitome of this warrior 
  organization.  They are seen as the prime 
  examples of The Mandalorian Code of honor.   
   
  Requirements 
  To qualify to become a Mandalorian 
  Warrior a character must fulfill the 
  following criteria. 
  Base attack bonus: +7 
  Skills: Intimidate +8 ranks, 
  Knowledge (tactics), +5 ranks, 
  Survival +8 ranks 
  Feats: Armor Proficiency (Light) 
  Special: To become a 
  Mandalorian Warrior, a character 
  must have had accepted into a 
  Mandalorian Clan, through marriage 
  or be one by birth.  Mandalorian 
  Sympathy +2. 
   
  Game Rule Information 
  Vitality: A Mandalorian Warrior gains 
  1d10 vitality per level.  The characters 
  Constitution modifier applies. 
   
  Class Skills 
  Class Skills: The Mandalorian 
  Warrior ‘s Class skills (and key 
  ability for each) are Climb (Str), 
  Craft (Int)*, Demolitions (Int), 
  Disable Device (Int), Intimidate (Cha), Jump (Str), 
  Knowledge (Int)*, Pilot (Dex), Profession (Wis)*, 
  Repair (Int), Ride (Dex), Swim (Str), Survival 
  (Wis), Treat Injury (Wis) 
  Skill points at Each Level 6+Int modifier 
   
  Class Features 
  The following are features of the Mandalorian 
  Warrior Prestige class. 
   
  Starting Feats:  
  Armor Proficiency (Medium) 
  Weapon Group Proficiency (Blaster Pistol) 
  Weapon Group Proficiency (Blaster Rifle) 
  Weapon Group Proficiency (Simple Weapons) 
  Weapon Group Proficiency (Heavy Weapons) 
  Weapon Group Proficiency (Vibro Weapons) 
   
  Exotic Weapon Proficiency:  
  The Mandalorians are known for their use of 
  uncommon weapons. These weapons are usually 
  integrated into their armor. At 1 st level the 
  Mandalorian Warrior gains  
   
  Access to Equipment 
  Starting at 1st level the Mandalorian 
  Warrior gains access to the special 
  equipment unique to the Mandalorian 
  Warriors, specifically the armor.  The 
  Mandalorian Warrior has access to armor 
  equal in price based on their Mandalorian 
  sympathy.  For every point of sympathy 
  they have they gain access to equipment 
  of 4000 value, so at +3 Sympathy they 
  have access to the Mandalorian Armor. 
   
  Into the Fray 
  Unlike conventional warriors the 
  Mandalorian Warrior welcomes multiple 
  opponents as he is able to use his tactical 
  expertise to cause groups of enemies to 
  hamper their own efforts. He receives a +1 
  dodge bonus to his defense against 
  ranged attacks, to a maximum of his 
  Mandalorian Warrior level, for each 
  enemy above one within 6 m of the 
  character. 
   
  Fearsome Reputation 
  Beginning at 4th level the 
  Mandalorian Warrior know the best way to win is 
  talk an opponent down, but never back down if 
  they need to fight.  Mandalorian Warrior gain a +4 
  morale bonus on all Intimidate skill checks and on 
  opposed Intimidate checks and in addition he adds 
  his Reputation bonus to all Gather Information skill 
  checks. 
   
  Bonus Feat 
  At 3rd, and 5th level, the Mandalorian Warrior 
  gets a bonus feat. The bonus feat must be 
  selected from the following list; GMs should add 
  non-core rulebook feats to this list according to 
  their wishes. The Mandalorian Warrior must meet 
  all prerequisites for the feat to select it. 
  Table  1- 4 Mandalorian Warrior Prestige Class 
   
  Level 
  Base Attack Bonus 
  Fortitude 
  Reflex 
  Will 
  Special Ability 
  Defense bonus 
  Reputation 
  1 
  +1 
  +2 
  +0 
  +0 
  Access to Equipment, Exotic Weapon Proficiency:  
  +1 
  +0 
  2 
  +2 
  +3 
  +0 
  +0 
  Into the Fray 
  +1 
  +1 
  3 
  +3 
  +3 
  +1 
  +1 
  Bonus Feat 
  +2 
  +1 
  4 
  +4 
  +4 
  +1 
  +1 
  Fearsome Reputation 
  +2 
  +1 
  5 
  +5 
  +4 
  +1 
  +1 
  Bonus Feat 
  +3 
  +2 
  
   
  34
  Armor familiarity, Armour Proficiency (heavy), 
  Armour Proficiency (powered), Co-ordinate Attack, 
  Combat Veteran, Defensive Martial Arts, 
  Defensive roll, Exotic Weapon Proficiency, 
  Frightful Presence, Martial Arts, Point Blank Shot, 
  Weapon Specialization, Weapon Focus 
   
   
   
   
  Exchange 
  No one knows how or where the Exchange 
  started; a multi world organization believed to 
  originate some1800 years prior to the blockade of 
  Taris. At some point the Exchange become 
  criminal organization that began to use violence 
  throughout the galaxy.. All members are sworn to 
  a strict ethical code called the Lammug. The 
  Lammug is a group of rules, that all members of 
  the Exchange are expected to follow, failure to do 
  so usually means death. 
  The Exchange has became so strong that 
  they are rumored to have either become 
  politicians, are able to influence police and local 
  planetary security forces, gain access to weapons, 
  and star ships. The Republic and many local 
  governments have tried to eliminate the Exchange 
  but after each major galactic conflict the 
  organization grows. Just after the Mandalorian 
  Wars it reached it’s peak of power. The 
  Hyperspace and Sith wars fueled a drive to bring 
  illegal and hard to find goods which created a 
  continuing and self-perpetuating criminal 
  economy. The Exchange feeds on fear and 
  corruption and is motivated by the potential for 
  profits. Their drive impacts particular locales, 
  planetary regions, and entire sectors of the galaxy. 
  The Exchange maintains their position 
  through the use of violence or threat of violence, 
  corrupting public officials, and extortion. Much like 
  the huge conglomerates they resemble, the 
  Exchange has expanded their activities into areas 
  such as smuggling drugs and other embargoed 
  commodities, industrial and technological 
  espionage, financial market manipulation, and the 
  corruption and control of influential groups within 
  and outside of the galactic legal system. 
  Behind the Exchange are galactic 
  organizations - the four major Crime groups 
  currently active are the Dokka family, Villeda 
  Syndicate, Ventresca Cartel and the Bjerke  
   
   
  Hierarchy 
  The individual Exchange operations are set up in a 
  hierarchical in structure  
   
   
  The System Boss – controls the operations of the 
  Exchange in that system. 
  The  Under boss – there are typically one to three 
  Under bosses, each controlling a planet or other 
  larger operation like a space station within a 
  system. 
  Counselor -  Each under boss has a consular 
  acting as an advisor with specilist skills and 
  information to aid the syndicate. 
  Captain – there are numerous Captains, the 
  captains control much of the day-to-day operations 
  Soldiers - They enforce discipline over both 
  members and non-members through the use of 
  intimidation, assaults, and murder. 
  Associates - Corrupt politicians, police and others 
  that are not strictly members of the syndicate, but 
  provide aid or information to it’s operatives. 
   
  Exchange Sympathy 
  The information about the Black Sun Faction 
  in the Heroes Guide can be used for this time 
  period for the Exchange. Sympathy and Prestige 
  classes and other Faction information  can serve 
  as the basis of just about any galactic crime 
  organization. We suggest you use the Black Sun 
  faction information for providing a basis for the 
  Exchange in your campaign. 
   
  For Use in your Game. 
  The Mandalorians can be an interesting 
  variation on the Classic SW theme. Instead of 
  just fighting the Sith, The Mandalorians can be 
  used as another antagonist, during the KotOR 
  Era. Or You can use them as raiders, and 
  pirates too dishonored to return home, forced 
  to be mercenaries working for the Exchange or 
  a Hutt.  
   
  Use the time line and place your 
  campaign prior to KotOR and make the player 
  characters part of Reven and Malik’s Fleet 
  before they go to the Dark Side. Your 
  campaign can be the fighting the Mandalorian 
  wars, taking place years prior to the Taris 
  blockade. Alternatively, the player characters 
  could join the Mandalorians or be 
  Mandalorians involved in the conquests of the 
  Mandalorian Wars. Because of the various 
  Mandalorian clans or clan members try to gain 
  dominance and become the next Mandalore, 
  trying to reclaim lost glory could provide a long 
  running theme in the game. 
  34
  
   
  35
   
  Davik 
  It is rumored that Davik, reigning crime lord 
  on the planet Taris, agreed to spare the life of a 
  brilliant technician who owed him a large sum of 
  credits in exchange for the construction of this 
  custom-made suit of armor. The legend holds that 
  the armor was so remarkable, Davik decided to 
  have the technician "eliminated" anyway, just to 
  prevent any possibility of ever having to face 
  anyone wearing a similarly designed suit. Davik is 
  a member of the Exchange the story above  best 
  describes his temperament; Greedy, self serving, 
  and always looking to make a deal that will put you 
  further into his debt. 
   
  Davik: Adult Male Human, Scoundrel 4/Noble 
  3/Soldier 2/Exchange 
  Boss 3; Init +2 (+2 
  Dex); Def 19 (+2 Dex, 
  +7 Class); Spd 10m; 
  VP/WP 70/11; Atk 
  +11/+6 melee (1d3+2, 
  punch), +11/+6 or 
  +7/+7/+2 ranged 
  (3d6+3, Blaster [Pistol, 
  Mastercraft +3]); SQ +3 
  Dodge bonus to 
  Defense when fighting 
  defensively, +6 Dodge 
  bonus to Defense when 
  executing total defense 
  action, Black Sun 
  Sympathy, Favor +6, 
  Gain an additioan 
  Lucky roll, Illicit barter, Inspire Confidence, Inspire 
  Fear -2, Lucky (1/day), Minions, Noble bonus 
  class skill (Intimidate), Precise Attack +1, 
  Resource Access, Tainted; SV Fort +7, Ref +10, 
  Will +7; SZ M; FP: 2; DSPs: 10; Rep: +7; Str 15, 
  Dex 14, Con 11, Int 13, Wis 13, Cha 16. 
  Equipment: Ayelixe Tuff1 Combat Suit 
  [Mastercraft +3] (Damage Reduction: 4), Blaster 
  [Pistol, Mastercraft +3] 
  Skills: Appraise +5, Balance +1, Bluff +19, Climb 
  +1, Computer Use +5, Diplomacy +15, Escape 
  Artist +1, Forgery +5, Gather Information +11, 
  Hide +5, Intimidate +17, Jump +1, Knowledge 
  (Streetwise) +11, Knowledge (World lore) +3, 
  Listen +9, Move Silently +9, Pilot +9, Read/Write 
  Basic, Repair +9, Search +9, Sense Motive +13, 
  Sleight of Hand +7, Speak Basic, Swim +1, 
  Tumble +6 
  Feats: Armor Proficiency (light), Extra Lucky, 
  Influence, Persuasive, Quick Draw, Shady 
  Merchant, Skill Emphasis (Pilot), Starship 
  Operation (space transport), Underworld 
  Connections, Weapons Group Proficiency (blaster 
  pistols, blaster rifles, heavy weapons, simple 
  weapons, vibro weapons) 
   
  Genoharadan Assassins Guild 
  This secret cabal is just a rumor to most 
  people who enjoy crime stories. While some old 
  and wise Jedi who study histories and records 
  may guess at the Guild’s existence, it would not be 
  a sure fact to the student.  The few members in 
  the Republic Senate and Governments of other 
  planets that do know of it’s existence have no true 
  knowledge of the extent or power the Guild holds, 
  they think it is a minor faction, while it’s size in 
  members makes it a minor faction the power it 
  wields in shaping galactic events is not in the least 
  minor. 
  The GenoHaradan Assassins Guild is an 
  ancient organization. Xim the Despot first founded 
  it five thousand years before the formation of the 
  galactic republic. Xim used them as his personal 
  assassin squad and they where instrumental in his 
  rise to power. For thirty years Xim used them to 
  eliminate his rivals and enemies, and to keep 
  himself in power. When the Hutts overthrew Xim at 
  the Third Battle of Vontor, the Genoharadan Guild 
  lost its backer and support. Following Xim’s 
  defeat, the guild went under ground for many 
  generations, some say they began to work for the 
  Hutts in their civil war that erupted not long after.  
  Over time the organization grew and 
  developed, branching out and working for many 
  elite clients. The Guild controlled by one person 
  was up for hire by anyone with the knowledge and 
  power to find and pay for them. This arrangement 
  existed for centuries where the Guild was just the 
  hired killers and servant of the politically powerful. 
  However in the past few hundred years the Guild 
  changed, four overseers were put into place, each 
  of them powerful individuals in their own rights, 
  who where each secret but drawn from within the 
  guild. The Guild in that time period went from one 
  controller to four overseers. The Guild went from 
  being servants, to being a power in their own right. 
  For Use in your game 
  The Exchange can be used much like the Hutts, 
  with the PCs working for or against them, but 
  being the Exchange they are much more behind 
  the scenes, they don’t have a public face, and 
  could be an elusive enemy hiring different bands 
  to do their bidding, with out the other factions 
  even knowing. 
  
   
  36
  For the past few centuries the GenoHaradan 
  have been involved in shaping events themselves. 
  By careful and expedient use of lethal force to shift 
  power and alter events. The Overseers would 
  keep the guild from being a tool of any one force 
  or faction, by balancing the desires of a particular 
  overseer with those of his peers. 
   
  Vorn Daasraad: Adult Male Gamorrean, Scout 
  2/Scoundrel 4/Soldier 1/Genoharadan Assassin 5; 
  Init +2 (+2 Dex); Def 19 (+2 Dex, +7 Class); Spd 
  10m; VP/WP -/18; Atk +10/+5 or +6/+6/+1 ranged 
  (3d8, crit 19-20, Blaster [Carbine]), +12/+7 melee 
  (1d12+3, Arg'garok), +12/+7 melee (1d3+3, 
  punch); SQ +3 Dodge bonus to Defense when 
  fighting defensively, +6 Dodge bonus to Defense 
  when executing total defense action, Cold Blooded 
  Killer, Illicit barter, Lucky (1/day), Poison Use, 
  Precise Attack +1, Sneak attack +1d6, Tainted, 
  Targeted +2, Targeted Critical, Trailblazing, 
  Uncanny Dodge (Dex bonus to Defense); SV Fort 
  +12, Ref +11, Will +9; SZ M; FP: 0; DSPs: 8; Rep: 
  +2; Str 16, Dex 14, Con 18, Int 10, Wis 16, Cha 
  7. 
   
  Equipment: Arg'garok, Blast vest and Helmet 
  (Damage Reduction: 2), Blaster [Carbine] 
   
  Skills: Balance +6, Bluff +10, Climb +6, 
  Diplomacy +2, Disable Device +12, Disguise +3, 
  Escape Artist +6, Hide +13, Jump +6, Listen +9, 
  Move Silently +13, Pilot +6, Repair +2, Search +5, 
  Sleight of Hand +5, Speak Gamorrean, Spot +13, 
  Survival +11, Swim +2, Treat Injury +7, Tumble +8 
   Feats: Alertness, Armor Proficiency 
  (light), Cleave, Exotic Weapon Proficiency 
  (arg'garok), Power Attack, Skill Emphasis 
  (Search), Stealthy, Track, Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, primitive weapons, simple weapons, 
  vibro weapons) 
   
  Rulan Prolik: Adult Male Shi'ido, Scout 
  1/Soldier 4/Scoundrel 2/Genoharadan Assassin 5; 
  Init +1 (+1 Dex); Def 20 (+1 Dex, +7 Class, +2 
  Misc); Spd 10m; VP/WP 57/13; Atk +11/+6 melee 
  (2d4+3, crit 19-20, punch), +9/+4 ranged (by 
  weapon); SQ +2 to Bluff in Combat, Check is 
  Move Action, +3 Dodge bonus to Defense when 
  fighting defensively, +6 Dodge bonus to Defense 
  when executing total defense action, Cold Blooded 
  Killer, Illicit barter, Lucky (1/day), Opponent you 
  designate does not apply STR bonus to hit roll, it 
  is still used for damage, Poison Use, Shapeshift, 
  Sneak attack +1d6, Tainted, Targeted +2, 
  Targeted Critical, Telepathy, Uncanny Dodge (Dex 
  bonus to Defense); SV Fort +7, Ref +9, Will +5; SZ 
  M; FP: 0; DSPs: 9; Rep: +2; Str 16, Dex 12, Con 
  13, Int 14, Wis 11, Cha 13. 
   
  Equipment:  
   
  Skills: Balance +3, Bluff +15, Climb +7, 
  Computer Use +7, Diplomacy +5, Disable Device 
  +12, Disguise +28, Escape Artist +11, Forgery +4, 
  Hide +11, Intimidate +6, Jump +7, Move Silently 
  +11, Pilot +5, Read/Write Shi'idese, Repair +7, 
  Sleight of Hand +6, Speak Shi'idese, Spot +7, 
  Survival +4, Treat Injury +5, Tumble +6 
  Feats: Armor Proficiency (light), Combat 
  Expertise, Defensive Martial Arts, Impersonator, 
  Improved Feint, Improved Martial Arts, Martial 
  Arts, Stealthy, Track, Unbalance Opponenet, 
  Weapons Group Proficiency (blaster pistols, 
  blaster rifles, simple weapons, vibro weapons) 
   
  Ithorak Guldar : Adult Male Selkath, Scoundrel 
  4/Soldier 2/Genoharadan Assassin 3; Init +1 (+1 
  Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; 
  VP/WP 41/17; Atk +8/+3 or +4/+4/-1 ranged (3d8, 
  Blaster [Heavy Pistol]), +9/+4 melee (1d3+2, 
  punch), +9/+4 melee (2d4+2, Vibrodagger); SQ +3 
  Dodge bonus to Defense when fighting 
  defensively, +6 Dodge bonus to Defense when 
  executing total defense action, Amphibious, Cold 
  Blooded Killer, Illicit barter, Lucky (1/day), Poison, 
  Poison Use, Precise Attack +1, Sneak attack 
  +1d6, Tainted, Uncanny Dodge (Dex bonus to 
  Defense); SV Fort +8, Ref +7, Will +5; SZ M; FP: 
  0; DSPs: 7; Rep: +3; Str 15 (+2), Dex 12 (+1), 
  Con 17 (+3), Int 12 (+1), Wis 14 (+2), Cha 12 
  (+1). 
  Equipment: Blaster [Heavy Pistol], 
  Vibrodagger 
   
  Skills: Appraise +5, Balance +5, Bluff +15, 
  Computer Use +3, Demolitions +2, Diplomacy +5, 
  Disable Device +11, Disguise +5, Escape Artist 
  +7, Forgery +3, Hide +16, Knowledge (Streetwise) 
  +2, Knowledge (World lore) +2, Listen +7, Move 
  Silently +13, Pilot +3, Read/Write Selkath, Repair 
  +3, Sleight of Hand +5, Speak Selkath, Spot +9, 
  Swim +12, Treat Injury +6, Tumble +8 
   Feats: Armor Proficiency (light), Heroic 
  Surge, Improved Martial Arts, Martial Arts, Skill 
  Emphasis (Hide), Stealthy, Underworld 
  Connections, Weapons Group Proficiency (blaster 
  pistols, blaster rifles, heavy weapons, simple 
  weapons, vibro weapons)  
   
  Hulas : Adult Male Rodian, Scout 
  2/Scoundrel 4/Soldier 1/Genoharadan Assassin 4; 
  Init +2 (+2 Dex); Def 18 (+2 Dex, +6 Class); Spd 
  10m; VP/WP 45/11; Atk +10/+5 or +6/+6/+1 
  ranged (3d8, Blaster [Heavy Pistol]), +8/+3 melee 
  (1d3, punch), +8/+3 melee (2d6, Vibroblade); SQ 
  36
  
   
  37
  +1 bonus to defense 
  against a specific target., 
  +3 Dodge bonus to 
  Defense when fighting 
  defensively, +6 Dodge 
  bonus to Defense when 
  executing total defense 
  action, 1 per rd if Dodged 
  person attacks and 
  misses may make a an 
  AoO, Cold Blooded Killer, 
  Dark Side, Illicit barter, 
  Lucky (1/day), Poison 
  Use, Precise Attack +1, 
  Sneak attack +1d6, 
  Targeted +2, Trailblazing, 
  Uncanny Dodge (Dex 
  bonus to Defense); SV 
  Fort +6, Ref +10, Will +6; SZ M; FP: 0; DSPs: 15; 
  Rep: +2; Str 10, Dex 15, Con 11, Int 13, Wis 13, 
  Cha 12. 
   
  Equipment: Blaster [Heavy Pistol], 
  Vibroblade 
   
  Skills: Appraise +4, Balance +4, Bluff +14, 
  Climb +5, Computer Use +3, Demolitions +6, 
  Diplomacy +5, Disable Device +10, Escape Artist 
  +7, Gather Information +3, Hide +10, Jump +5, 
  Knowledge (Streetwise) +2, Knowledge (World 
  lore) +3, Listen +3, Move Silently +12, Read/Write 
  Basic, Read/Write Rodese, Repair +3, Ride +7, 
  Search +8, Sleight of Hand +10, Speak Basic, 
  Speak Rodese, Spot +10, Survival +11, Treat 
  Injury +6, Tumble +12 
  Feats: Agile Riposte, Armor Proficiency 
  (light), Dodge, Skill Emphasis (Survival, Tumble), 
  Street Smart, Track, Two-weapon Fighting, 
  Weapons Group Proficiency (blaster pistols, 
  blaster rifles, heavy weapons, simple weapons, 
  vibro weapons) 
   
  GenoHaradan Sympathy 
  The GenoHaradan organization is so 
  secretive that few know of its existence in the first 
  place as a hard fact.  That combined with the low 
  number of members and those being dispersed 
  across the galaxy contacting them is almost 
  impossible, they usually contact you.  This means 
  gaining sympathy with them is very hard, and next 
  to impossible unless they wish it.   
  Daring and bold acts, that have the potential 
  to shape galactic events tend to draw their 
  attention, if these acts including killing powerful 
  individuals, it will definitely draw the attention of a 
  GeoHaradan overseer. Since these overseers are 
  secretive, few if any of their operatives know that 
  they work for an overseer. Many an operative has 
  thought that they are working for some middle 
  level manger, never finding out that they were 
  working for one of true powers of the Guild. The 
  sympathy required to join the organization is 
  earned in the testing process, each kill for them 
  earns one sympathy point, and a new sympathy 
  point is required to gain a level in the 
  GenoHaradan prestige class. 
   
  Joining the GenoHaradan Assassins 
  A pre-existing agent of the GenoHaradan 
  must contact you before the entry process can 
  begin.  Once contacted the potential candidate 
  must prove their loyalty and dedication to the guild 
  with little to no information about the guild first.  
  This only happens after someone within the 
  organization has deemed a person is worthy, 
  usually after a very noteworthy kill by that potential 
  candidate.  The candidate is then contacted and 
  receives precise instructions to meet a specific 
  being at a specific location, alone. When the 
  candidate arrives the simple initiation process 
  begins. 
  The candidate is given a short list of 
  names, typically 1-3, that the Guild wants killed, 
  the candidate must then kill those targets, 
  Generally all targets that the guild wants killed for 
  the test are powerful or well guarded individuals.  
  Many have some of the best security money can 
  buy, and killing one, let along three is considered 
  no easy task, great cunning, guile and resources 
  are required to complete them.  The candidate is 
  allowed to use any means and help they can find, 
  but at no point should they reveal to anyone the 
  reasons for killing the target.  Once the list is 
  completed they are allowed into the Guild, and 
  that contact will be their contact for typically the 
  entire life of the new member.  The only time a 
  new contact is ever needed is if for some reason 
  the original contact is killed.  Due to the secretive 
  nature of the Guild, the unforeseen death of a 
  contact above you typically ends a persons career 
  in the Guild because of the personal and individual 
  means of giving orders. 
   
  Leaving the GenoHaradan Assassins 
  Once one attains membership into the guild 
  there is no turning back. As long knowledge of the 
  organization is kept a secret, the guild member is 
  given a lot of freedom. However, a breach of this 
  secret trust typically results in a quick and painful 
  death, usually because the blabbermouth’s name  
  suddenly appears on the test list for almost every 
  new potential candidate 
   
  
   
  38
  Faction Feats 
  Assassination [Genoharadan faction] 
  You are trained and skilled at killing quickly and 
  skillfully. 
  Prerequisites: Weapon focus, BAB +7, Sneak 
  Attack, Genoharadan Sympathy +4  
  Benefit:  As a Full attack action on a target that 
  may be sneak attacked, you can make an 
  assassination attack. This attack provokes an 
  attack of opportunity but if you hit no mater what 
  your threat range it is considered a critical hit 
  threat. This attack roll is, at a –4, if the roll 
  hits, you must still roll another attack roll to 
  confirm the hit at the current attack 
  bonuses. 
   
  Genoharadan Assassin Prestige Class 
  The Genoharadan assassin views 
  their work as a job that ensures the 
  balance and stability in a 
  chaotic galaxy, and the organization 
  provides the skills and training and 
  resources to do it well. 
  Many of the Genoharadan assassins do 
  not personalize their victims nor revel in 
  the success, 
  these emotion and egotism lead to 
  mistakes, and they rarely have the luxury 
  of correcting such errors. They kill to 
  bring structure and order the galaxy, to 
  affect and shape history for what 
  they consider noble ends many strongly 
  believe in. This code as put forth by the 
  guild that defines the targets they consider 
  legitimate. The code provides mental 
  stability and prevents them from driving 
  themselves insane with guilt.  
   
   The code makes many of the Genoharadan 
  dangerous and they expect certain things from 
  their contacts and handlers. Pity the handler who 
  crosses the line of the Genoharadan and uses it 
  for their own personal ends, and is found out, for 
  they find themselves the next target. In a morally 
  ambiguous galaxy, the Genoharadan can be 
  Genoharadan Assassin Prestige Class heroes and 
  villains and many a troubled being has found 
  redemption through violence and order this 
  organization fosters on the Galaxy. 
   
  Requirements 
  To qualify to become a Genoharadan 
  Assassin a character must fulfill the following 
  criteria. 
  Base attack bonus: +5 
  Skills: Disable device 8 ranks, Hide 8 ranks, Move 
  Silently 8 ranks 
   Feats: 
  Dark Side Points: 3 
  Special: Must have undergone a test that requires 
  them to kill at least one individual just for the sake 
  of joining the Guild.  Genoharadan Sympathy 
  +1 
   
  Game Rule Information 
  Vitality: A Genoharadan Assassin gains 
  1d6 vitality per level.  The characters 
  Constitution modifier applies. 
   
  Class Skills 
  The Genoharadan’s Class skills (and 
  key ability for each) are Balance (Dex), 
  Bluff (Cha), Craft (Int)*, Disguise (Cha), 
  Disable Device (Int), Escape Artist (Dex), 
  Hide (Dex), Knowledge (Int)*, Move Silently 
  (Dex), Profession (Wis)*, Sleight of Hand 
  (Dex), Spot (Wis), Tumble (Dex). 
  Skill points at Each Level: 8 + Intelligence 
  Modifier 
   
  Class Features 
  The following are features of the 
  Genoharadan Assassin Prestige class. 
  Special: To advance in level you must gain a 
  new point of sympathy from the 
  GenoHaradan Assassins Guild.  Extra 
  points from previous levels do not carry 
  over to the next level.  Meaning if a 
  Character with this class has 
  GenoHaradan Assassins Guild Sympathy of +8 at 
  2nd level, they must earn at least one more to go to 
  3rd level the two extra sympathy points can not be 
  used to achieve 3rd level. 
   
  Starting Feats 
  The Genoharadan Assassin gains the following 
  feats: 
  Weapon Group Proficiency (Blaster Pistol) 
  Weapon Group Proficiency (Vibro Weapons) 
  Table 1 – 5 Genoharadan Assassin Prestige Class 
   
   
  Level 
  Base Attack Bonus 
  Fortitude 
  Reflex 
  Will 
  Special Ability 
  Defense bonus 
  Reputation 
  1 
  +0 
  +0 
  +1 
  +1 
  Cold Blooded Killer, Sneak attack +1d6 
  +1 
  +0 
  2 
  +1 
  +0 
  +2 
  +2 
  Uncanny Dodge 
  +1 
  +0 
  3 
  +2 
  +1 
  +2 
  +2 
  Poison Use, Sneak attack 2d6 
  +2 
  +1 
  4 
  +3 
  +1 
  +2 
  +2 
  Targeted +2 
  +2 
  +1 
  5 
  +3 
  +1 
  +3 
  +3 
  Targeted Critical 
  +3 
  +1 
  38
  
   
  39
   
  Cold Blooded Killer 
  Little sways the GenoHaradan Assassin from their 
  chosen course of action. A Genoharadan assassin 
  gains a +4 morale bonus to all opposed Diplomacy 
  and Bluff checks and opposed Intimidate level 
  checks. 
   
  Sneak Attack: At 1st level the Genoharadan 
  Assassin gains this ability, it is exactly like the 
  bounty hunter ability of the same name. The extra 
  damage dealt increases by +1d6 every at 3rd level 
  If an Genoharadan assassin gets a sneak attack 
  bonus from another source the bonuses on 
  damage stack. 
   
  Uncanny Dodge  
  At 2nd level the GenoHaradan Assassin gains the 
  Uncanny Dodge ability, or increases the potency 
  of the ability if she already has it. She retains her 
  Dexterity bonus to Defense (if any) regardless of 
  being caught flat-footed or struck by a hidden 
  attacker (She still loses her Dexterity bonus to 
  Defense if she’s immobilized) If the Assassin 
  already has Uncanny Dodge She can no longer be 
  flanked; she can react to opponents on opposite 
  sides of herself as easily as she can react to a 
  single attacker. 
   
  Poison Use: 
  At 3rd level, the GenoHaradan Assassin is trained 
  in the use of poison and never risks accidentally 
  poisoning themselves when applying poison to a 
  blade. 
   
  Targeted  
  At 4th level the  GenoHaradan Assassin’s 
  professionalism makes them keenly focused on 
  the task of killing.  As a move action, that provokes 
  an attack of opportunity, the Assassin may select 
  one visible target and thereafter gain a 
  competence bonus in combat against that 
  particular target.  Only one opponent may be 
  targeted at a time but the GenoHaradan Assassin 
  may stop targeting an opponent as a free action. 
  The GenoHaradan Assassin gains the target 
  bonus as a competence bonus to all attack and 
  damage rolls against that particular target. The 
  target bonus applies to a single individual and 
  lasts until the GenoHaradan Assassin chooses a 
  new target. The bonus is +2 
   
  Targeted Critical 
  Due to her lethal focus, at 5th level the 
  GenoHaradan Assassin increases the critical 
  threat range of their weapons by 1 when attacking 
  an opponent whom they have Targeted 
   
   
  .  
  Czerka Corporation 
  The Czerka 
  Corporation is just 
  one of six different 
  corporations that are 
  in essence granted 
  Corporate Autonomy' 
  by the Republic.  
  They are so large that 
  they can set their own 
  laws within their own 
  boundaries and are 
  allowed to police themselves. While they have not 
  For use in your Game 
  The GenoHaradan can be used either for or 
  against the party, if one of the PC joins, the 
  GenoHaradan can occasions contact the player 
  for jobs, a must if they want to advance in the 
  class. This can be an instant adventure as Hutts, 
  the Exchange, or even Corrupt Republic 
  Senators hire the GenoHaradan Assassin guild 
  to knock people off. The Assignments need not 
  be much different depending on the Characters 
  morals, but some of the reasoning may have to 
  be changed if your PCs have moral 
  compunctions. Just killing a crime lord who is 
  working against your clan would not work, it 
  would have to be designed to benefit the 
  Republic, buy stopping slavers or pirates, Hutt 
  Crime Lords, the Exchange, etc. Any of these 
  motivations could work for a Tainted/Darksider 
  but they don't need the moral justification of 
  stopping evil, they can use the paycheck, or 
  eliminating the competition as good enough 
  reasons. A GenoHaradan Assassin can also be 
  used as an antagonist sent to kill someone the 
  group is protecting; a Hutt Crime lord they are in 
  service to, or a Republic Senator, etc. 
  
   
  40
  yet been awarded a seat in the Senate, they are 
  largely self-regulating and independent. 
  Czerka Corporation was the first such 
  company to be granted autonomy and is beloved 
  by some as a model corporation that takes care of 
  its 'citizens'. After Czerka Corp was awarded 
  sovereignty, there was a push by other 
  corporations petitioning for this right. By the time 
  of the blockade of Taris, only six so far in galactic 
  history have been granted this right of autonym, 
  three others are petitioning for this. 
  The six most powerful Corporate States are; 
  the Trade Federation, Czerka Corp, The Techno 
  Union, Aratech Droids, Nova Sicilia and Nanhis 
  Tech. While some would hold these corporations 
  up as examples of what can be accomplished with 
  out Republic interference, others fear and mistrust 
  them. Czerka Corp is known to have a monopoly 
  in certain areas of the known galaxy. They use 
  extortion and bribery to gain control of markets 
  and drive smaller local competitors out of 
  business. They drive up the prices on food and 
  water in areas that they control to maximize 
  profits, and are known to traffic in slave labor 
  outside of the Republic. They have recently garner 
  exclusive trade rights with all Sith controlled 
  worlds.  
  The power these companies hold in galactic 
  affairs can be seen in the outcome of some major 
  events like the war between Selis II and 
  Tanbinbak I, when the corporations ended the war 
  on their own without the participation of the 
  Republic or even the warring planetary 
  governments. The leaders of Czerka Corp., Nova 
  Sicilia, and several other corporations decided to 
  end the conflict after a particularly illuminating 
  lunch. They found that while minor conflicts were 
  good for business, a large galaxy-wide war should 
  be avoided since it would be disruptive. While 
  bragging about their security forces, they 
  discovered that each of them had some of the 
  same armaments and equipment that the 
  contestants in the Selis-Tanbinbak war, since they 
  sold the stuff to them in the first place. So they 
  came up with a plan to end the conflict and restore 
  profitability to their companies. 
   Nine separate corporate strike teams and 
  mercenary forces were sent to Selis II and 
  Tanbinbak I armed with intelligence garnered from 
  the both world’s satellites that Czerka Corp. had 
  sold them. In three days time the conflict was 
  ended and both worlds were suddenly without 
  offensive systems. The corporations claimed both 
  planets, split the assets, and the governments of 
  Selis II and Tabinbak I were no more. Other 
  worlds were outraged and delighted at the same 
  time over the quiet and unorthodox ending of the 
  conflict. Debate raged in the Senate for some time 
  as to whether or not the corporations had the right 
  to annex the offending planets.  Many now fear the 
  same situation will happen on Kasshyyk.  As they 
  have done on other planets where the corporation 
  forecloses on the planet for their trillion credit 
  debts then they are annexed and the corporation 
  begins selling off pieces of it to other Corporations. 
   
  Corporate sympathy 
  The information about the Corporate Sector 
  in the Heroes Guide works very well for prestige 
  classes and sympathy for Corporations in the 
  KoTOR era. We suggest that you use the 
  information in the Heroes Guide  for the various 
  autonomous corporations in your KoTOR game.  
   
   
  Hutts 
  The Hutt species has been a powerful force 
  in the galaxy, for 
  millennia.  Ever since 
  they acquired hyper 
  drives they have been 
  exploring and 
  expanding their 
  territories.  This 
  exploration brought 
  them into contact with 
  Xim the Despot.  At 
  this time Xim and the 
  Hutts fought several fierce battle near the 
  uninhabited world of Vontor.  These battles ended 
  in stalemates, or actually defeats for the Hutts until 
  the Hutts discovered the Si'Klaata Cluster.  In this 
  region of space the Hutts found a number of  
  For Use in your Game 
  The Corporations are a rising interest; 
  they have been able to take over vast 
  amounts of resources and forever trying for 
  more.  They work well as an antagonist to 
  either the Republic or Jedi Aligned, or even 
  many of the other Factions.  The 
  Corporations would not even think it 
  unseemly to hire the Genoharadan.  Any 
  resource or market that a corporation could 
  use exploit can bring them into contact or 
  opposition with the players.  Other Factions 
  who want to control areas could have feuds 
  etc with the Corporations.   
  As protagonists the PC’s can work for 
  them scouting resources, opening new trade 
  routes crushing the competition etc. 
  40
  
   
  41
  strong, warrior-like races that lived in the Cluster.  
  The Hutts signed the Klatooinans, Niktos, and 
  Vodrans into perpetual servitude.  With this large 
  new force of warriors the Hutts were able to make 
  a decisive victory during the Third Battle of Vontor.  
  This was the last battle against Xim, and left the 
  Hutts in control of large areas of the galaxy.   
  During this time period many Hutts could not 
  escape their own greedy nature, and soon began 
  to covet each other's holdings. Inter-clan wars 
  broke out.  During this time period they employed 
  and used the races they discovered to fight 
  amongst themselves, as well as using some of the 
  Assassins from GenoHaradian, or any other force 
  they could find.   The clans eventually broke off 
  relations with each other, as the fighting grew 
  worse and worse, and many were killed.  
  However the Hutts realized that this state of 
  constant warfare was bad for business. Large 
  corporations and other entities were nibbling at the 
  vast empire as the Hutts fought amongst 
  themselves. So some of the Leading kajidics 
  decided to end the fighting, they began 
  exchanging messengers with each other in an 
  effort to cease hostilities.  Some of the Hutts took 
  to killing the messengers if they didn't like the 
  message, but this further impaired business.  So in 
  secret many of the lower clans banded together 
  and hired assassins to gather all of the great 
  kajidic heads together on Nal Hutta.  When an 
  assassin executed them all, the remaining lower 
  clans and prominent Hutts gathered on Nal Hutta. 
  After this gathering, all the clans made a pact that 
  recognized messengers as sacrosanct and agreed 
  to cease hostilities. 
  That was some 1000 years ago, in that time 
  the Hutts have been very distrustful and do not 
  trust any other races.  They have been slowly 
  rebuilding their territories, and see much of the 
  hostilities in the galaxy as a chance to regain lost 
  ground in both territory of planets and business 
  opportunities.  
   
  Hutt Sympathy 
  The Information about the Hutt Faction in the 
  Heroes Guide works well for this time period for 
  Sympathy and Prestige classes. We suggest that 
  you use the other Faction information to further 
  detail the Hutt faction in your game. 
   
   
  Motta 
  Like most of his species, Motta is a powerful 
  and influential figure on the planet he chooses to 
  call home. Unfortunately for Motta, his chosen 
  planet is Tatooine, a dune-covered wasteland 
  sparsely populated by only a handful of miners 
  and hunters. Because of this, few people outside 
  of Tatooine have even heard of Motta the Hutt, 
  and those who have think little of him. 
  But the ambitious Hutt is trying to change his 
  reputation as a small time operator.  
  He has complete control over the (admittedly 
  second-rate) swoop track circuit on Tatooine, and 
  there are rumors that he is trying to increase his 
  wealth and power by delving into a popular Hutt 
  pass time: smuggling 
   
  Motta: Adult Male Hutt, Scoundrel 4/Noble 
  2/Crimelord 5; Init -1 (-1 Dex); Def 15 (-1 Dex, +7 
  Class, -1 Size); Spd 2m; VP/WP 65/16; Atk +4/-1 
  ranged (by weapon), +7/+2 melee (1d4+2, punch); 
  SQ +3 Dodge bonus to Defense when fighting 
  defensively, +6 Dodge bonus to Defense when 
  executing total defense action, Can't be knocked 
  prone, Contacts (Assassin, Sith Lord, x2), Favor 
  For Use in your Game 
  The Hutts are an interesting group, at this point in 
  time they are far more powerful than they are in the 
  Rise of the Empire or later.  The successfully 
  defeated Xim some years back (for a Hutt who can 
  live 1000 years this is relatively recent history to 
  them), However the greed spawned by just after 
  that time period is ever present, and the Hutt Civil 
  war could still be in Full swing as one Clan vies for 
  control of areas of galactic resources.  The Hutts 
  can be benefactors or antagonists’; hiring the PC’s 
  to work for them as guards, agents etc, or foes that 
  are trying to take reclaim portions of the galaxy 
  they think are theirs.  The Hutts can interact with 
  almost any faction Hiring or Controlling 
  Genoharadan, Mandalorain.  Or at odds with the 
  Exchange, Corporations and Even the Republic or 
  Sith on a minor scale. 
  
   
  42
  +1, Force Resistance (Gains +6 bonus on Will 
  saves against force skills and feats.), Illicit barter, 
  Inspire Confidence, Inspire Fear -2, Lucky (1/day), 
  Minions, Noble bonus class skill (Intimidate), 
  Precise Attack +1, Resource Access; SV Fort +5, 
  Ref +8, Will +9; SZ L; FP: 0; Rep: +9; Str 15, Dex 
  8, Con 16, Int 15, Wis 12, Cha 18. 
   
  Equipment: Starship [Personal Transport] 
   
  Skills: Appraise +6, Bluff +18, Computer Use 
  +4, Diplomacy +17, Forgery +8, Gamble +3, 
  Gather Information +14, Hide -5, Intimidate +18, 
  Knowledge (Alien species) +5, Knowledge 
  (Bureaucracy) +3, Knowledge (Streetwise) +5, 
  Listen +11, Pilot +1, Read/Write Basic, Huttese, 
  Search +10, Sense Motive +13, Sleight of Hand 
  +7, Speak Basic, Huttese, Spot +14, Tumble +7 
   
  Feats: Alertness, Diplomatic Immunity, 
  Infamy, Shady Merchant, Skill Emphasis (Spot), 
  Underworld Connections, Weapons Group 
  Proficiency (blaster pistols, simple weapons) 
   
   
  42
  
   
  43
  Personalities of the Era 
   
  Allies  
   
  Bastila Shan 
  To most, the Jedi order is more than a 
  vocation; it is a 
  calling.  To a select 
  few it is much more. 
  Bastila Shan is the 
  quintessential Jedi: 
  trained from a very 
  young age and 
  gifted with a natural 
  ability with the 
  Force that has 
  given her both 
  renown and 
  considerable pride. 
  Despite her youth, 
  Bastila is skilled in 
  the rare art of Battle 
  Meditation, through 
  sheer force of will 
  she can influence 
  the course of a 
  battle.  One side is 
  given courage and strength while the other is 
  sapped of their will. This ability alone has put 
  Bastila into the forefront of the Republic's plan to 
  defeat the Sith.  
   
  Bastila is brash and impulsive. She is 
  overconfident and seems to walk invincible 
  through her world, though that is hardly the 
  case. Bastila is well aware of the responsibility 
  that presses down on her shoulders. Her Jedi 
  masters urge her to be cautious, but Bastila 
  turns every fiber of her being towards defeating 
  the Sith menace and proving herself to the Jedi. 
  No one doubts that she will one day be a great 
  Jedi... but at what cost? Bastila possesses all 
  the qualities that separate those special few 
  destined to leave their mark on history, but her 
  very youth and determination may be what 
  ultimately consumes her. She has much to 
  learn, and little time to learn it as the Sith 
  menace continues to gather its strength.  
   
  Even in the dark halls where the Sith Lords 
  gather, young Bastila is whispered to be a Jedi 
  of note. Who knows the terrible cost of such 
  dark praise? 
  Bastila Shan: Adult Female Human, Jedi 
  Sentinel 4; Init +4 (+4 Dex); Def 18 (+4 Dex, +4 
  Class); Spd 10m; VP/WP 30/12; Atk +4 melee 
  (1d3+1, punch), +4 melee (2d8+1/2d8+1, crit 19-
  20, Lightsaber [Double-bladed]), +7 ranged (by 
  weapon); SQ Deflect (Attack -4, Defense +1); 
  SV Fort +3, Ref +8, Will +5; SZ M; FP: 3; Rep: 
  +3; Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 10 
  (+0), Wis 13 (+1), Cha 15 (+2). 
   
  Equipment: Clothes [Jedi Cloak] (+1 Fot 
  save versus severe weather), Clothes [Jedi 
  robes], Lightsaber [Double-bladed], Utility Belt 
  [Jedi] (Contains 3 days rations, 1x Medpac, 1x 
  Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow 
  rod, 1x Comlink, Couple Empty Pouches, Credit 
  Voucher 500 crds) 
   
  Skills: Bluff +4, Climb +2, Craft (lightsaber) 
  +1, Intimidate +4, Listen +3, Pilot +5, Read/Write 
  Basic, Search +2, Sense Motive +3, Speak 
  Basic, Spot +7, Treat Injury +6 
   
  Force Skills: Affect Mind +6, Battle 
  Influence +4, Battlemind +4, Force Defense +2, 
  Force Strike +6, Heal Another +3, Heal Self +4, 
  Inspire +6, Move Object +9 
   
  Feats: Alertness, Ambidexterity, Force-
  Sensitive, Two-weapon Fighting, Weapons 
  Group Proficiency (blaster pistols, simple 
  weapons) 
  Force Feats: Alter, Battle Meditation, Control, 
  Exotic Weapon Proficiency (double lightsaber), 
  Kinetic Might, Sense  
   
  Canderous Ordo 
    
  Canderous Ordo makes his living as a 
  mercenary, selling 
  his services to the 
  highest bidder. Most 
  often this turns out 
  to be an underworld 
  figure wanting to 
  capitalize on his 
  considerable skills 
  as a combatant, 
  tactician, and 
  outright thug. If his 
  criminal clients 
  knew where he 
  learned his trade, 
  however, even they 
  might have second 
  thoughts about 
  hiring him.  
   
  Canderous is a 
  Mandalorian, and as 
  such, he was on the losing side of the 
  Mandalorian Wars with the Republic. He was no 
  
   
  44
  foot soldier, however, and had an active hand in 
  the planning and execution of many battles that 
  did not go in the Republic's favor. There is a lot 
  of blood on his hands, and he doubts that 
  enough time has passed for people to view his 
  actions as he does, with the impersonal eye of a 
  career soldier. Likewise, he takes no insult from 
  the defeat of his people. It was all just business.  
   
  For now, Canderous spends his time 
  employed by Davik, a crime lord with influence 
  throughout the Taris undercity. The traitorous 
  actions of Revan and Malak and the current 
  aggression of the Sith have distracted the 
  citizens of the Republic to the point where they 
  are no longer concerned about defeated 
  enemies, and he can go about his business in 
  peace. Working as a smalltime enforcer is not 
  how he pictured his career ending up, however, 
  and any offer for more interesting work would 
  likely get serious consideration. 
  Canderous Ordo: Adult Male Human, Soldier 6; 
  Init +1 (+1 Dex); Def 16 (+1 Dex, +5 Class); 
  Spd 10m; VP/WP 62/17; Atk +4/+4/-1 or 
  +2/+2/+2/-3 ranged (3d8+2, crit 19-20, Blaster 
  [BlasTech T-21, Light Repeating]), +8/+3 melee 
  (1d3+2, punch); SQ +1 bonus on attack and 
  damage rolls with ranged weapons, for targets 
  with 10m., Gain +2 on damage with chosen 
  weapon; SV Fort +7, Ref +3, Will +4; SZ M; 
  DSP: 5, FP: 2; Rep: +2; Str 15 (+2), Dex 12 
  (+1), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 
  10 (+0). 
   
  Equipment: Blaster [BlasTech T-21, Light 
  Repeating], Clothes [Work], Flight suit [Padded] 
  (Damage Reduction: 2, +2 to Fortitude saves 
  made to resist cold environments), Utility Belt 
  (Contains 3 days rations, 1x Medpac, 1x Tool 
  kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 
  1x Comlink, Couple Empty Pouches) 
   
  Skills: Balance -1, Climb +0, Craft 
  (Stimulants) +4, Escape Artist -1, Hide -1, 
  Intimidate +9, Jump +0, Knowledge (Alien 
  species) +2, Knowledge (History) +3, 
  Knowledge (Mandalorian) +5, Move Silently -1, 
  Pilot +10, Read/Write Basic, Repair +6, Speak 
  Basic, Swim +0, Treat Injury +11 
   
  Feats: Armor Proficiency (heavy, light, 
  medium), Point Blank Shot, Power Attack, Quick 
  Draw, Toughness, Weapon Focus (Blaster 
  [BlasTech T-21, Light Repeating]), Weapon 
  Specialization, Weapons Group Proficiency 
  (blaster pistols, blaster rifles, heavy weapons, 
  simple weapons, vibro weapons) 
  Carth Onasi 
  A career soldier at 38, Carth has seen 
  more than his fair share of war. A skilled pilot 
  and superior tactician, 
  he has always faced his 
  duty with grim 
  determination, believing 
  that loyalty and 
  dedication to the 
  Republic would see him 
  through. He has come to 
  discover, however, that 
  not everyone holds this 
  opinion.  
   
  Hailed as a hero of 
  the Mandalorian War, 
  when the Sith began 
  threatening Republic 
  space again, Carth 
  thought that they could 
  be fought like any other 
  enemy, but their influence extends far past 
  simple starships and blasters. Though he will not 
  speak of it, a very personal betrayal has affected 
  him deeply. Duty called him to fight the Sith, but 
  now outright hatred threatens to replace it.  
   
  It's no longer clear whether he fights to stop 
  the destruction, or to avenge what has already 
  been destroyed. 
  Carth Onasi : Adult Male Human, Soldier 5; Init 
  +3 (+3 Dex); Def 18 (+3 Dex, +5 Class); Spd 
  10m; VP/WP 46/12; Atk +6 melee (1d3+1, 
  punch), +9 or +5/+5 ranged (3d6+3, Blaster 
  [BlasTech DH-22, Pistol]) Two Weapon +7 and 
  +6 or +3/+3 and +2,  +8 or +4/+4 ranged (3d6, 
  Blaster [Pistol]) ; SQ Gain +2 on damage with 
  chosen weapon; SV Fort +5, Ref +4, Will +1; SZ 
  M; FP: 0; Rep: +1; Str 13 (+1), Dex 16 (+3), 
  Con 12 (+1), Int 13 (+1), Wis 10 (+0), Cha 12 
  (+1). 
   
  Equipment: Blaster [BlasTech DH-22, 
  Pistol], Blaster [Pistol], Clothes [Work], Flight 
  suit [Padded] (Damage Reduction: 2, +2 to 
  Fortitude saves made to resist cold 
  environments), Utility Belt (Contains 3 days 
  rations, 1x Medpac, 1x Tool kit, 1x Power pack, 
  1x Energy Cell, 1x Glow rod, 1x Comlink, 
  Couple Empty Pouches) 
   
  Skills: Astrogate +3, Balance +1, Climb -1, 
  Computer Use +3, Craft +3, Disable Device +2, 
  Escape Artist +1, Hide +1, Jump -1, Knowledge 
  (History) +4, Knowledge (Republic) +4, Listen 
  +3, Move Silently +1, Pilot +12, Read/Write 
  44
  
   
  45
  Basic, Repair +7, Speak Basic, Spot +3, Swim -
  1, Treat Injury +9 
   
  Feats: Ambidexterity, Armor Proficiency 
  (light, medium), Two-weapon Fighting, Weapon 
  Focus (Blaster [BlasTech DH-22, Pistol]), 
  Weapon Specialization, Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, simple weapons, vibro weapons) 
   
  Jolee Bindo 
    
  A former smuggler, and skilled Jedi, who 
  has chosen to 
  retreat from society 
  and live out his days 
  in seclusion and 
  obscurity, Jolee 
  Bindo cloaks himself 
  in indifference to 
  hide his sorrow. He 
  appears as a 
  cantankerous old 
  man who readily 
  dismisses the wide 
  world and its 
  troubles with an 
  impatient wave of 
  his hand, but his 
  care and wisdom 
  still shine through 
  the many layers he 
  has draped around 
  his heart.  
   
  His story is 
  unknown aside from rumors that he fought in the 
  great war of Exar Kun four decades ago, a time 
  when Jedi turned against Jedi and the dark side 
  threatened to swallow the galaxy. What 
  happened so long ago that would push a man to 
  leave the Jedi order, to leave civilization itself 
  and go into self-imposed exile in the deepest 
  shadows of wild Kashyyyk? Jolee himself is not 
  forthcoming and scoffs at any suggestion that he 
  might be something more than what he appears: 
  an old man.  
   
  One thing that is very clear; he is weary of 
  this world and its endless, pointless struggles. 
  He insists that all he wants is peace, but Jolee 
  Bindo's eyes, the eyes of a fighter, the eyes of a 
  Jedi - tell a different story. 
   
   
   
  Jolee Bindo: Old Male Human, Jedi Consular 
  5/Scout 1; Init +3 (+3 Dex); Def 18 (+3 Dex, +5 
  Class); Spd 10m; VP/WP 46/12; Atk +4 melee 
  (1d3+1, punch), +5 melee * (2d8+1, crit 19-20, 
  Lightsaber), +6 or +2/+2 ranged (3d6, Blaster 
  [Pistol]); SQ +1 bonus to defense against a 
  specific target., +2 dodge bonus to Defense 
  when weilding a Lightsaber, Deflect (Attack -4, 
  Defense +1, Extend Defense and Attack), Gain 
  +2 to aid others; SV Fort +6, Ref +7, Will +7; SZ 
  M; FP: 5; Rep: +2; Str 12 (+1), Dex 16 (+3), 
  Con 12 (+1), Int 12 (+1), Wis 15 (+2), Cha 15 
  (+2). 
   
  Equipment: Blaster [Pistol], Clothes [Jedi 
  Cloak] (+1 Fot save versus severe weather), 
  Clothes [Jedi robes], Clothes [Work], Lightsaber* 
  Jolee Bindo has constructed his own Lightsaber, 
  Utility Belt (Contains 3 days rations, 1x Medpac, 
  1x Tool kit, 1x Power pack, 1x Energy Cell, 1x 
  Glow rod, 1x Comlink, Couple Empty Pouches) 
   
  Skills: Computer Use +2, Craft (lightsaber) 
  +6, Knowledge (Jedi lore) +3, Knowledge (World 
  lore) +2, Listen +5, Pilot +4, Read/Write Basic, 
  Repair +5, Sense Motive +3, Speak Basic, Spot 
  +5, Survival +4, Treat Injury +8 
   
  Force Skills: Affect Mind +7, Empathy +4, 
  Force Defense +5, Force Strike +9, Heal 
  Another +12, Heal Self +10, Move Object +10 
   
  Feats: Consular's Guidance, Dodge, Force-
  Sensitive, Self-Sufficient, Skill Emphasis (Move 
  Object), Weapons Group Proficiency (blaster 
  pistols, simple weapons) 
   
  Force Feats: Alter, Compassion, Control, 
  Exotic Weapon Proficiency (lightsaber), 
  Lightsaber Defense, Sense 
   
  Juhani 
  Juhani, like most Cathar who choose to 
  join the Jedi Order, is locked in a never ending 
  struggle to find a balance between her instincts 
  and her training. The feline Cathar are know 
  throughout the galaxy for their courage in battle, 
  their fierce loyalty and their quick tempers; such 
  intense passions can make it difficult for one of 
  this proud species to follow the way of the light.  
   
  Yet Juhani has given herself fully to the 
  Jedi, and she is determined to master both her 
  volatile emotions and her ability in the Force. 
  She strives to be a paragon of the Order; she 
  has sworn to live her life completely by the Jedi 
  code. Because of this, she does not easily 
  accept failure in herself or in others.  
  
   
  46
   
  Still, there are some among the Order who 
  question 
  whether this 
  Cathar can ever 
  learn to control 
  her burning 
  passions. It 
  remains to be 
  seen whether 
  Juhani can live 
  up to her own 
  demanding 
  standards, but 
  even her own 
  Master fears her 
  impossible 
  quest for 
  perfection will 
  result in 
  frustration and 
  despair... 
  emotions that 
  can lead to the 
  dark side. 
   
  Juhani : Adult Female Cathar, Jedi Guardian 6; 
  Init +3 (+3 Dex); Def 18 (+3 Dex, +5 Class); 
  Spd 12m; VP/WP 72/14; Atk +7/+2 melee 
  (1d3+1, punch), +8/+3 melee * (3d8+1, crit 19-
  20, Lightsaber), +9/+4 ranged (by weapon); SQ 
  Emersion,* +2 dodge bonus to Defense when 
  weilding a Lightsaber, +3 Dodge bonus to 
  Defense when fighting defensively, +6 Dodge 
  bonus to Defense when executing total defense 
  action, Deflect (Attack -4, Defense +1, Extend 
  Defense and Attack), Increase Lightsaber 
  damage +1d8, Natural Weapons; SV Fort +7, 
  Ref +8, Will +4; SZ M; DSP: 2; FP: 2; Rep: +2; 
  Str 13 (+1), Dex 16 (+3), Con 14 (+2), Int 14 
  (+2), Wis 12 (+1), Cha 13 (+1). 
   
  Equipment: Clothes [Jedi Cloak] (+1 Fot 
  save versus severe weather), Clothes [Jedi 
  robes], Lightsaber, Utility Belt [Jedi] (Contains 3 
  days rations, 1x Medpac, 1x Tool kit, 1x Power 
  pack, 1x Energy Cell, 1x Glow rod, 1x Comlink, 
  Couple Empty Pouches, Credit Voucher 500 
  crds)* Juhani  has constructed her own 
  Lightsaber. 
   
  Skills: Computer Use +3, Craft (lightsaber) 
  +6, Hide +6, Move Silently +7, Read/Write 
  Basic, Catharese, Speak Basic, Catharese, 
  Treat Injury +3, Tumble +8 
   
  Force Skills: Affect Mind +9, Force Stealth 
  +5, Force Strike +10, Heal Another +4, Heal Self 
  +4, Move Object +10 
   
  Feats: Force-Sensitive, Power Attack, 
  Stealthy, Weapons Group Proficiency (blaster 
  pistols, simple weapons) 
   
  Force Feats: Alter, Burst of Speed, 
  Control, Exotic Weapon Proficiency (lightsaber), 
  Lightsaber Defense, Sense 
  * Juhani has the Emersion special ability as a 
  bonus, for information about Emersion see the 
  Hero’s Guide Web Enhancement provided by 
  WotC. 
   
  Mission Vao 
   
  Surviving in the Lower City of Taris is no 
  easy task, 
  particularly for a 
  young Twi'lek girl on 
  her own. But 
  Mission has not 
  only survived in the 
  hard world of the 
  swoop gangs, she's 
  thrived. Nobody 
  knows the hidden 
  alleys, backstreets 
  and secret 
  entrances in the 
  Lower City like this 
  former street urchin, 
  and she's even 
  been known to 
  explore the 
  creature-infested 
  sewers of the 
  Undercity itself.  
   
  Of course, 
  such active curiosity is bound to create enemies, 
  and there are some - particularly the Black 
  Vulkar swoop gang - who would like to bring 
  Mission's adventures to a permanent end. But 
  despite the dangerous situations she constantly 
  finds herself in, this spirited young Twi'lek 
  always manages to find a way out. And if her 
  quick reflexes, quick thinking and even quicker 
  mouth can't save her, she always has one last 
  card she can play: her eight foot-tall Wookiee 
  companion, Zaalbar.  
   
  The odd pair have been inseparable ever 
  since Zaalbar arrived on Taris, and despite the 
  obvious contrasts between them, their friendship 
  46
  
   
  47
  has benefited them both. Zaalbar knows that 
  Mission will always come up with a plan to make 
  sure they have food in their bellies and a safe 
  place to stay. And Mission knows that whatever 
  trouble her schemes might get them into, Big Z 
  will always be there to watch her back. 
  Mission Vao: Adult Female Twi'lek, Scoundrel 
  2/Scout 1; Init +3 (+3 Dex); Def 15 (+3 Dex, +2 
  Class); Spd 10m; VP/WP 16/12; Atk +1 melee 
  (1d3, punch), +1 melee (2d6, Vibroblade), +4 
  ranged (3d4-1, Blaster [Czerka 411, Pistol]); SQ 
  +1 bonus to defense against a specific target., 
  +3 Dodge bonus to Defense when fighting 
  defensively, +6 Dodge bonus to Defense when 
  executing total defense action, Illicit barter, Low-
  light vision, Lucky (1/day), Resilient; SV Fort +3, 
  Ref +7, Will +1; SZ M; FP: 1; Rep: +0; Str 10 
  (+0), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 
  11 (+0), Cha 12 (+1). 
   
  Equipment: Blaster [Czerka 411, Pistol], 
  Clothes [Camouflage Poncho], Clothes [Casual], 
  Utility Belt (Contains 3 days rations, 1x Medpac, 
  1x Tool kit, 1x Power pack, 1x Energy Cell, 1x 
  Glow rod, 1x Comlink, Couple Empty Pouches), 
  Vibroblade 
   
  Skills: Demolitions +10, Disable Device +9, 
  Escape Artist +7, Gamble +4, Hide +11, Listen 
  +5, Move Silently +9, Read/Write Basic, Ryl, 
  Repair +6, Sleight of Hand +8, Speak Aqualish, 
  Basic, Lekku, Rodese, Ryl, Shyriiwook, Spot +6, 
  Survival +2, Tumble +8  
   
  Feats: Cautious, Dodge, Weapons Group 
  Proficiency (blaster pistols, blaster rifles, simple 
  weapons, vibro weapons) 
   
  Zaalbar 
  The city world of Taris is a strange place to 
  find a Wookiee, but Zaalbar has managed to 
  create a life for himself there, far from the 
  kilometer high wroshyr trees of his homeworld. 
  Zaalbar will say little about why he left 
  Kashyyyk, but it is obvious that the memories of 
  his old life are painful.  
   
  Yet even though the secret miseries of 
  Kashyyyk have been left behind, Taris brings its 
  own brand of suffering. Aliens are never 
  welcome on Taris, and this is particularly true for 
  eight-foot tall, hair-covered giants capable of 
  snapping one's neck with a single, casual swipe. 
  Zaalbar's beastly appearance and strange 
  language lead many to believe that he is nothing 
  but an animal, barely capable of thought and 
  useful only for his great strength and legendary 
  Wookiee temper.  
   
  With these 
  prejudices working 
  against him, Zaalbar 
  seemed destined to 
  end up as an enforcer 
  for one of the many 
  swoop gangs on 
  Taris. But a chance 
  meeting with a young 
  Twi'lek girl named 
  Mission Vao saved 
  him from a life of 
  senseless violence. 
  Mission recognized 
  Zaalbar was more 
  than a lumbering 
  brute and the two 
  quickly became the 
  best of friends.  
   
  The strange pair 
  are now a familiar site 
  in Taris' Lower City, and whenever the 
  irrepressible young Twi'lek gets into trouble, her 
  Wookiee companion is always close by to help 
  get her out. 
  Zaalbar: Adult Male Wookiee, Scout 3; Init +1 
  (+1 Dex); Def 14 (+1 Dex, +3 Class); Spd 10m; 
  VP/WP 36/20; Atk +3 ranged (3d10, crit 19-20, 
  Bowcaster), +7 melee (1d3+5, punch), +7 melee 
  (3d4+5, Ryyk Blade); SQ Extraordinary 
  Recuperation, Heart +1, Trailblazing, Wookie 
  Rage; SV Fort +7, Ref +3, Will +3; SZ M; FP: 1; 
  Rep: +1; Str 20 (+5), Dex 12 (+1), Con 20 (+5), 
  Int 10 (+0), Wis 12 (+1), Cha 8 (-1). 
   
  Equipment: Bowcaster, Ryyk Blade 
   
  Skills: Climb +11, Demolitions +6, 
  Intimidate +3, Listen +7, Read/Write Basic, 
  Shyriiwook, Repair +4, Speak Basic 
  (Understand Only), Shyriiwook, Spot +7, 
  Survival +7, Treat Injury +3 
   
  Feats: Exotic Weapon Proficiency 
  (bowcaster), Power Attack, Track, Weapons 
  Group Proficiency (blaster pistols, blaster rifles, 
  simple weapons) 
   
  HK-47  
  A self-sentient killing machine, it is obvious 
  merely from its menacing appearance that HK-
  47 is far more than an ordinary combat droid. 
  With a devastating arsenal of high-powered 
  weaponry, a ruthless and single-minded pursuit 
  
   
  48
  of its termination targets, and a pre-programmed 
  disregard for all organic life, this Hunter-Killer 
  model is one of the most dangerous assassins 
  in the galaxy.  
   
  Rumored to have been created by Czerka Corp 
  to eliminate the heads of rival corporations, HK-
  47 is quite capable of laying waste to an entire 
  building in an effort 
  to dispose of a 
  single target, as it 
  has demonstrated 
  on more than one 
  occasion in the 
  past. This wanton 
  carnage, combined 
  with the tendency of 
  the droid's previous 
  owners to come to 
  rather gruesome 
  ends, has led most 
  civilized planets to 
  issue explicit bans 
  on all HK-model 
  assassin droids.  
   
  But on the 
  dangerous worlds of 
  the Outer Rim, 
  having a merciless, 
  flame-throwing engine of destruction at your side 
  can be quite useful... until it decides you're the 
  next target.  
   
  HK-47 (ready for sale): Fourth-degree 
  walking protocol/assassin droid, Diplomat 
  1/Soldier 3/Scoundrel 5: Init +6 (+2 Dex, +4 
  Improved Initiative); Def 16 (+2 Dex, +4 class); 
  Spd 10 m; VP/WP 35/14; Atk +8/+4 melee 
  (1d6+3, unarmed strike) or +7/+3 ranged; SQ 
  Assassination protocols, illicit barter, lucky 
  (1/day), precise attack +1, protected memory 
  core; SV Fort +4, Ref +7, Will +5; SZ M; FP 0; 
  DSP 12; Rep +0; Str 16, Dex 14, Con 11, Int 
  14, Wis 12, Cha 10. Challenge Code C. 
  Equipment: Encrypted comlink (installed), 
  environmental compensator, heuristic processor, 
  locked access, restraining bolt (removed upon 
  purchase), rust inhibitor, secondary battery, self-
  destruct system (disabled), sensors (improved 
  package, infrared vision, motion, sonic, and 
  telescopic), translator unit, vocabulator. 
  Skills: Bluff +14, Computer Use +6, 
  Demolitions +14, Diplomacy +6, Gather 
  Information +6, Hide +10, Intimidate + 9, 
  Knowledge (Tactics) +6, Listen +13, Move 
  Silently +10, Read/Write Basic, Repair +4, 
  Sense Motive +5, Speak Basic*, Sith, Tusken, 
  Spot +16.*This droid is also equipped with a 
  translator unit. 
  Feats: Armor Proficiency (light, medium, 
  heavy), Dodge, Improved Initiative, Low Profile, 
  Persuasive, Point Blank Shot, Precise Shot, Skill 
  Emphasis (Spot), Toughness, Trustworthy, 
  Weapon Group Proficiency (blaster pistols, 
  blaster rifles, heavy weapons, simple weapons, 
  vibro weapons). 
  Special Qualities: Assassination Protocols 
  -- Assassination protocols may only be unlocked 
  through a successful Core Level 4 Repair check 
  (see below) and grant HK-47 an additional +2 
  bonus on attack rolls and a +2 bonus to Defense 
  when in combat against his target or targets. 
  Only the master may name the targets, of which 
  there can be no more than five, and HK-47 will 
  pursue their elimination to the exclusion of all 
  other duties until the task is completed. This 
  bonus stacks with the target bonus granted by 
  any bounty hunter levels he might gain. 
  Protected Memory Core -- By careful use of 
  the Repair skill, HK's master, and only the 
  meatbag he calls "master," can unlock his 
  memories and hidden abilities. HK-47 himself 
  may not make the attempt since his 
  programming prevents it. This use of the Repair 
  skill is unique to HK-47, though you may choose 
  to incorporate a similar system into another 
  droid character. 
  Each attempt takes more time and skill the 
  deeper one digs. HK's repair protocols dictate 
  that the master must have ranks in the Repair 
  skill to convince the droid to reveal his delicate 
  circuitry for probable mishandling. If the master 
  has ranks, HK will never refuse to open his 
  heart, even if previous attempts have led to 
  damage. 
  The memories recovered are up to the GM. 
  Anyone who has played through Knights of the 
  Old Republic may wish to use the plot of that 
  game for HK's memories. But you can also use 
  HK-47 in your own adventures -- even those in 
  the three "modern" Star Wars eras -- by coming 
  up with startling memory core revelations of your 
  own. 
  Table 2-1 Memory table 
  Memory 
  Core Level 
  Repair 
  DC 
  Time(Rounds) 
  HK-47 Level 
  1 
  10 
  5 
  9 
  2 
  14 
  8 
  11 
  3 
  18 
  12 
  14 
  4 
  24 
  18 
  18 
  Core Level 1 - Success -- HK-47 gains an 
  immediate +2 
  48
  
   
  49
   permanent increase to Strength, Dexterity, or 
  Constitution (master's choice). Memory of 
  currently malfunctioning "assassination protocol" 
  and of master before Anchorhead Ithorian 
  restored. Failure -- No result. 
  Core Level 2 -  Success -- HK-47 gains an 
  immediate +4 permanent increase to 
  Intelligence, Wisdom, or Charisma (master's 
  choice). Memories of another previous master 
  restored. Failure -- HK-47 suffers a permanent -
  2 loss to Strength, Dexterity, or Constitution (use 
  1d3 for random selection). 
  Core Level - 3 Success -- HK-47 gains an 
  immediate +2 permanent increase to the 
  attribute of the master's choice, and a 
  permanent +2 bonus to Defense. Memories of 
  yet another deceased master restored. 
  Immediately add one bonus feat for free from 
  the soldier's bonus feat list. Failure -- HK-47 
  suffers a permanent -2 loss to Intelligence, 
  Wisdom, or Charisma (use 1d3 for random 
  selection), and a permanent -1 penalty on all 
  attack rolls. 
  Core Level 4 - Success -- Assassination 
  protocols, self-destruct system, and memory 
  core fully restored. Memory of original master 
  returns. HK-47 receives permanent +2 increases 
  in all abilities, a +1 bonus on attack rolls, and a 
  +1 bonus to Defense. If HK-47 is not yet 20th 
  level and he meets the requirements for the 
  class, add free levels of the Bounty Hunter 
  prestige class until he is. If the original and 
  current masters are not one and the same 
  (which the GM can arrange), HK-47 will 
  immediately attempt to return to his original 
  builder, as violently as possible. Failure -- 
  System reboot. HK-47 reverts to whatever state 
  he was in when purchased (indicated by the 
  statistics above) and must begin the process of 
  rediscovery anew. Penalties from previous failed 
  Repair checks as well as bonuses are erased, 
  though the independent core remains intact. 
  . 
  T3-M4   
  Among the premier utility droids currently 
  available are those in the T3 series. Though 
  more expensive than most standard models, T3 
  droids contain the latest in advanced circuitry 
  and programming, and are easily fitted with a 
  variety of customized upgrades.  
   
  T3-M4, a prototype of the latest model in 
  this prestigious line, was created in a droid shop 
  on Taris to serve as a personal security unit for 
  an anonymous buyer. Along with the standard 
  functionality, T3-M4 was equipped with light 
  armor plating 
  and upgradeable 
  weapon 
  functionality. 
  These combat 
  capabilities, 
  combined with 
  the droid's innate 
  computer slicing 
  and code 
  breaking skills, 
  have led many to 
  speculate about 
  the identity of the 
  droid's unknown 
  buyer. Given the 
  expense, abilities 
  and advanced technology of this little droid, 
  most suspect that T3-M4 is being fitted for 
  something far more than a simple personal 
  security position. 
   
  T3-M4: Expert 3/Tech Specialist 3; Init +2 (+2 
  Dex); Def 15 (+2 Dex, +2 Class, +1 Size); Spd 
  10m; VP/WP 20/14; Atk +8 or +4/+4 ranged 
  (3d8, Blaster [Heavy Pistol]); SQ 2nd Degree 
  Droid, Astromech Chassis, Expert class skill 
  (Astrogate, Computer Use, Craft, Demolitions, 
  Disable Device, Forgery, Knowledge, Repair), 
  Research; SV Fort +4, Ref +4, Will +5; SZ S; 
  FP: 0; Rep: +1; Str 10, Dex 15, Con 14, Int 21, 
  Wis 10, Cha 10. 
   
  Equipment: Armor ('Blast vest and Helmet' 
  equivalent, Damage Reduction: 2), Blaster 
  [Heavy Pistol], Comlink, Flamethrower, Heuristic 
  Processor, Internal Storage, Magnetic Feet, 
  Telescopic Appendage, Tool Mount x3, Weapon 
  Mount, Welding Laser 
   
  Skills: Astrogate +10, Balance +1, Climb -
  1, Computer Use +19, Craft (computers) +10, 
  Craft (electronic devices) +10, Craft (tools) +10, 
  Demolitions +16, Disable Device +16, Escape 
  Artist +1, Forgery +11, Hide +5, Jump -1, 
  Knowledge (Alien species) +6, Knowledge 
  (Chemistry) +9, Knowledge (Engineering) +9, 
  Knowledge (Physics) +9, Knowledge 
  (Technology) +9, Move Silently +1, Pilot +6, 
  Read/Write Binary, Repair +16, Search +14, 
  Sleight of Hand +1, Speak Binary, Swim -1, 
  Tumble +1 
   
   
  Feats: Ambidexterity, Armor Proficiency 
  (light), Cautious, Gearhead, Skill Emphasis 
  (Computer Use), Weapon Focus (Blaster [Heavy 
  Pistol]), Weapons Group Proficiency (blaster 
  pistols, simple weapons) 
  
   
  50
   
  Enemies  
   
  Darth Malak 
  Five short 
  years ago, 
  Darth Malak 
  was no more 
  than a 
  promising 
  student at the 
  Jedi Academy 
  on Dantooine. 
  Though only a 
  young man, his 
  skill in battle 
  and prowess 
  with the 
  lightsaber had 
  already earned 
  him renown 
  within the 
  Order. Given 
  his abilities, 
  and his 
  arrogance, it 
  was only 
  natural that he 
  should ignore 
  the warnings of 
  his Master and join the Republic fleet in its battle 
  against the Mandalorian raiders on the Outer 
  Rim.  
   
  In the Mandalorian wars, both Malak and his 
  close friend Revan found the glory they were 
  seeking. While many credited Revan's military 
  strategies for the campaign's success, others 
  were quick to point to Malak's fierce courage 
  and relentless fury at the forefront of every battle 
  as the key to Republic victory.  
    
  Already recognized as heroes, Malak and Revan 
  pursued the fleeing Mandalorians into the 
  uncharted regions of space, and all contact was 
  lost. It was only when Revan returned as the 
  Dark Lord of the Sith, with Malak as the Sith 
  Master's general and chosen apprentice, that 
  the galaxy learned what fate had befallen them.  
   
  The heroes had become conquerors. With each 
  Sith victory, soldiers and Jedi alike began to 
  abandon old allegiances to join the new power.  
  In desperation, the Order set a trap to capture 
  the two rogue Jedi. Details of the ensuing battle 
  are unclear, but even though Revan and many 
  Jedi were killed, Malak managed to survive the 
  trap that destroyed his Master. 
  Darth Malak: Male Human Jedi Guardian 
  11/Sith Lord 9: Init +2 (+2 Dex); Defense 26 (+2 
  Dex, +14 class); Spd 10 m; VP/WP 158/16; Atk 
  +23/+18/+13/+8 melee (7d8 +5, lightsaber) or 
  +24/+19/+14/+9 melee (2d6 +9, crit 19-20, 
  ancient mastercraft Sith sword), +20/+15/+10/+5 
  ranged; SQ Block, DR 5, enhanced Force 
  powers, deflect (defense +2, attack -3), 
  exceptional minions, Jedi Knight, resource 
  access; SV Fort +16, Ref +15, Will +14; SZ M; 
  FP 11; DSP 30; Rep +5; Str 20, Dex 14, Con 16, 
  Int 13, Wis 17, Cha 20. Challenge Code H. 
  Equipment: Lightsaber, ancient mastercraft Sith 
  sword (attack +1, damage +4), vast resources of 
  mysterious origin. 
  Skills: Balance +7, Intimidate +19, Knowledge 
  (Sith lore) +14, Pilot +11, Read/Write Basic, 
  Read/Write Sith*, Speak Basic, Speak Sith*. 
  Force Skills: Affect Mind +9, Control Mind +14, 
  Battlemind +17, Enhance Ability +15, Fear +20, 
  Force Defense +15, Force Grip +18, Force 
  Lightning +24, Force Strike +11, Move Object 
  +15, Telepathy +13. 
  Feats: Combat Reflexes, Exotic Weapon 
  Proficiency (lightsaber), Exotic Weapon 
  Proficiency (Sith sword)*, Force-Sensitive, 
  Power Attack, Skill Emphasis (Knowledge [Sith 
  Lore]), Weapon Group Proficiency (blaster 
  pistols, simple weapons). 
  Force Feats: Alter, Burst of Speed, Control, 
  Drain Force*, Force Mind, Force Whirlwind, 
  Hatred*, Knight Defense, Lightsaber Defense, 
  Malevolent, Master Defense, Mettle, Rage*, 
  Sense, Sith Sorcery*, Sith Sword Defense*. 
  Special Qualities: Damage Reduction 5 -- Darth 
  Malak ignores the first five points of any kind of 
  damage. Whether this is due to hidden armor 
  linked to his voice mask or the physical result of 
  Sith alchemy is anyone's guess. 
  Enhanced Force Powers -- Using a mysterious 
  power source as yet undiscovered (complete 
  Star Wars: Knights of the Old Republic to learn 
  more), Darth Malak possesses extraordinary 
  dark side Force powers out of proportion, in 
  game terms, with his class and level. He gained 
  three additional Force feats and 24 bonus skill 
  points exclusively for dark side skills. In any 
  battle, the first Force point Darth Malak spends 
  on a dark side-related roll does not subtract from 
  his total. 
   
   
   
  50
  
   
  51
  Calo Nord 
  At first 
  glance Calo Nord 
  seems harmless 
  enough. He is small 
  in stature, a quiet 
  little man who moves 
  with a careful, almost 
  deliberate precision. 
  Yet the twin blasters 
  on his belt give a hint 
  as to the true nature 
  beneath his 
  disturbingly 
  expressionless face. 
  And among the 
  criminals and scum 
  inhabiting the Outer 
  Rim, no name is 
  more feared than 
  that of the galaxy's most notorious bounty 
  hunter. 
   
  Bought as a slave while still a young boy, 
  Calo began his life of bloodshed on his sixteenth 
  birthday by butchering his owners or so the 
  legend holds. His next victims were the ones 
  who had sold him into a life of servitude, his own 
  parents. It was inevitable such bloody 
  vengeance would bring retribution, and a price 
  was placed on the young man's head. 
   
  But Calo had a natural instinct for survival, 
  and for killing. He toyed with the bounty hunters 
  who came after him, learning all their tricks and 
  techniques before dispatching them with 
  ruthless efficiency. Eventually the attempts on 
  his life stopped, though not before dozens had 
  failed in their efforts to collect the small fortune 
  resting on his head. Those responsible for 
  placing the bounty on him were the next to feel 
  Calo's wrath. No longer a target himself, Calo 
  became one of the hunters. With each bounty he 
  collected, his reputation grew. 
   
  There are those who claim Calo is nothing but a 
  myth, a story created to frighten would-be 
  criminals. But the victims staring into his 
  unwavering predator's gaze could testify that he 
  is all too real... if any of them were still alive.  
   
   
   
   
   
   
  Calo Nord: Adult Male Human, Fringer 1/Scout 
  2/Scoundrel 1/Soldier 5/Bounty Hunter 3; Init +3 
  (+3 Dex); Def 20 (+2 Dex, +8 Class); Spd 8m 
  (Armor); VP/WP 153/18; Atk +11/+6 melee 
  (1d3+2, punch), +11/+6 melee (2d6+2, 
  Vibroblade), +12/+7 ranged (, Grenade [Merr-
  Sonn G-20 Glop]), +12/+7 ranged (1d6, 
  Grenade [Merr-Sonn WW-41 Cryoban]), +12/+7 
  ranged (4d6+1, Grenade [Frag]), +12/+7 ranged 
  (8d6+6, Thermal Detonator), +13/+8 or +9/+9/+4 
  ranged (3d6+7, Blaster Critical 18-20 [Merr-
  Sonn 434, Pistol, Mastercraft +3])x2; SQ +3 
  Dodge bonus to Defense when fighting 
  defensively, +6 Dodge bonus to Defense when 
  executing total defense action, Fringer bonus 
  class skill (Intimidate), Gain +2 on damage with 
  chosen weapon, Illicit barter, Sneak attack +1d6, 
  Target bonus +2, Trailblazing; SV Fort +14, Ref 
  +11, Will +6; SZ M; FP: 0; Rep: +3; Str 14 (+2), 
  Dex 16 (+3), Con 18 (+4), Int 16 (+3), Wis 13 
  (+1), Cha 14 (+2). 
   
  Equipment: Battle armor [Medium, 
  Mastercraft +3] (Damage Reduction: 8), Blaster 
  [Merr-Sonn 434, Pistol, Mastercraft +3, Modified 
  Improved Critical ], Clothes [Formal], Grenade 
  [Frag] x4, Grenade [Merr-Sonn G-20 Glop] x4, 
  Grenade [Merr-Sonn WW-41 Cryoban] x4, 
  Medical Kit [Mastercraft +1] x3, Medpac 
  [Mastercraft +1] x2, Thermal Detonator x3, Utility 
  Belt (Contains 3 days rations, 1x Medpac, 1x 
  Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow 
  rod, 1x Comlink, Couple Empty Pouches), 
  Vibroblade 
   
  Skills: Astrogate +10, Balance -2, Bluff 
  +10, Climb +5, Computer Use +4, Demolitions 
  +7, Escape Artist -2, Gather Information +12, 
  Hide +8, Intimidate +14, Jump +1, Listen +9, 
  Move Silently +7, Pilot +12, Profession +5, 
  Read/Write Basic, Repair +13, Search +7, 
  Sense Motive +4, Speak Basic, Spot +10, 
  Survival +10, Swim +1, Treat Injury +15, Tumble 
  +3 
   
  Feats: Alertness, Ambidexterity, Armor 
  Proficiency (light, medium), Contract Hunter, 
  Improved Critical (Blaster [Merr-Sonn 434, 
  Pistol]), Self-Sufficient, Track, Two-weapon 
  Fighting, Weapon Focus (Blaster [Merr-Sonn 
  434, Pistol]), Weapon Specialization (Blaster 
  [Merr-Sonn 434, Pistol]), Weapons Group 
  Proficiency (blaster pistols, blaster rifles, heavy 
  weapons, primitive weapons, simple weapons, 
  slug throwers, vibro weapons) 
   
   
   
   
  
   
  52
  Saul Karath 
  The corruption of Republic forces has 
  proven to be the 
  most devastating 
  weapon in the Sith 
  arsenal, culminating 
  in a betrayal that may 
  turn the tide of a 
  burgeoning war. 
  Admiral Saul Karath, 
  a pivotal figure in the 
  victory over the 
  Mandalorians only 
  five years ago, 
  stunned his peers 
  when he declared the 
  Republic not worthy 
  of his support. He 
  transferred his 
  allegiance to the Sith 
  Lord Revan, taking 
  with him a large 
  number of troops and 
  the Indictor flagship 
  he commanded, the Leviathan. 
   
  Karath was the first officer of significant 
  rank to go over, and he set a dark precedent. 
  Rather than face an enemy that knows their 
  every tactic, several other officers have followed 
  his path. Many that remain loyal to the Republic 
  trained directly under the admiral. For them, the 
  coming conflict has become far more personal in 
  nature. 
   
  Saul Karath: Adult Male Human, Noble 
  2/Soldier 3/Officer 7; Init +1 (+1 Dex); Def 20 
  (+1 Dex, +9 Class); Spd 10m; VP/WP 101/12; 
  Atk +10/+5 ranged (3d6+1, Blaster [Imperial 
  Munitions/BlasTech KK5, Pistol]), +9/+4 melee 
  (1d3, punch); SQ +1 bonus on attack and 
  damage rolls with ranged weapons, for targets 
  with 10m., Favor +1, Inspire Confidence, 
  Leadership, Noble bonus class skill (Pilot), 
  Requisition Supplies, Tactics, Uncanny Survival; 
  SV Fort +8, Ref +8, Will +9; SZ M; FP: 0; Rep: 
  +6; Str 10 (+0), Dex 13 (+1), Con 12 (+1), Int 15 
  (+2), Wis 12 (+1), Cha 18 (+4). 
   
  Equipment: Blaster [Czerka 
  Munitions/BlasTech KK5, Pistol], Clothes [Local 
  uniform], Code Cylinder, DataPad (+2 computer 
  bonus on Intelligence checks relating to 
  Computer Use checks involving downloading.  
  With related datacards +2 bonus to Knowledge 
  checks.), I.D.[Organization],Key [card] 
   
  Skills: Appraise +6, Bluff +18, Computer 
  Use +11, Diplomacy +19, Gather Information 
  +16, Intimidate +18, Knowledge (Bureaucracy) 
  +9, Knowledge (History) +8, Knowledge 
  (Politics) +7, Knowledge (Sith lore) +3, 
  Knowledge (Tactics) +10, Pilot +11, Read/Write 
  Basic, Repair +7, Sense Motive +16, Speak 
  Basic, Treat Injury +8 
   
  Feats: Armor Proficiency (light), Frightful 
  Presence, Point Blank Shot, Precise Shot, 
  Spacer, Starship Operation (capital ship), 
  Weapon Focus (Blaster [Imperial 
  Munitions/BlasTech KK5, Pistol]), Weapons 
  Group Proficiency (blaster pistols, blaster rifles, 
  heavy weapons, simple weapons, starship 
  weapons, vibro weapons) 
   
    
  Darth Bandon 
  Like most of Malak's followers, Bandon was 
  once a student of 
  the Jedi. But though 
  the Force flowed 
  through him, 
  Bandon could never 
  accept the Jedi 
  teachings. Powerful 
  emotions like anger 
  and hate raged 
  within him, and they 
  fueled his strength. 
  When the Sith rose 
  to power, Bandon 
  rejected his old 
  Master and fled to 
  the Sith Academy on 
  Korriban. 
   
  There he 
  embraced the dark 
  side and the way of 
  the Sith with every 
  fiber of his being. His great strength in the 
  Force, his natural cruelty and his absolute 
  ruthlessness in his quest for power soon set him 
  apart from his fellow students, and drew the 
  calculating eye of Lord Malak himself. 
   
  In the tradition of their order, Malak sought a 
  single pupil from among his many followers to 
  become his chosen apprentice: one who could 
  learn the terrible secrets of the Sith and use 
  them to destroy the Jedi and the Republic.  
   
  So far, Darth Bandon has proven himself to 
  be an excellent choice. Many Jedi have fallen 
  52
  
   
  53
  beneath the blade of his lightsaber, and he has 
  yet to meet his equal in combat. In time, Bandon 
  may even challenge Malak for the mantle of 
  Dark Lord, for this is the way of the Sith: the 
  strong must rule, and when the apprentice 
  surpasses the Master, the Master must fall. 
   
  But such ambitions are for the future. For 
  now, Bandon is focused on the destruction of 
  the Republic and the slaughter and extinction of 
  the entire Jedi Order. 
   
  Darth Bandon: Adult Male Human, Jedi 
  Guardian 7/Sith Warrior 3/Sith Lord 2; Init +4 
  (+4 Dex); Def 23 (+3 Dex, +10 Class); Spd 8m 
  (Armor); VP/WP 115/15; Atk +13/+8/+3 melee 
  (1d3+1, punch), +16/+11/+6 ranged (by 
  weapon), +17/+12/+7 melee * (5d8+1/5d8+1, crit 
  19-20, Lightsaber [Double-bladed]); SQ +2 
  dodge bonus to Defense when wielding a 
  Lightsaber, +3 Dodge bonus to Defense when 
  fighting defensively, +6 Dodge bonus to Defense 
  when executing total defense action, Dark Side, 
  Deflect (Attack -3, Defense +2, Extend Defense 
  and Attack), Enemy Bonus +1, Increase 
  Lightsaber damage +3d8, Resource Access, 
  With 2 melee weapons may designate an 
  opponent to get +2 dodge bonus from; SV Fort 
  +13, Ref +14, Will +9; SZ M; FP: 0; DSPs: 24; 
  Rep: +6; Str 13 (+1), Dex 19 (+4), Con 15 (+2), 
  Int 14 (+2), Wis 13 (+1), Cha 12 (+1). 
  Equipment: Clothes [Sith Cloak] (+1 Fot 
  save versus severe weather), Clothes [Sith 
  robes], Dark Battle armor [Padded] (Damage 
  Reduction: 5, +2 Force bonus against all light 
  side powers), Lightsaber [Double-bladed] 
   
  * Darth Bandon has constructed his own 
  Lightsaber [Double-bladed]. 
  Skills: Balance +2, Climb -3, Craft 
  (lightsaber) +6, Escape Artist +0, Hide +0, 
  Intimidate +9, Jump -3, Knowledge (Jedi lore) 
  +4, Knowledge (Sith lore) +10, Move Silently +0, 
  Read/Write Basic, Sith, Sense Motive +4, Speak 
  Basic, Sith, Swim -3, Tumble +10 
  Force Skills: Affect Mind +3, Battle 
  Influence -7, Battlemind +10, Drain Energy +6, 
  Enhance Ability +14, Fear +10, Force Defense 
  +8, Force Grip +14, Force Light -7, Force 
  Lightning +16, Force Strike +12, Heal Another -
  7, Heal Self +10, Move Object +10, Plant Surge 
  -6 
   
  Feats: Ambidexterity, Armor Proficiency 
  (light, medium), Force-Sensitive, Improved Two-
  weapon Fighting, Off-Hand Parry, Two-weapon 
  Fighting, Weapon Finesse (Lightsaber [Double-
  bladed]), Weapons Group Proficiency (blaster 
  pistols, simple weapons, vibro weapons) 
   
  Force Feats: Alter, Control, Exotic Weapon 
  Proficiency (double lightsaber), Exotic Weapon 
  Proficiency (lightsaber), Lightsaber Defense, 
  Sense, Summon Storm
  
   
  54
  
   
  55
  
   
  56
  
   
  57
   
  
   
  58
  Planets 
   
  The galaxy is a big wide open space, and 
  this is just a few of the planets that played a 
  pivotal role in the days of the Sith Wars.  In the 
  System blocks there are a few new descriptions 
  of world types. The World types used are 
  described here. 
   
  World types  
  • Brown dwarf: an immense gas giant just 
  short of the critical mass threshold needed 
  to become a small star.  
  • Carbonaceous: asteroid belt composed 
  mainly of carbon compounds. These 
  planetoids can be used to make oil or 
  synthetics. They are dark brown in color.  
  • Chunk:a small airless world less than 1000 
  km in diameter.  
  • Desert:a planet with an atmosphere but 
  without liquid water.(Example:Mars)  
  • Failed Core:a planet which accumulated an 
  atmosphere but which never accumulated 
  enough mass to become a gas 
  giant.(Example:Triton)  
  • Gas Giant:a massive planet with an 
  atmosphere of hydrogen and helium.  
  • Hot House:a planet with a large 
  greenhouse-effect atmosphere. (Example: 
  Venus)  
  • Ice Ball:a plain ball of frozen gases. 
  (Example: Pluto)  
  • Icy: asteroid belt composed mainly of dirty 
  ice-balls of frozen water, ammonia and 
  methane. They could be used as a source 
  of hydrogen fuel. They vary in color from 
  bright white to dull black, depending on 
  the impurities mixed in with the ice.  
  • Nickel-Iron: asteroid belt composed mainly 
  of nickel and iron. These planetoids rich in 
  minerals are typically a medium gray in 
  color.  
  • Post Garden: a world which has a history of 
  life, but which has since developed a 
  greenhouse effect. (Example: Earth eons 
  from now)  
  • Pre Garden: a planet in the life zone that 
  has the prerequisites for life, given 
  sufficient time, life will evolve on the world, 
  shifting the atmosphere from methane and 
  water vapor to nitrogen and oxygen. 
  (Example: Earth eons ago)  
  • Ring: an asteroid belt orbiting a planet.   
  • Rock:a plain rock ball with no appreciable 
  atmosphere. (Example: Mercure)  
  • Stony: an asteroid belt composed mainly of 
  silicon compounds. These planetoids are 
  light gray or tan in color.  
  • Terrestrial: a world with a hospitable 
  environment and an oxygen atmosphere. 
  (Example:Earth)  
  Sub Types: 
  o -Arid:a world with a hospitable 
  environment but with less than 20% of 
  liquid water.  
  o -Glacier:a planet with an atmosphere 
  and a heavy overburden of ice. 
  o -Jungle:a world with a hospitable 
  environment entirely covered by 
  jungles and swamps. 
  o -Ocean:a world with a hospitable 
  environment with more than 90 % of 
  liquid water. 
  o -Steppe: a world with a hospitable 
  environment and between 30 and 50 
  % of liquid water. 
  o -Tundra: a world with a hospitable 
  environment, a large portion of water 
  is locked by surface frost. Tundra 
  conditions could be described as cold 
  arid planet. 
   
  
   
  59
  Dantooine 
   
  Planets 
  Type 
  Moons 
  Arntelend 
  Hot House 
  - 
  Bornab 
  Hot House 
  - 
  Dantooine 
  Terrestrial 
  2 
  Bargaloo 
  Failed Core 
  - 
  Nik 
  Gas Giant   
  11 
   
  Background 
   
  An olive, blue and brown-colored world, 
  Dantooine is far removed from the bustle of the 
  galactic trade routes. Two moons float in the skies 
  above while herds of livestock and simple balloon-
  like creatures, related to Thranta, roam empty 
  steppes and savannas of lavender grasses. 
  Separated by forests of spiky blba trees, colonists 
  maintain individual family estates largely isolated 
  from each other. Population density remains one 
  of the lowest of the Republic settled worlds. A 
  small spaceport handles new arrivals and an 
  outpost of Aratech Corporation arranges most of 
  the imports for local merchants. 
   
  The most notable feature of Dantooine is the 
  Jedi academy, originally founded by Jedi Master 
  Vodo-Siosk Baas. For generations now it has 
  served to train promising Jedi Padawans, with 
  several dozen students in attendance at any 
  given time. The most infamous graduate, Exar 
  Kun, was trained by Vodo-Siosk Baas himself. 
  Exar Kun was a Jedi Apprentice that embraced 
  the seductive powers of ancient Sith magic. 
  Forty years ago he began a war upon the 
  Republic that had grave consequences, but 
  through great effort and sacrifice on the part of 
  the Jedi he was defeated. The legacy of his taint 
  is slowly passing away in the wake of the 
  Mandalorian Wars and the coming of a new Sith 
  threat. 
   
  The presence of a Jedi Academy on 
  Dantooine grants a level of security 
  unsurpassed anywhere else in the galaxy; life on 
  Dantooine is sedate. The Independent family 
  clans go about their business leaving the 
  landscape virtually untouched. Very little 
  industrial development has taken place on 
  Dantooine.  A number of ruins have been 
  unearthed far from the settlements and some of 
  the colonists have made it their goal to study 
  them, but no official resources have been 
  devoted to pinpointing their origins. Off-world 
  concerns have distracted such introspection, 
  and Dantooine remains an unspoiled world for 
  now. 
   
   
   
   
   
  Planet: Dantooine 
  Planet Type: Terrestrial 
  Climate: Temperate 
  Terrain: Grasslands, steppes 
  Atmosphere: Breathable 
  Gravity: 1.2 Standard 
  Diameter: 8,008 km 
  Length of Day: 25 standard hours 
  Length of Year: 378 local days 
  Sentient Species: Dantari, Colonists  
  Language: Basic 
  Population: 2 million 
  Species Mix: Human colonists  90%,  
  Government: Republic member 
  Major Exports: Foodstuffs 
  Major Imports: Technology and luxury 
  items  
  Region: Outer Rim  
  Sector: Mayagil 
  System/Star: Dantooine 
  56
  
   
  60
  Dantooine Creatures 
  Kath Hound  
  The Kath hound is one of Dantooine’s most 
  fearsome predators. These pack animals consists of 
  a dominant alpha male with a few females and a 
  small band of juvenile male offspring of the alpha 
  male that stay in the periphery of the pack.  Typically 
  with these bands are juvenile males of either the 
  alpha male or the last alpha male.  These 
  subordinate males, tend to be very aggressive, 
  challenging any creature that comes into its territory, 
  in an effort to gain prestige and experience to one 
  day take over a pack, when these males come of 
  age they leave the pack and either go independent 
  or join another pack.  
  As the Kath Hound grows and matures it 
  develops a prodigious set of horns, ranging from the 
  large ventral head horns of the Bull to a full-blown 
  alpha male of a pack typically referred to a Horn 
  Kath Hound.   
  The Kath hound primarily tries to gore it’s 
  opponent with his horns. Female and juvenile males 
  just head butt if they are threatened. As a male Kath 
  hound grows, his horn can deliver devastating blows 
  against foes as well as other Kath hounds during 
  ritual combat for mating rites.  The Females have the 
  same stats as the Juvenile Kath Hound.  Packs 
  typically are of up to 10 animals but have been 
  known to range from as small as 6 to 15.  The packs 
  are usually strung out in the old river valleys or on 
  the plains with the Juveniles and Bulls on the edges 
  of the territory, and not clumped together in one 
  large group.  
  Members in pack; 1d4+2 females, 1d4 
  Juveniles, and 1d4 Bull and 1 Horn Kath Hound. 
   
  Kath Hound: Juvenile Plains, Predator 3/Pack 
  Animal 2; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 
  Natural); Spd 8 m; VP/WP 47/18; Atk +10 melee 
  (1d8+4, crit 20, Slam (head-but)), +5 melee 
  (1d4+1, crit 20, bi); SQ Carnivorous, Lowlight 
  vision (30m); SV Fort +12, Ref +6, Will +3; SZ M; 
  Face/Reach 2 m by 2 m/2 m; Str 16, Dex 12, Con 
  18, Int 2, Wis 14, Cha 16. 
  Skills: Intimidate +5, Listen +8, Spot +8, Survival 
  +5 
  Feats: Improved Bantha Rush, Power Attack, 
  Track 
   
   
  Bull Kath Hound: Adult Plains, Predator 4/Pack 
  Animal 3; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 
  Natural); Spd 8 m; VP/WP 63/18; Atk +12  
  (1d8+4, crit 20, gore), +6 melee (1d4+1, crit 20, 
  bite); SQ Carnivorous, Lowlight vision (30m; SV 
  Fort +13, Ref +8, Will +4; SZ M; Face/Reach 2 m 
  by 2 m/2 m; Str 17, Dex 12, Con 18, Int 2, Wis 
  14, Cha 16. 
  Skills: Hide +4, Intimidate +5, Listen +8, Spot 
  +8, Survival +5 
  Feats: Improved Bantha Rush, Power Attack, 
  Track, Weapon Focus (Gore) 
   
  Horn Kath Hound: Adult Plains, Predator 
  5/Pack Animal 4; Init +1 (+1 Dex); Def 15 (+1 
  Dex, +4 Natural); Spd 8 m; VP/WP 83/22; Atk 
  +14 melee (1d10+5, crit 20, Gore), +8 (1d4+1, 
  crit 20, bite); SQ Carnivorous, Lowlight vision 
  (30m; SV Fort +14, Ref +8, Will +4; SZ M; 
  Face/Reach 2 m by 2 m/2 m; Str 17, Dex 12, 
  Con 19, Int 2, Wis 14, Cha 16. 
  Skills: Hide +4, Intimidate +6, Listen +9, Spot 
  +9, Survival +5 
  Feats: Improved Bantha Rush, Power Attack, 
  Toughness, Track, Weapon Focus (Gore) 
   
  
   
  61
   
   
  Albino Kath Hound: Adult Plains, Predator 7/Pack 
  Animal 3; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 
  Natural); Spd 8 m; VP/WP 96/21; Atk  +16 melee 
  (1d10+6, crit 20, gore), +10 melee (1d4+2, crit 20, 
  bite); SQ Carnivorous, Lowlight vision (30m; SV Fort 
  +14, Ref +9, Will +5; SZ M; Face/Reach 2 m by 2 
  m/2 m; Str 18, Dex 12, Con 18, Int 2, Wis 14, Cha 
  16. 
  Skills: Hide +4, Intimidate +6, Listen +9, Move 
  Silently +5, Spot +9, Survival +5 
  Feats: Improved Bantha Rush, Power Attack, 
  Toughness, Track, Weapon Focus (Gore) 
   
  Kinrath  
  The Kinrath are a subterranean insect species that 
  nest in dark caves or other damp locations. The 
  creatures have even been reported in the extreme 
  environs of Kashyyyk.  They have also been known 
  to nest in areas that are sensitive to the Force. Jedi 
  in search of naturally occurring Force crystals for 
  their lightsabers have come into contact with 
  Kinrath. 
   
  For the most part Kinrath are simple mindless 
  insects. They do not venture far their territory, 
  attacking only invaders with no discernable tactics. 
  They rely on swarming and attempt to strike their 
  prey with their poisonous claw. Prey typically 
  consists of small mammals and rodents or creatures 
  that wander in from the outside seeking shelter..  
   
  In some cases, usually in an area strong in the 
  Force or containing Force Nexus, a Hive Kinrath will 
  develop. Hive Kinrath can control and coordinate the 
  actions of other Kinrath. Swarms of Hive controlled 
  Kinrath are very dangerous, since all Kinrath are 
  poisonous. 
   
  There are typically 10 Kinrath in a given nest, 
  to determine the number of Kinrath in a nest roll 
  2d6+4. 
   
  Kinrath: Adult Subterranean, Vermin 5; Init +3 (+3 
  Dex); Def 17 (+3 Dex, +4 Natural); Spd 10 m; 
  VP/WP 27/10; Atk +6 melee (1d6, crit 20, claw), -2 
  melee (1d6, crit 20, bite); SA Poison; SQ 
  Darkvision (20m), Exoskeleton, Insectoid; SV Fort 
  +4, Ref +7, Will +3; SZ M; Face/Reach 2 m by 2 
  m/2 m;  Str 10, Dex 16, Con 10, Int 1, Wis 14, Cha 
  2. 
  Skills: Climb +2, Hide +5, Jump +2, Listen +12, 
  Move Silently +8, Spot +4 
  Feats: Weapon Finesse (Claw) 
  SQ: Insectoid - Creatures with this trait have no 
  discernable anatomy. You can cut the head off of 
  a cockroach and it will die, but not from the loss of 
  its head -- it will starve to death because it has no 
  mouth. Other insects can be chopped in half, or 
  lose a whole segment, and continue living. Insects 
  aren't like mammals, either, with vulnerable vitals, 
  the loss of which spells near-instant death. An 
  insect never has to make a Fortitude save when it 
  take WP damage. It still suffered the negative 
  effects of having suffered WP damage from a 
  Critical but never requires a for save to continue 
  fighting. 
  Exoskeleton - The hard chitnous outer skeleton of 
  the creature gives it a Natural Armor bonus of +4 
  Poison - The bite of a Kinrath deals poison on a 
  successful critical, Injury, Fortitude DC 15, initial 
  damage 1d6 Str. and secondary damage 1d6 Dex. 
  Hive Kinrath: Adult Subterranean, Vermin 7; Init 
  +3 (+3 Dex); Def 17 (+3 Dex, +4 Natural); Spd 10 
  m; VP/WP 47/13; Atk +8 (1d6, crit 20, claw), +0 
  melee (1d6, crit 20, bite); SQ Darkvision (20m), 
  Exoskeleton, Insectoid, Poison; SV Fort +5, Ref 
  58
  
   
  62
  +8, Will +4; SZ M; Face/Reach 2 m by 2 m/2 m;  Str 
  10, Dex 16, Con 10, Int 1, Wis 14, Cha 2. 
  Skills: Climb +2, Hide +5, Jump +2, Listen +13, 
  Move Silently +9, Spot +4 
  Feats: Toughness, Weapon Finesse (Claw) 
  SQ: Insectoid - Creatures with this trait have no 
  discernable anatomy. You can cut the head off of a 
  cockroach and it will die, but not from the loss of 
  its head -- it will starve to death because it has no 
  mouth. Other insects can be chopped in half, or 
  lose a whole segment, and continue living. Insects 
  aren't like mammals, either, with vulnerable vitals, 
  the loss of which spells near-instant death. An 
  insect never has to make a Fortitude save when it 
  take WP damage. It still suffered the negative effects 
  of having suffered WP damage from a Critical but 
  never requires a for save to continue fighting. 
  Exoskeleton - The hard chitnous outer skeleton of 
  the creature gives it a Natural Armor bonus of +4 
  Hive Mind - The Hive Kinrath controls a hive mind, 
  all Kinrath within 20 m of the Hive Kinrath are in 
  constant communication. Any Kinrath that are in this 
  range makes it so If one is aware of a particular 
  danger, they all are. If one in a group is not 
  flatfooted, none of them are. No Kinrath in a group is 
  considered flanked unless all of them are, and it 
  gives them a +4 Bonus to Spot and Listen Checks, 
  and a +2 Bonus to attack rolls. 
  Poison - The bite of a Kinrath deals poison on a 
  successful critical, Injury, Fortitude DC 15, initial 
  damage 1d6 Str. and secondary damage 1d6 Dex. 
   
  Number of eggs in nest, for every 3 Kinrath in a 
  nest there will be 1 egg.   
   
  Kinrath Egg: Defense 6, Damage Reduction 3, 
  Wound Points 8, DC to break 18. 
   
  Roll randomly on Table 3-1 – Kinrath egg 
  crystals to determine if egg contains a crystal.  
  The properties of the Crystals are described in 
  Chapter 4, The Force 
   
   
  Table 3-2 
   
  Roll d10 
  Crystal 
  1-3 
  Rubat 
  4-5 
  Damid 
  6-7 
  Luxum 
  8-9 
  Jenraux 
  10- 
  Phond 
   
  Table 3-3 
   
  Roll d10 
  Crystal 
  1-3 
  Eralam 
  4-5 
  Nextor 
  6-7 
  Opilia 
  8-9 
  Firkrann 
  10- 
  Sigil 
   
  Table 3-4 
   
  Roll d6 
  Crystal 
  1-2 
  Sapith 
  3-4 
  Upari 
  5-6 
  Bondar 
  Table 3-1 – Kinrath egg crystals 
  D20 
  Result 
  1-13 
  No Crystal 
  14-17 
  Roll on table 3-2 
  18-19 
  Roll on table 3-3 
  20 
  Roll on table 3-4;  
  
   
  63
  Kashyyyk   
   
  Planets 
  Type 
  Moons 
  Sumit 
  Hot House 
   
  Trandosha (Hsskor) 
  Desert   
   
  Durcron 
  Gas Giant   
  10 
  Kashyyyk   
  Terrestrial  
   
  Sumgalia 
  Ice Ball 
  2 
  Background 
  A lush world of teeming forests, Kashyyyk is the 
  barely tamed home of the mighty Wookies.  This Mid 
  Rim planet also shares a star system with the 
  homeworld of the reptilian Transdoshan.  The close 
  proximity of these worlds and a deep-rooted cultural 
  animosity has fueled many altercations between the 
  two physically powerful species.  
   
  The forest have unquestioned dominance on 
  Kashyyyk.  The ancient wroshyr trees are the most 
  visible form of life on Kashyyyk. Kilometers-tall, 
  the trees often fuse together forming a stronger, 
  conjoined tree. The limbs in the forest canopy are 
  so thickly intertwined that they form a natural 
  cradle for Wookiee architecture. Entire cities are 
  perched in the wroshyr branches, housing millions 
  of Wookiees.  
   
  The planet hosts a unique ecosystem of 
  seven distinct and biodiverse layers.  Wookiees 
  occupy only the uppermost forest canopy. It is 
  possible to live a long life on the upper boughs, 
  never once having seen the forest floor. Most 
  inhabitants count this as a blessing, since the 
  environment becomes more deadlier as you 
  descend. Terrible creatures lurk in the chaotic 
  forest floor. Even with the aid of advanced 
  technology it is difficult to survive for any length of 
  time at the lowest levels.  Only the bravest of 
  hunters dare to descend, and only the luckiest of 
  those ever return. 
   
  Even though the Wookiees are the dominant 
  lifeform, predators abound; the horned katarn, the 
  five-limbed kkekkrrg rro, and, lurking in the 
  shadows, the creepy arachnid webweaver.  
  Lurking in the shadows are the creepy arachnid 
  webweaver. The foggy skies of Kashyyyk are 
  pierced by the high-pitched cries of the avian 
  kroyies in their colorfully swirled plumage. Other 
  prowlers include the mighty boles, the netcaster, 
  the incendiary flame beetle, and the loathsome 
  gorryl slug. Of course, there are some helpful 
  animals too -- a wiry breed of bantha and the 
  multi-legged sureggi provide sure-footed 
  transportation in the treacherous undergrowth. 
   
  The Wookies have a long established system 
  of tribal villages in the forest canopy, built among 
  the highest branches of the endless forest.  Direct 
  confrontation between separate communities is 
  rare, dominance and stature traditionally decided 
  by ritual hunts.  But the ritual hunts are in decline, 
  as outside forces have become an increasing 
  threat to the Wookiees.  Already surrounded by a 
  plethora of natural enemies, the added 
  complication of off-world interference has been 
  very disruptive to Wookiee society. 
  Planet: Kashyyyk 
  Planet Type: Terrestrial 
  Climate: Temperate –Semi Tropical 
  Terrain: Immense Wroshyr forests and 
  jungles  
  Atmosphere: Breathable 
  Gravity: 1.2 Standard 
  Diameter: 8,008 km 
  Length of Day: 26 standard hours 
  Length of Year: 381 local days 
  Sentient Species: Wookiees 
  Language: Shyriiwook 
  Population: 6 million 
  Species Mix: Wookiees 99%,  
  Government: Tribal clans 
  Major Exports: Wookiees, organic goods
  Major Imports: Limited technology 
  Region: Mid Rim  
  Sector: Sumitra 
  System/Star: Kashyyyk 
  Legal Differences: The life debt, a bond of 
  honor sworn in response to great deeds or 
  sacrifice 
  60
  
   
  64
   
  The village of Rwookrrorro is the most 
  important among the Wookiee tribes, and is currently 
  led by the black-furred Chuundar (CHOON-dar). 
  Unlike his predecessors, he seems bent on 
  expanding the reach of his power through whatever 
  means he can exploit. Regarded suspiciously by his 
  people, he has abandoned many of their traditional 
  ways, and seems less concerned with what most 
  Wookiees value above all else: honor. He remains 
  unchallenged by carefully manipulating the fears of 
  his people 
   
  Despite the untamed nature that encases 
  Kashyyyk, Chuundar's actions have allowed outside 
  interests to gain a foothold. The near-limitless 
  Czerka Corporation has established a series of small 
  spaceports under the guise of searching the forests 
  for unique resources. Such expeditions would 
  normally be tremendously expensive, but the 
  company has found a brutally efficient cost-saving 
  measure: slave labor. This foul trade has begun in 
  earnest, with some local inhabitants all too willing to 
  assist 
  Kashyyyk Creatures 
   
   
  Kinrath 
   
  These are similar to the ones found on 
  Dantooine, and are related, but due to the more 
  deadly nature of Kashyyk’s jungles, they are more 
  dangerous. All types of Kinrath found on Dantooine 
  are here as well, but there are two types unique to 
  Kashyyyk; the Forest Kinrath and the Viper Kinrath..   
  Forest Kinrath: Adult Forest, Vermin 8; Init +3 (+3 
  Dex); Def 17 (+3 Dex, +4 Natural); Spd 10 m; 
  VP/WP 52/13; Atk +9 melee (1d6+1, crit 20, claw), 
  +2 melee (1d6+1, crit 20, bite); SQ Camouflage, 
  Darkvision (20m), Exoskeleton, Insectoid, Poison; 
  SV Fort +6, Ref +9, Will +4; SZ M; Face/Reach 2 
  m by 2 m/2 m; Str 13, Dex 16, Con 10, Int 1, Wis 
  14, Cha 2. 
  Skills: Climb +11, Hide +7, Jump +3, Listen +11, 
  Move Silently +9, Spot +4 
  Feats: Toughness, Weapon Finesse (Claw) 
  SQ: Insectoid - Creatures with this trait have no 
  discernable anatomy. You can cut the head off of 
  a cockroach and it will die, but not from the loss of 
  its head -- it will starve to death because it has no 
  mouth. Other insects can be chopped in half, or 
  lose a whole segment, and continue living. Insects 
  aren't like mammals, either, with vulnerable vitals, 
  the loss of which spells near-instant death. An 
  insect never has to make a Fortitude save when it 
  take WP damage. It still suffered the negative 
  effects of having suffered WP damage from a 
  Critical but never requires a for save to continue 
  fighting. 
  Exoskeleton - The hard chitnous outer skeleton of 
  the creature gives it a Natural Armor bonus of +4 
  Poison - The bite of a Kinrath deals poison on a 
  successful critical, Injury, Fortitude DC 15, initial 
  damage 1d6 Str. and secondary damage 1d6 Dex. 
   
   
   
  Viper Kinrath: Adult Forest, Vermin 9; Init +3 (+3 
  Dex); Def 17 (+3 Dex, +4 Natural); Spd 10 m; 
  VP/WP 52/10; Atk +10 melee (1d6+1, crit 19-20, 
  claw), +7 (1d6+1, crit 20, bite); SQ Darkvision 
  (20m), Exoskeleton, Insectoid, Poison; SV Fort +6, 
  Ref +9, Will +5; SZ M; Face/Reach 2 m by 2 m/2 
  m; Str 13, Dex 16, Con 10, Int 1, Wis 14, Cha 2. 
  Skills: Climb +11, Hide +7, Jump +3, Listen +11, 
  Move Silently +9, Spot +4 
  Feats: Multiattack, Weapon Finesse (Claw), 
  Weapon Focus (Claw), Improved Critical (Claw) 
  
   
  65
  SQ: Insectoid - Creatures with this trait have no 
  discernable anatomy. You can cut the head off of a 
  cockroach and it will die, but not from the loss of its 
  head -- it will starve to death because it has no 
  mouth. Other insects can be chopped in half, or lose 
  a whole segment, and continue living. Insects aren't 
  like mammals, either, with vulnerable vitals, the loss 
  of which spells near-instant death. An insect never 
  has to make a Fortitude save when it take WP 
  damage. It still suffered the negative effects of 
  having suffered WP damage from a Critical but 
  never requires a for save to continue fighting. 
  Exoskeleton - The hard chitnous outer skeleton of 
  the creature gives it a Natural Armor bonus of +4 
  Poison, bite - The bite of a Kinrath deals poison on 
  a successful critical, Injury, Fortitude DC 17, initial 
  damage and secondary 1d6 Str.  
  Poison, Claw - The claw of the Viper Kinrath deals 
  poison on a successful critical, it is Injury Poison, 
  Fortitude 20, initial damage and secondary 2d4 Con. 
   
  Tach  
   
  The Tach is a small mammalian creature that 
  lives in the shadow lands of Kashyyyk.  For the most 
  part, Tach are very inoffensive creatures and a 
  threat to no one.  If it were not for the fact that one of 
  its glands can be used for various medicinal 
  purposes, it would have no worth. 
   
  Tach: Adult Forest, Scavenger 2; Init +5 (+5 Dex); 
  Def 17 (+5 Dex, +1 Size, +1 Natural); Spd 12 m, 
  climb 22 m; VP/WP 7/8; Atk +7 melee (1d4-3, crit 
  20, bite); SQ Lowlight Vision (20m) ; SV Fort +2, Ref 
  +5, Will -1; SZ S; Face/Reach 1 m by 1 m/1 m; Str 
  4, Dex 20, Con 8, Int 1, Wis 8, Cha 5. 
  Skills: Climb +17, Hide +13, Jump +4, Listen +3, 
  Move Silently +9, Search -1, Spot +1, Survival +0, 
  Tumble +8 
  Feats: Acrobatic, Stealthy, Weapon Finesse (Bite) 
   
  Ritual Beast 
  This is in actuality a Tarentatek, a Sith bread 
  beast, that has been on Kashyyyk for a very long 
  time.  The Wookiees have fought it as a rite of 
  passage for many years.  
   
   
  Ritual Beast (Tarentatek) : Adult Forest, Predator 
  7; Init +0 (+0 Dex); Def 14 (+0 Dex, -1 Size, +5 
  Templates); Spd 10 m; VP/WP 86/26; Atk +18 
  (1d10+6, crit 20, claw x2); SA Knockback; SQ 
  Armored, Carnivorous, Damage Reduction: 5, 
  Darkvison (20m); SV Fort +13, Ref +7, Will +4; SZ 
  L; Face/Reach 3 m by 4 m/4 m; Str 23, Dex 10, 
  Con 23, Int 3, Wis 14, Cha 14. 
  Skills: Climb +10, Jump +10, Listen +8, Move 
  Silently +8, Spot +6 
  Feats: Power Attack, Toughness, Track, Weapon 
  Focus (Claw) 
  SQ Knock back - As a full round action the 
  Tarentatek can make a Knock back attack. If a 
  claw attack hits the target must make a Fortitude 
  save, DC 10+damage dealt or be knocked back 
  4m and falls to the ground. The attack can only be 
  made on creatures of the same size or smaller. 
  For every 5 that the save fails by the target is 
  knocked back another 2m. If the first save fails the 
  target makes a Fort save DC 15 or is stunned for 1 
  round. 
  62
  
   
  66
   
  Korriban 
   
  Planets 
  Type 
  Moons 
  Korriba Scar 
  Debris belt 
  - 
  Korriban 
  Terrestrial 
  7 
  Ashes of Korr 
  Debris belt 
  - 
   
  Background 
   
  The unwary traveler arriving at the tiny 
  spaceport of Dreshdae will only find a barren, 
  forgotten backwater community of temporary 
  settlements and crudely constructed shelters. 
  Perhaps as the competent local mechanic services 
  your ship, you might begin to sense that there is 
  something else here, something festering. Soon you 
  may start to hear things such as harsh voices slowly 
  drifting through the thick air. Your heart will begin to 
  beat faster, and your skin will begin to itch under 
  your collar with the urge to climb back into your ship 
  and leave this soulless place behind forever. 
  Korriban is a graveyard of Sith Lords and a former 
  power base of the Sith order. This is the cradle of 
  darkness. 
   
  The Dreshadae spaceport is under the 
  control of the Czerka corporation, a stronghold 
  and center of power of the giant corporation run by 
  President Pollard Serio.  The city itself owes its 
  existence to the power created by Czerka's 
  generators. Why Pollard placed his headquarters 
  on Korriban is a mystery.  Perhaps Pollard seeks 
  solace from his uncountable holdings in the vast 
  emptiness of this world; perhaps he dreams of 
  shadowy promises that ooze from the tombs of 
  long dead Sith Lords. 
   
  Within sight of Dreshadae lies the Sith 
  Monastery – still teeming with those who would 
  wish to join the Sith order. Its ominous halls 
  resonate with the cries of anguish from those who 
  are undeserving of the order's dark power. Their 
  stay within its merciless walls is short, brutal and 
  forgotten. 
   
  For the very few who survive the Sith training 
  and wish to complete their final rite of passage into 
  the cold embrace of the Sith, they must face the 
  Valley of the Dark Lords. The Valley seethes with 
  the foul energy of a thousand restless spirits 
  murmuring of sinister glories. Hundreds of ancient 
  Sith sorcerers wait within the mausoleums. They 
  lie in their dusty beds waiting to devour the weak 
  and unworthy. 
   
  Planet: Korriban 
  Planet Type: Terrestrial 
  Climate: Cold and dry  
  Terrain: Mountains, canyons, dry riverbeds, 
  tombs, ruins.  
  Atmosphere: Breathable 
  Gravity: 1.4 standard 
  Diameter: 16,890 km  
  Length of Day: 28 standard hours 
  Length of Year: 780 local days 
  Sentient Species:, Humans 
  Language: Basic,  
  Population: 25,000 
  Species Mix: Humans 80%, other 20% 
  Government: Corporate ,magocratic 
  dictatorship 
  Major Exports: none 
  Major Imports: Food, technology, weapons 
  Region: Outer Rim 
  System/Star: Horuset 
   
   
  
   
  67
  Korriban Creatures 
   
  Shyrack  
   
  The Shyrack is a subterranean flying creature 
  that is similar to bat, they congregate in the caves in 
  the area of the valley of the Sith, and many of the 
  Sith tombs.  For the most part they are just a 
  nuisance and are scavengers that prey on the dead 
  carcasses of creatures that are killed in the tombs.  
  Many hazards feed the Shyrack; the traps in the 
  tombs, falling stones due to crumbling disrepair, and 
  even victims of the Tuk'ata.  They do no hunting but 
  prefer to eat the dead, their only active role in getting 
  prey is to lay webs in the caverns. Creatures 
  become trapped in the webs and starve to death or 
  are weakened enough for the Shyrack to kill them.  
  There are four different species of Shyrack that lair 
  in the caves. They typically number 3-6 in a flock 
  (1d4+2). For the most part they do not attack unless 
  creatures make a large amount of noise or have 
  killed some thing. Either of these activities will draw 
  them to the area. 
   
  Shyrack: Adult Airbrone, Scavenger 3; Init +8 (+2 
  Dex, +4 Bonus); Def 14 (+2 Dex, +2 Natural); Spd 2 
  m, fly 12 m (Average); VP/WP 21/14; Atk  +4 melee 
  (1d3+2, crit 20, bite); SQ Blindsight (30m), Lowlight 
  Vision (10m), Web; SV Fort +5, Ref +3, Will +0; SZ 
  M; Face/Reach 2 m by 2 m/2 m; Str 14 (+2), Dex 15 
  (+2), Con 14 (+2), Int 3 (-4), Wis 8 (-1), Cha 3 (-4). 
  Skills: Listen +9, Spot +7  
  Feats: Improved Initiative 
  SQ; Blindsight the Shyrack uses nonvisual means 
  to operate effectively without vision, it is however not 
  blind and can see quit well, they use keen hearing, 
  and echolocation to determine the location of things 
  in their environment. This ability makes invisibility 
  and concealment, including all forms of darkness 
  and illusions irrelevant to the creature within 30m. 
  Web: The Shyrack create sheets of sticky webbing 
  from 2 to 12 m square. They position these sheets to 
  snare ground creature and not interfere with their 
  flying preferring to trap prey on the ground. An 
  approaching creature must succeed on a DC 20 
  Spot check to notice a web; otherwise they 
  stumble into it and become trapped. Attempts to 
  escape or burst the webbing gain a +5 bonus if the 
  trapped creature has something to walk on or grab 
  while pulling free. Each 2-m section of web has 6 
  Wound points, damage reduction 5. A successful 
  escape artist roll (DC 12) or a successful attempt 
  to break the web (DC 16) will allow the trapped 
  creature to escape the web.  
   
  Shyrack wrym: Adult Airbrone, Scavenger 5; Init 
  +9 (+3 Dex, +4 Bonus); Def 15 (+3 Dex, +2 
  Natural); Spd 2 m, fly 12 m (Average); VP/WP 
  31/14; Atk +5 melee(1d6+4, crit 20, tail slam), +0 
  melee (1d3+2, crit 20, bite); SQ Blindsight (30m), 
  Lowlight Vision (10m), Web; SV Fort +6, Ref +4, 
  Will +0; SZ M; Face/Reach 2 m by 2 m/2 m; Str 
  14 (+2), Dex 16 (+3), Con 14 (+2), Int 3 (-4), Wis 
  8 (-1), Cha 3 (-4). 
  Skills: Listen +10, Spot +8 
  Feats: Improved Initiative 
  SQ; Blindsight the Shyrack uses nonvisual to 
  operate effectively without vision, it is however not 
  blind and can see quit well, they use keen hearing, 
  and echolocation to determine the location of 
  things in their environment. This ability makes 
  invisibility and concealment, including all forms of 
  darkness and illusions irrelevant to the creature 
  within 30m. 
  Web: The Shyrack create sheets of sticky 
  webbing from 2 to 12 m square. They position 
  these sheets to snare ground creature and not 
  interfere with their flying preferring to trap prey on 
  the ground. An approaching creature must 
  succeed on a DC 20 Spot check to notice a web; 
  otherwise they stumble into it and become 
  trapped. Attempts to escape or burst the webbing 
  gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. 
  Each 2-m section of web has 10 Wound points, 
  damage reduction 5.  A successful escape artist 
  roll (DC 13) or a successful attempt to break the 
  web (DC 17) will allow the trapped creature to 
  escape the web.   
   
  Shyrack raptor: Adult Airbrone, Scavenger 
  5/Predator 2; Init +9 (+3 Dex, +4 Bonus); Def 15 
  (+3 Dex, +2 Natural); Spd 2 m, fly 12 m (Average); 
  VP/WP 52/14; Atk +5 melee (1d3+2, crit 20, bite), 
  +7 (1d8+4, crit 20, tail slam), +8 (2d4+4, crit 20, 
  claws); SQ Blindsight (30m), Lowlight Vision 
  (10m), Web;  SV Fort +9, Ref +7, Will +0; SZ M; 
  Face/Reach 2 m by 2 m/2 m; Str 14 (+2), Dex 16 
  (+3), Con 14 (+2), Int 3 (-4), Wis 8 (-1), Cha 3 (-
  4). 
  64
  
   
  68
  Skills: Listen +12, Spot +10  
  Feats: Improved Initiative, Multiattack, Weapon 
  Focus (Claw) 
  SQ; Blindsight the Shyrack uses nonvisual means 
  to operate effectively without vision, it is however not 
  blind and can see quit well, they use keen hearing, 
  and echolocation to determine the location of things 
  in their environment. This ability makes invisibility 
  and concealment, including all forms of darkness 
  and illusions irrelevant to the creature within 30m. 
  Web: The Shyrack create sheets of sticky webbing 
  from 2 to 12 m square. They position these sheets to 
  snare ground creature and not interfere with their 
  flying preferring to trap prey on the ground. An 
  approaching creature must succeed on a DC 20 
  Spot check to notice a web; otherwise they stumble 
  into it and become trapped. Attempts to escape or 
  burst the webbing gain a +5 bonus if the trapped 
  creature has something to walk on or grab while 
  pulling free. Each 2-m section of web has 14 Wound 
  points, damage reduction 5.  A successful escape 
  artist roll (DC 16) or a successful attempt to break 
  the web (DC 20) will allow the trapped creature to 
  escape the web. 
   
  Alpha Shyrack: Adult Airbrone, Scavenger 
  5/Predator 4; Init +10 (+4 Dex, +4 Bonus); Def 16 
  (+4 Dex, +2 Natural); Spd 2 m, fly 12 m (Good); 
  VP/WP 78/16; Atk +10 melee (2d4+4, crit 20, claw), 
  +7 melee (1d8+4, crit 20, slam), +7 melee (1d4+2, 
  crit 20, bite); SQ Blindsight (30m), Lowlight Vision 
  (10m), Web; SV Fort +11, Ref +9, Will +1; SZ M; 
  Face/Reach 2 m by 2 m/2 m; Str 15 (+2), Dex 18 
  (+4), Con 16 (+3), Int 3 (-4), Wis 8 (-1), Cha 3 (-4). 
  Skills: Listen +12, Search -2, Spot +14 
  Feats: Improved Flight, Improved Initiative, 
  Multiattack, Weapon Focus (Claw) 
  SQ; Blindsight the Shyrack uses nonvisual to 
  operate effectively without vision, it is however not 
  blind and can see quit well, they use keen hearing, 
  and echolocation to determine the location of things 
  in their environment. This ability makes invisibility 
  and concealment, including all forms of darkness 
  and illusions irrelevant to the creature within 30m. 
  Web: The Shyrack create sheets of sticky webbing 
  from 2 to 12 m square. They position these sheets to 
  snare ground creature and not interfere with their 
  flying preferring to trap prey on the ground. An 
  approaching creature must succeed on a DC 20 
  Spot check to notice a web; otherwise they stumble 
  into it and become trapped. Attempts to escape or 
  burst the webbing gain a +5 bonus if the trapped 
  creature has something to walk on or grab while 
  pulling free. Each 2-m section of web has 16 Wound 
  points, damage reduction 5 Have an Escape Artist 
  DC of 20, a Break DC of 26. 
   
  Tuk'ata 
   
  Tuka’ata are predators that hunt in packs in 
  the areas of the Koriban deserts and valleys.  
  They are goat like in appearance but with 4 horns.  
  Like the Kath hounds of Dantooine they hunt in 
  packs unlike the Kath hound they are more 
  dangerous creatures. 
   
   
  Tuk'ata: Adult Mountain, Predator 5; Init +3 (+3 
  Dex); Def 17 (+3 Dex, +4 Natural); Spd 12 m; 
  VP/WP 42/15; Atk +3 melee (1d4+3, crit 20, bite), 
  +9 melee (2d4+4, crit 20, gore); SQ Animal 
  senses, Low-light Vision (20m); SV Fort +6, Ref 
  +7, Will +2; SZ M; Face/Reach 2 m by 2 m/2 m; 
  Str 16 (+3), Dex 16 (+3), Con 15 (+2), Int 2 (-4), 
  Wis 13 (+1), Cha 13 (+1). 
  Skills: Climb +7, Hide +7, Intimidate +3, Jump +7, 
  Listen +5, Move Silently +5, Spot +3 
  Feats: Track, Weapon Focus (Gore) 
   
   
   
  Dire Tuk'ata: Adult Forest, Predator 7; Init +3 (+3 
  Dex); Def 17 (+3 Dex, +4 Natural); Spd 12 m; 
  VP/WP 58/15; Atk  +7 melee (1d6+5, crit 20, bite), 
  +13 (1d10+7, crit 20, gore); SQ Animal senses, 
  Desert dweller (+2 to Survival checks in a desert 
  environment), Low-light vision (20m); SV Fort +7, 
  
   
  69
  Ref +8, Will +3; SZ M; Face/Reach 2 m by 2 m/2 m; 
  Str 20 (+5), Dex 16 (+3), Con 15 (+2), Int 2 (-4), 
  Wis 13 (+1), Cha 13 (+1). 
  Skills: Climb +8, Hide +8, Intimidate +4, Jump +9, 
  Listen +13, Move Silently +6, Spot +7 
  Feats: Alertness, Track, Weapon Focus (Gore), 
  Power Attack 
   
   
   
  Brute Tuk'ata: Adult Mountain, Predator 8; Init +1 
  (+1 Dex); Def 14 (+1 Dex, -1 Size, +4 Natural); Spd 
  12 m; VP/WP 75/19; Atk +14 melee (2d6+11, crit 
  20, gore), +8 melee (2d4+6, crit 20, bite); SQ Animal 
  senses, Desert dweller (+2 to Survival checks in a 
  desert environment), Low-light vision (20m); SV Fort 
  +10, Ref +7, Will +3; SZ L; Face/Reach 2 m by 3.5 
  m/2 m; Str 23 (+6), Dex 12 (+1), Con 19 (+4), Int 2 
  (-4), Wis 13 (+1), Cha 13 (+1). 
  Skills: Climb +11, Hide +2, Intimidate +4,, Jump 
  +10, Listen +11, Move Silently +4, Spot +7 
  Feats: Alertness, Track, Weapon Focus (Gore), 
  Weapon Specialization (Gore), Power Attack 
   
  Queen Tuk'ata: Adult Mountain, Predator 7; Init +4 
  (+4 Dex); Def 20 (+4 Dex, +6 Natural); Spd 8 m; 
  VP/WP 79/23; Atk +11/+6 or +6/+1 melee (2d6+3, 
  crit 20, gore); SQ Desert dweller (+2 to Survival 
  checks in a desert environment), Low-Light Vision 
  (20m); SV Fort +10, Ref +9, Will +4; SZ M; 
  Face/Reach 2 m by 3.5 m/2 m; Str 16, Dex 19, Con 
  20, Int 3, Wis 14, Cha 12. 
  Skills: Climb +7, Hide +8, Listen +14, Spot +12 
  Feats: Alertness, Dodge, Run, Surefooted, 
  Toughness, Weapon Focus (Gore) 
   
  Tarentatek 
   
  The Tarentatek is a creature born out of the 
  darkest sith alchemy and magic.  These Sith Spawn 
  abominations are the warped and twisted results of 
  experimentation on once normal creatures. Their 
  great ability to shrug of pain and damage was breed 
  into them as well as a primal cunning.  They are 
  hulking brutes, with viscous claws, a powerful bite, 
  with almost mandible like tusks protruding from 
  their mouths.  Along their backs, large spines and 
  rise out of the thick tough hide. 
   
  Like many Sith creations, these dark side 
  beasts crave and hunt the blood of Force 
  Sensitive individuals.  The Tarentatek lair in dark 
  dangerous places, many are said to be drawn to 
  Dark Side Nexus, and sleep there, only to rise 
  again to hunt, when Force Sensitive are bout, and 
  to completely rise and become active for long 
  periods when the Dark Side of the force grows 
  strong, they rose in great numbers in the time of 
  Exar Kun, and then went into slumber after that 
  war was ended.  Shortly after Exar Kun’s defeat, 
  the Tarentatek became hunted species; many 
  became victims of the Great Hunt.  But some 
  survived, and are still out in the Galaxy, lurking 
  and waiting. 
   
   
   
  Tarentatek: Adult Forest, Predator 10; Init +0 (+0 
  Dex); Def 15 (+0 Dex, -2 Size, +2 Natural, +5 
  Templates); Spd 8 m; VP/WP 141/52; Atk +19 
  melee (2d6+8, crit 19-20, claw x2 ), +16 melee 
  (2d8+12, crit 20, bite); SQ Armored, Damage 
  Reduction: 5, Improved Grab, Knock back strike; 
  SV Fort +15, Ref +7, Will +5; SZ H; Face/Reach 5 
  m by 6 m/6 m; Rep: +3; Str 27, Dex 10, Con 26, 
  Int 3, Wis 14, Cha 14. 
  Skills: Climb +12, Hide -5, Jump +12, Listen +10, 
  Move Silently +5, Spot +10 
  Feats: Improved Critical (Claw), Multiattack, 
  Power Attack, Weapon Focus (Claw) 
  SQ Knock back - As a full round action the 
  Tarentatek can make a Knock back attack. If a 
  claw attack hits the target must make a Fortitude 
  save, DC 10+damage dealt or be knocked back 
  4m and falls to the ground. The attack can only be 
  66
  
   
  70
  made on creatures of the same size or smaller. For 
  every 5 that the save fails by the target is knocked 
  back another 2m. If the first save fails the target 
  makes a Fort save DC 15 or is stunned for 1 round. 
  Improved Grab: If the creature hits with a claw it 
  deals normal damage and attempts to start a 
  grapple as a free action, doing so without provoking 
  attacks of opportunity. No initial touch attack is 
  required. Unless otherwise stated, improved grab 
  works only against opponents at least one size 
  category smaller than the creature. The creature has 
  the option to conduct the grapple normally, or simply 
  use the part of its body it used in the improved grab 
  to hold the opponent. If it chooses to do the latter, it 
  takes a –20 penalty on grapple checks but is not 
  considered grappled itself; the creature does not 
  lose its Dexterity bonus to Defense, still threatens an 
  area, and can use its remaining attacks against 
  other opponents. 
   
  A successful hold does not deal additional 
  damage unless the creature also has the constrict 
  ability. If the creature does not constrict, each 
  successful grapple check it makes during successive 
  rounds automatically deals the damage given for the 
  attack that established the hold.  
   
  When a creature gets a hold after an improved 
  grab attack, it pulls the opponent into its space. This 
  act does not provoke attacks of opportunity. The 
  creature is not considered grappled while it holds the 
  opponent, so it still threatens adjacent squares and 
  retains its Dexterity bonus. It can even move, 
  provided it can drag the opponent’s weight. 
   
  
   
  71
   
  Manaan 
   
  Background 
   
  A small planet in an insignificant system, 
  Manaan's most remarkable feature is the calm azure 
  ocean that completely covers its surface. To 
  accommodate off-world visitors, the amphibious 
  Selkath have constructed Ahto City, a bustling 
  spaceport floating on the endless ocean's waves 
   
  Manaan is known throughout the galaxy for one 
  thing: being the sole producer of kolto, a powerful 
  healing agent harvested from the ocean surface. 
  This one export is so valuable it has made the tiny 
  world into one of the most influential independent 
  planets in the galaxy. Highly prized even in times 
  of peace, the value of kolto increases 
  exponentially during times of war. Many a battle 
  has been won or lost due to the size of an army's 
  kolto reserves. 
   
  The Selkath understand the importance of 
  kolto to their world, and they maintain strict control 
  over its production and export. This has allowed 
  them to retain their independence even during the 
  current Republic-Sith War, and has given rise to 
  an attitude of arrogant superiority among the 
  Selkath themselves 
   
  Officially, the government of Manaan has 
  adopted a policy of neutrality in the ongoing 
  conflict. As part of their neutral stance, the Selkath 
  have allowed both the Sith and the Republic to 
  establish embassies on Ahto City. The two rivals 
  keep a close eye on each other, and the Selkath 
  are careful to keep an even balance in the amount 
  of kolto exported to each side. The uneasy truce is 
  maintained only by Selkath law, which calls for 
  harsh penalties against anyone who breaks the 
  peace including sanctions on kolto exports 
   
  But there are those that feel Manaan's 
  precarious position between the two super-powers 
  is doomed to end in bloodshed. For as the conflict 
  between the Sith and the Republic intensifies, it is 
  only a matter of time until their mutual hatred 
  erupts and Ahto City is drowned beneath a tidal 
  wave of violence. 
  Planets 
  Type 
  Moons 
  Pyr 
  Molten rock 
  0 
  Manaan 
  Water world 
  0 
  Navlaas 
  Gas giant 
  8 
  Planet: Manaan 
  Planet Type: Water world 
  Climate: Temperate 
  Terrain: Planetwide ocean, islands 
  Atmosphere: Breathable 
  Gravity: 1.3 standard 
  Diameter: 14,211 km 
  Length of Day: 26 standard hours 
  Length of Year: 422 local days 
  Sentient Species: Selkath, Humans 
  Language: Basic, Selkath 
  Population: 500000 
  Species Mix: Selkath 80%, Humans 18%, 
  other 2% 
  Government: Tribal clans 
  Major Exports: Seafood, clothing, tourism 
  Major Imports: High technology, foodstuffs, 
  building materials 
  Region: Mid Rim 
  System/Star: Pyrshak 
  68
  
   
  72
  The Selkath 
  The Selkath are 
  amphibious 
  humanoids with sleek, 
  hydrodynamic bodies 
  and a throaty, guttural 
  language. They are at 
  home in the depths of 
  the sea, but can just 
  as easily survive on 
  the surface thanks to 
  concealed gill slits 
  that draw oxygen from 
  either water or air. 
  Their long hands are 
  tipped in poisonous 
  claws, but in the same 
  way the Wookiees of 
  Kashyyyk refrain from 
  using their retractable 
  claws, Selkath 
  consider their poison 
  to be socially 
  unacceptable to use 
  in a fight. Only a 
  maddened or enraged 
  Selkath might consider such a thing, even if 
  enslaved by a brutish thug or provoked by a foolish 
  tourist. 
  Species Traits 
  • 
  +2 Con, -2 Cha.  
  • 
  +6 species bonus to Swim checks.  
  • 
  +4 species bonus on Telepathy checks 
  (Selkath are not active telepaths but are 
  quite sensitive to telepathy in other species).  
  • 
  +2 species bonus on all saves made 
  underwater.  
  • 
  -2 on all saves in a dry environment.  
  • 
  Automatic Languages: Selkath.  
  • 
  Breathe Underwater: Selkath cannot drown 
  in water.  
  • 
  Poison: Selkath claws can inject venom into 
  an enemy that deals 2d6 points of damage 
  on a successful attack (DC 18 Fort save) 
  and another 1d6 points after 5 rounds (DC 
  14 Fort save). Using poison in a fight is 
  considered unseemly by many Selkath and 
  was outlawed on ancient Manaan.  
   
   
  Selkath Commoner: Init +0; Defense 10; Spd 10 
  m; VP/WP 0/12; Atk +0 melee (1d3 + poison, 
  claws) or +0 ranged; SQ Species traits; SV Fort 
  +1, Ref +0, Will +0; SZ M; FP 0; DSP 0; Rep +0; 
  Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 8. 
  Challenge Code A. 
  Equipment: Simple clothing, personal belongings. 
  Skills: Craft +2, Knowledge +2, Swim +6. 
  Feats: None. 
   
  Prestige Class: Shasan Adept 
  The Sith plans to undermine the councils 
  control of Kolto production created the Shasan 
  Adept.  By training a group of Selkath, they gave 
  the others the power to create and continue a 
  tradition that would last for generations. After the 
  Sith abandoned their plans to take over the 
  government those students trained by them 
  formed their own order.  The Order continued to 
  train any Force-sensitive Selkath willing to join 
  them.  Considering the small population of 
  natives on the planet, they have discovered a 
  surprising number of candidates, which serves to 
  reinforce the Order's belief that the Selkath have 
  been chosen by the Force for greatness. Initiates 
  must study for months, sometimes years, before 
  they are formally inducted. Like the Jedi and the 
  Sith, the Order usually pairs an initiate with an 
  experienced trainer during this period. 
  Members of the Order follow a simple code: 
  The protection of the Selkath is the first priority, 
  and all other considerations are secondary.  Yet 
  many of the Order are scholars as well as 
  storytellers and mythweavers who guard what 
  knowledge remains of the planet's history and 
  pass it on in the form of stirring tales of Manaan's 
  glorious past - made even more stirring with the 
  influence of the Force. 
  The Order's weapon of choice is a simple 
  curved sword called a fira that each adept must 
  construct for himself from metal found only in the 
  Hrakert rift. This metal, the remnants of a massive 
  ancient kolto harvester, is infused with synthesized 
  cortosis that makes the blades resistant to 
  lightsabers. The blade itself must be shaped and 
  sharpened using the heat of volcanic vents on the 
  sea floor, which makes the experience as 
  dangerous as it is challenging. Only when the fira 
  is complete will the adept be considered a 
  member of the Order of Shasa. 
   
  
   
  73
  REQUIREMENTS 
  To qualify to become a Shasan adept, a 
  character must fulfill all the following criteria. 
  Base Attack Bonus: +3. 
  Skills: Battlemind 4 ranks or Force Grip 4 ranks or 
  Knowledge (Manaan) 8 ranks, Craft (fira) 4 ranks, 
  Enhance Ability 4 ranks, Survival 4 ranks. 
  Feats: Alter, Control, Force-Sensitive, Sense, Exotic 
  Weapon Proficiency (fira). 
  Reputation: +1. 
  Dark Side Points: 4 
  Species: Only Selkath may become a Shasan 
  adept. 
   
  GAME RULE INFORMATION 
   Vitality: Members of the Order of Shasa gain 1d8 
  vitality points per level. The character's Constitution 
  modifier applies. 
   
  CLASS SKILLS 
  The Shasan adept's class skills (and the key 
  ability for each skill) are Balance (Dex), Craft (Int), 
  Gather Information (Cha), Intimidate (Cha), Jump 
  (Str), Knowledge (Int), Listen (Wis), Search (Int), 
  Spot (Wis), Survival (Wis), Swim (Str). All Force 
  skills for which the Shasan adept qualifies are 
  considered class skills. 
  Skill Points at Each Additional Level: 4+ Int 
  modifier 
   
  CLASS FEATURES 
  Weapon Focus (fira): Intense training in the 
  chosen weapon of the Order grants the Shasan 
  adept this feat for free at 1st level. 
  Progenitor's Call: At 2nd level, the Shasan 
  adept learns to draw on the power of the Progenitor 
  through the Force and may add a circumstance 
  bonus to his attack or defense roll for 3 rounds per 
  day, which need not be consecutive. At 5th, 8th, and 
  10th level, the bonus increases by 1. 
  Bonus Feat: At 3rd level, the adept can choose 
  a bonus feat (for which he meets the prerequisites) 
  from the following list: Acrobatic, Alertness, Animal 
  Affinity, Athletic, Blind-Fight, Combat Reflexes, 
  Endurance, Great Fortitude, Heroic Surge, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill 
  Emphasis, Stamina, Toughness, Track. 
  Skill Emphasis: At 4th level, the Shasan 
  adept gains the Skill Emphasis feat for free, but 
  must apply it to a Force skill. 
  Uncanny Dodge: The feature functions as 
  per the Scout class description in the Star Wars 
  Roleplaying Game revised core rulebook, with the 
  exception that the Shasan adept earns the ability 
  at 6th level and gains the flanking bonus at 9th 
  level. 
  Comprehend Speech: The Shasan adept 
  earns this ability at 7th level. For details, see the 
  Force Adept class description in the Star Wars 
  Roleplaying Game revised core rulebook. 
   
  Shasan Fira Sword 
  Each Shasan adept forges his or her own fira 
  in the underwater volcanic vents near the ruins of 
  an ancient kolto harvester. This requires 3d4 
  hours and three Craft checks against DC 12, 16, 
  and 20, in that order. 
  A cortosis weapon constructed from the hull 
  of the harvester (the material shielded life in 
  Manaan's oceans from the massive machine's 
  oversized power plant during a time when the fiber 
  was much easier to come by), the Shasan fira is 
  resistant to lightsaber blades. If the wielder makes 
  a critical miss when fighting an opponent with a 
  lightsaber (that is, the wielder rolls a natural 1 on 
  his attack), he must make a DC 14 Reflex save to 
  prevent the fira from shattering. A shattered fira 
  cannot be repaired, only replaced. 
  Cost: Not for sale Damage: 3d6 Crit: 19-20 
  Type: Slashing 
  Range: - 
  Weight: 3 kg 
  Stun Fort DC: - 
  Size: Medium Group: Exotic
   
   
   
   
   
  Table Shasan Adept 
   
   
   
   
  Level 
  Base Attack 
  Fort Save 
  Reflex Save 
  Will Save 
  Special 
  Defense Bonus 
  Reputation Bonus 
  1 
  +0 
  +2 
  +1 
  +2 
  Weapon focus (fira) 
  +2 
  +0 
  2 
  +1 
  +3 
  +2 
  +3 
  Progenitor's call (+2) 
  +2 
  +0 
  3 
  +2 
  +3 
  +2 
  +4 
  Bonus feat 
  +3 
  +1 
  4 
  +3 
  +4 
  +2 
  +4 
  Skill emphasis 
  +3 
  +1 
  5 
  +4 
  +4 
  +3 
  +5 
  Progenitor's call (+3) 
  +4 
  +2 
  6 
  +5 
  +5 
  +3 
  +6 
  Uncanny dodge (Dex) 
  +4 
  +2 
  7 
  +6 
  +5 
  +4 
  +6 
  Comprehend speech 
  +5 
  +2 
  8 
  +7 
  +6 
  +4 
  +7 
  Progenitor's call (+4) 
  +5 
  +3 
  9 
  +8 
  +6 
  +4 
  +8 
  Uncanny dodge (flanking) 
  +6 
  +3 
  10 
  +9 
  +7 
  +5 
  +8 
  Progenitor's call (+5) 
  +7 
  +4 
  70
  
   
  74
  Manaan Creatures 
  Firaxan Shark 
  A fierce predator called the Firaxian Shark 
  swims the oceans of Manaan. They are solitary 
  hunters. They typically do not harm off worlders but 
  if provoked, they can be fierce killers..  They are 
  sleek animals, that are solitary hunters. 
   
   
  Firaxan Shark: Adult Aquatic, Predator 5; Init +2 
  (+2 Dex); Def 16 (+2 Dex, -1 Size, +5 Natural); Spd 
  swim 16 m; VP/WP 56/21; Atk +13 (2d8+6, crit 20, 
  bite); SQ Carnivorous, Damage Reduction: 2; SV 
  Fort +10, Ref +8, Will +3; SZ L; Face/Reach 3 m by 
  6 m/2 m; Str 19, Dex 15, Con 18, Int 3, Wis 15, Cha 
  13. 
  Skills: Hide -2, Listen +9, Spot +9, Survival +5, 
  Swim +10 
  Feats: Alertness, Power Attack, Toughness, Track 
   
  Progenitor Firaxan Shark 
  Believed to be the originator of all Firaxian sharks, 
  the Progenitor Firaxian Shark holds a special place 
  in the mythology of the Selkath. Some Selkath  
  believe they evolved from or were created by this 
  giant creature.  It is known to inhabit the Halto Rift, 
  and protects against any undue intrusions in this 
  area.  
  Progenitor Firaxan Shark: Adult Aquatic, 
  Predator 5; Init -3 (-3 Dex); Def 13 (-3 Dex, -4 
  Size, +6 Natural, +4 Templates); Spd swim 14 m; 
  VP/WP 114/175; Atk +26/+21 melee (4d6+25, crit 
  20, bite); SQ Abominable presence, Carnivorous, 
  Damage Reduction: 6, Highly Evolved, Mutated, 
  Swallow Whole, Command; SV Fort +22, Ref +3, 
  Will +3; SZ G; Face/Reach 8 m by 15 m/6 m; Str 
  44, Dex 4, Con 43, Int 6, Wis 15, Cha 10. 
  Skills: Hide -15, Listen +9, Spot +9, Survival +5, 
  Swim +23 
  Feats: Alertness, Power Attack, Toughness, Track 
  Command: the Progenitor can as a standard 
  action command any Firaxan Shark within 40 m It 
  can give simple instructions like, attack, flee, back 
  of etc.   
  Swallow Whole: The Progenitor can try to 
  swallow an opponent of Huge or smaller size that 
  it has bite by making a successful grapple check. 
  Once inside, the opponent takes 2d8+8 points of 
  crushing damage plus 2d8+6 points of acid 
  damage per round from the Progenitor digestive 
  juices. A swallowed creature can cut its way out by 
  dealing 50 points of damage to the Progenitor 
  digestive tract (Def 15). Once the creature exits, 
  muscular action closes the hole; another 
  swallowed opponent must cut its own way out. 
  The Progenitor gullet can hold 2 Huge, 8 Large, 32 
  Medium, 128 Small, or 512 Tiny or smaller 
  creatures or any combination there of, such as 1 
  Huge and 4 Large creatures. 
   
   
  Research Sub 
  Craft: Republic Science; Class: Submersible; 
  Cost: Not Available for Sale; Size: Huge (6m 
  length); Initiative: -2 (-2 size); Crew: 1 
  Unique; Submersible: 2; Cargo Capacity: 500 
  kilograms; Speed: 500m (max. speed 1500 km/h, 
  25 squares/action); Depth: Down to 10 km; 
  Maneuvers: -2 (-2 size); Defense: 18 (-2 size, +10 
  armor); Hull Points: 60 (DR 5). 
  * The Research Sub provides full cover to its 
  passengers. 
  
   
  75
   
  Taris 
   
  Planets 
  Type 
  Moons 
  Topomsul 
  Rock 
  - 
  Taris 
  Terrestrial 
  - 
  Tallapoosa II 
  Gas Giant 
  5 
  Tallapoosa II 
  Failed Core 
  2 
  Lornatea 
  Rock 
  3 
   
  Background 
  Located on the Outer Rim in the very fringes of 
  Republic space, the grandeur of the city- world of 
  Taris was once said to rival the galactic capital of 
  Coruscant itself. But the glory of ancient Taris has 
  long since faded, and much of the once magnificent 
  metropolis has fallen into ruin and disrepair.  
  The rich and powerful have segregated 
  themselves in the Upper City, dwelling in the highest 
  reaches of the towering skyscrapers that dominate 
  the planet's landscape. Here the nobility surround 
  themselves with the trappings of prosperity, 
  oblivious to the suffering of those who are forced 
  to dwell far below them. 
  Descending into the slums of the Lower City, 
  the signs of urban decay become readily apparent. 
  Filth and refuse litter the streets, and burned out 
  vehicles and shattered windows serve as stark 
  reminders of the violent wars of the swoop gangs 
  vying for control. Citizens of the Lower City - non-
  human aliens and those not born into the 
  privileged classes of society - struggle to survive 
  amidst the permacrete wasteland, clinging to the 
  small hope that they may one day escape their 
  grim and violent surroundings. 
  But at least those in the Lower City have 
  hope. For those banished beneath the planet's 
  surface – the Outcasts – all hope is gone. Those 
  driven into the dark and sunless world of the 
  Undercity must band together in small villages in a 
  wretched, never-ending struggle to survive. 
  Starvation and disease claim many, and the 
  rakghouls - mutated, flesh-eating monsters who 
  dwell in the sewers beneath Taris - claim even 
  more. 
  Above all this misery, the Upper City shines 
  and the nobility live a life of wealth and comfort. 
  But even they are vulnerable, for Taris is located 
  far from the protection of the Galactic Core and 
  the Republic fleet, and the Sith Armada has taken 
  notice. 
   
  Taris Creatures 
   
  Rakghoul 
  The only “creature” left on Taris in the lower levels 
  is a Rakghoul.  However, calling it creature is not 
  completely true, the Rakghoul is in fact an infected 
  humanoid.  When a Rakghoul bites someone it 
  transmit a disease in actuality a retro virus that 
  begins to change and mutate the victim.  If 
  untreated or the victim fails to shake the virus off 
  they become a Rakghoul.   
  Planet: Taris 
  Planet Type: Terrestrial 
  Climate: Urban 
  Terrain: Urban 
  Atmosphere: Breathable 
  Gravity: 1.3 standard 
  Diameter: 14,211 km 
  Length of Day: 24 standard hours 
  Length of Year: 380 local days 
  Sentient Species Human 
  Language: Basic 
  Population: 6 billion 
  Species Mix: Humans 90%,  
  Government: Corporate 
  Major Exports: Tarisian ale 
  Major Imports: Food, raw resources 
  Region: Outer Rim 
  System/Star Taris 
  72
  
   
  76
  The Rakghouls inhabit the sewers and lower 
  levels of the Cities of Taris, preying on anything that 
  comes near them, which is typically the outsiders, or 
  some of the Swoop gangs. They attack by clawing 
  and biting, their claws while they do more damage 
  are not the dangerous weapons, and the bite is 
  because it transmits the Rakghoul Virus.  They hunt 
  what they can but typically eat anything they can 
  find, they travel in groups of 2-5. 
   
   
  Rakghoul: Adult Subterranean, Predator 
  1/Scavenger 2; Init +7 (+0 Dex, +4 Bonus, +3 
  Template); Def 14 (+0 Dex, +4 Templates); Spd 12 
  m; VP/WP 18/10; Atk +7 melee (1d6, crit 20, claws 
  x2), +5 melee (1d4, crit 20, bite); SQ Abominable 
  presence, Disease, Maddened, Mutated; SV Fort +5, 
  Ref +2, Will +4; SZ M; Face/Reach 2 m by 2 m/2 m; 
  Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. 
  Skills: Hide +2, Listen +8, Move Silently +4, Search 
  +2, Spot +2, Survival +2 
  Feats: Improved Initiative, Multiattack, Power Attack 
  Disease: On a successful bite that deals WP 
  damage the Rakghoul has the chance of transferring 
  a horrible disease to the target.  This disease turns 
  the victim into a Rakghoul.  To stave off this disease 
  they must make a Fortitude save DC 10+ Con 
  modifier of the type of Rakghoul that bit them, in the 
  case of the Rakghoul Fiend DC 12.  For each failed 
  save the victim suffers 1 point of Temporary Con 
  damage.  The Victim continues to make saving 
  throws every 24 hours for 10 days until two 
  successful saves are made; if two successful saves 
  are made then the body has shaken the disease off. 
   
  Rakghoul Fiend: Adult Subterranean, Predator 
  3/Scavenger 2; Init +8 (+1 Dex, +4 Bonus, +3 
  Template); Def 15 (+1 Dex, +4 Templates); Spd 12 
  m; VP/WP 39/14; Atk +10 melee (1d6+1, crit 20, 
  claw), +8 melee (1d4+1, crit 20, bite); SQ 
  Abominable presence, Disease, Maddened, 
  Mutated; SV Fort +8, Ref +4, Will +5; SZ M; 
  Face/Reach 2 m by 2 m/2 m; Str 12, Dex 13, Con 
  14, Int 10, Wis 10, Cha 10. 
  Skills: Climb +3, Hide +3, Jump +3, Listen +8, 
  Move Silently +5, Search +2, Spot +2, Survival +2 
  Feats: Improved Initiative, Multiattack, Power 
  Attack 
   Disease: On a successful bite that deals WP 
  damage the Rakghoul has the chance of 
  transferring a horrible disease to the target.  This 
  disease turns the victim into a Rakghoul.  To stave 
  off this disease they must make a Fortitude save 
  DC 12+ Con modifier of the type of Rakghoul that 
  bit them, in the case of the Rakghoul DC 14.  For 
  each failed save the victim suffers 1 point of 
  Temporary Con damage.  The Victim continues to 
  make saving throws every 24 hours for 10 days 
  until two successful saves are made; if two 
  successful saves are made then the body has 
  shaken the disease off. 
   
  Alpha Rakghoul: Adult Subterranean, Predator 
  4/Scavenger 2; Init +9 (+2 Dex, +4 Bonus, +3 
  Template); Def 16 (+2 Dex, +4 Templates); Spd 
  14 m; VP/WP 47/16; Atk +10 melee (1d8+2, crit 
  20, bite), +13 (1d6+2, crit 20, claw x2); SQ 
  Abominable presence, Maddened, Mutated; SV 
  Fort +9, Ref +6, Will +4; SZ M; Face/Reach 2 m 
  by 2 m/2 m; Str 14, Dex 14, Con 16, Int 10, Wis 
  8, Cha 8. 
  Skills: Intimidate +8, Listen +9, Move Silently +4, 
  Spot +4 
  Feats: Improved Initiative, Multiattack, Power 
  Attack, Weapon Focus (Claw) 
  Disease: On a successful bite that deals WP 
  damage the Rakghoul has the chance of 
  transferring a horrible disease to the target.  This 
  disease turns the victim into a Rakghoul.  To stave 
  off this disease they must make a Fortitude save 
  DC 10+ Con modifier of the type of Rakghoul that 
  bit them, in the case of the Alpha Rakghoul DC 15.  
  For each failed save the victim suffers 1 point of 
  Temporary Con damage.  The Victim continues to 
  make saving throws every 24 hours for 10 days 
  until two successful saves are made; if two 
  successful saves are made then the body has 
  shaken the disease off. 
   
  Rakghoul Serum -  
  This gives a recipient 
  +10 to its saves versus 
  the Rakghoul virus, this 
  bonus lasts for 5 days. 
   
   
  
   
  77
   
  Tatooine 
   
   
  Background 
  The ancient surface of Tatooine consists of 
  near endless dune seas interrupted by rock wall 
  canyons, carved by long departed oceans that no 
  living memory or archive records. There are two 
  sentient species on Tatooine; Sand People and 
  Jawas. The more dominant Sand People are a 
  race of nomadic warrior tribes. They have rejected 
  any attempt at trade or communication, 
  possessing a single-minded hostility towards all 
  outsiders.  The Jawas, by contrast, are diminutive 
  scavengers that are more interested in trade than 
  combat.  However, their language is painfully hard 
  to understand and their culture remains enigmatic. 
  Tatooine has not been properly documented 
  by the Republic because it has yet to be officially 
  deemed viable for colonization, or even declared 
  habitable.  This has not stopped various private 
  companies from expressing an interest in the 
  world --orbital scans reveal substantial 
  subterranean ore deposits-- but such observations 
  are often made away from public record.  The 
  outpost of Anchorhead, run by the Czerka 
  corporation, is the only currently inhabited site on 
  Tatooine, and it appears to be dying. Corporate 
  officers are tightlipped about why the operation is 
  failing, but a rumor is circulating that Tatooine ore 
  is somehow bad.  The company has denied this, 
  but the strength of that denial has given the 
  rumors credibility. 
  It is likely that Czerka Corporation will 
  abandon their stake in Tatooine, but for now, five 
  to ten thousand settlers attempt to make a living 
  on the surface and in the mines. Moisture 
  vaporators could allow independent colonies to 
  survive, but nothing outside of Anchorhead lasts 
  for long. People rarely travel without armed escort, 
  and not just because of Sand People attacks. The 
  tracks of huge desert predators have been found 
  near decimated Bantha herds, and many people 
  that go exploring simply don't return. A resident 
  Hutt has funded a small swoop track, but the 
  planet must be dangerous for swoop races to be 
  considered safe entertainment. There is little of 
  interest on Tatooine for the casual traveler. That 
  may change if local hyperspace routes prove 
  useful, but for now, it is an inhospitable place best 
  avoided. 
  Planets 
  Type 
  Moons 
  Tatooine 
  Terrestrial 
  2 
  Ohann 
  Gas Giant 
  3 
  Adrina 
  Gas Giant 
  4 
  Planet: Tatooine 
  Planet Type: Terrestrial 
  Climate: Hot and arid 
  Terrain: Desert, dunes, and mesas 
  Atmosphere: Breathable 
  Gravity: 1.3 standard 
  Diameter: 14,211 km 
  Length of Day: 23 standard hours 
  Length of Year: 204 local days 
  Sentient Species:, Various settlers, Jawas, 
  Sand People 
  Language: Basic, Jawa 
  Population: 5,000 to 10,000 settlers, 
  unknown indigenous 
  Species Mix: Humans 80%, other 20% 
  Government: Corporate 
  Major Exports: Ore 
  Major Imports: Mining / light industrial 
  equipment 
  Region: Outer Rim 
  System/Star Arkanis /Tatoo I and II 
  74
  
   
  78
  Tatooine Creatures 
  Wraid 
  The Wraid is a predator native to the deserts of 
  Tatooine; they have a hard bony form of armor that 
  is prized.  They typically travel in small groups of no 
  more than 4.   
   
   
   
  Wraid: Adult Desert, Predator 3; Init +0 (+0 Dex); 
  Def 15 (+0 Dex, -1 Size, +6 Natural); Spd 8 m; 
  VP/WP 36/20; Atk +10 melee (1d10+5, crit 20, 
  claw), +6 melee (2d8+7, crit 20, bite); SQ 
  Carnivorous; SV Fort +10, Ref +5, Will -1; SZ L; 
  Face/Reach 3 m by 4 m/2 m; Str 20, Dex 10, Con 
  20, Int 2, Wis 6, Cha 8. 
  Skills: Hide -4, Intimidate +1, Listen +3, Move 
  Silently +2, Spot +1, Survival +0 
  Feats: Track, Weapon Focus (Bite) 
   
   
   
  Dessert  Wraid: Adult Desert, Predator 5; Init +0 
  (+0 Dex); Def 15 (+0 Dex, -1 Size, +6 Natural); Spd 
  8 m; VP/WP 58/20; Atk +12 (1d10+5, crit 20, claw), 
  +8 melee (2d8+7, crit 20, bite); SQ Carnivorous; 
  SV Fort +11, Ref +6, Will -1; SZ L; Face/Reach 3 
  m by 4 m/2 m; Str 21, Dex 10, Con 20, Int 2, Wis 
  6, Cha 8. 
  Skills: Hide -4, Intimidate +1, Listen +4, Move 
  Silently +2, Spot +2, Survival +1 
  Feats: Track, Weapon Focus (Bite) 
   
  Hulak Wraid: Adult Desert, Predator 7; Init +0 (+0 
  Dex); Def 15 (+0 Dex, -1 Size, +6 Natural); Spd 8 
  m; VP/WP 83/20; Atk +14(1d10+5, crit 20, claw), 
  +13 (2d8+7, crit 20, bite); SQ Carnivorous; SV 
  Fort +12, Ref +7, Will +0; SZ L; Face/Reach 3 m 
  by 4 m/2 m; Str 21, Dex 10, Con 20, Int 2, Wis 6, 
  Cha 8. 
  Skills: Hide -4, Intimidate +1, Listen +5, Move 
  Silently +3, Spot +3, Survival +2 
  Feats: Multiattack, Track, Weapon Focus (Bite) 
   
  Jawas and Tusken raiders are also plentiful 
  and can be encountered.  While Jawas are not 
  typically a threat, the Tusken raiders are, refer to 
  the RCR pages 335-336 for stats on the Bantha 
  an Dewback the Ultimate Alien Anthology pages 
  80 for Jawa stats and 171 for Tusken stats as well 
  as the OCR book Secrets of Tatooine.  
  
   
  79
   
  Yavin 
   
  Planets 
  Type 
  Moons 
  Fiddanl 
  Searing Rock 
  0 
  Stroiketcy 
  Captured Comet 
  0 
  Yavin 
  Gas Gaint 
  26 
   
  Background 
  The Yavin system has for the most part been 
  ignored until the Sith Wars.  A dark lord of the Sith 
  set up a base on a Moon orbiting Yavin IV and 
  erected massive temples on the surface.  During the 
  Sith wars the Republic set up a space station in orbit 
  around the Gas giant near Yavin IV.  From here they 
  launched a campaign and eventually bombarded the 
  surface and temples eradicating the Sith Lords 
  presence. Since that time the planet and it’s moons 
  have fallen into disrepair and are not claimed by 
  anyone. 
   
   
  Yavin Creatures  
  The native creatures of Yavin are a danger to 
  ships in the upper atmosphere. Two primary 
  species of floaters roam Yavin's upper atmosphere 
  to imperil unlucky starships. 
   
  Floater Herbivore 
  The "herbivore" floaters resemble the beldons 
  of Bespin, except twice as large and with stunted 
  tentacles ringing their central mouthparts. 
  Herbivore floaters usually don't travel in groups. 
  There is, of course, the chance that a herbivore 
  will accidentally swallow a starship while feeding 
  on atmospheric algae and gasses or lash out with 
  a tentacle if disturbed. But the primary danger to 
  fishing vessels and other ships is simply collision -
  - and the explosion that could result if the impact 
  cost the floater more than half its Wound Points 
  (see Species Traits, below). 
  The predatory "hunter-floaters" usually 
  survive by feeding on the herbivores (but only 
  when traveling in packs of 2d4 individuals). Lone 
  hunter-floaters, apparently packless adolescents, 
  are more likely to be encountered by heroes when 
  the massive monsters are hunting an 
  unsuspecting Corusca trawler. Hunter-floaters 
  resemble gargantuan inflated sharks and show 
  rudimentary intelligence. 
  Note: Floaters are so large that their size is 
  described using starship scale 
  Yavin Floater Herbivore: Airborne herd 
  animal 2; Init –6 (+2 airborne, –4 Dex, –4 size); 
  Planet: Yavin 
  Planet Type: Gas Gaint 
  Climate: Hostile Gas(chemical and magnetic 
  storms) 
  Terrain: Gas Gaint 
  Atmosphere: Type III (toxic) 
  Gravity: 400% standard 
  Diameter: 198,500 km 
  Length of Day: 24 standard hours 
  Length of Year: 4,818 local days 
  Sentient Species:, None 
  Language: -None 
  Population: indigenous floating 
  creatures(upper atmosphere) 
  Species Mix: - 
  Government: - 
  Major Exports: - 
  Major Imports: - 
  Region: Outer Rim 
  System/Star Yavin 
  76
  
   
  80
  Def 4 (–4 size, –4 Dex, +2 natural), touch 2, flat-
  footed 8; Spd fly (poor, Yavin only) 10 m; VP/WP 
  17/88; Atk +13 melee (1d6 +16, 10 tentacles) or –7 
  ranged; SQ Explosive, swallow whole; SV Fort +8, 
  Ref –4, Will –3; SZ G (Face/Reach 1 km by 1 
  km/100 m); FP 0; DSP 0; Rep +0; Str 43, Dex 2, 
  Con 21, Int 1, Wis 8, Cha 2. 
  Skills: Listen +3, Spot +3, Survival +3. 
  Feats: None. 
  Explosive: No species of floater can survive outside 
  of Yavin's thick atmosphere, and they will not 
  voluntarily leave the cloud cover. If a floater is 
  somehow pulled more than halfway outside of 
  Yavin's atmosphere or loses more than half of its 
  Wound Points, the creature explodes, inflicting 8d10 
  points of damage on any ship or creature within 4 
  km. 
   
   Yavin Hunter-Floater: Airborne predator 5; Init +2 
  (–1 Dex, +4 Improved Initiative, –1 size); Def 14 (–1 
  size, –1 Dex, +6 natural), touch 8, flat-footed 15; 
  Spd fly (average, Yavin only) 80 m; VP/WP 56/96; 
  Atk +22 melee (5d8 +18, bite) or +3 ranged; SQ +20 
  species bonus to Hide checks in Yavin's 
  atmosphere, explosive, swallow whole; SV Fort +10, 
  Ref +3, Will +4; SZ L (Face/Reach 50 m by 120 
  m/10 m); FP 0; DSP 0; Rep +0; Str 46, Dex 8, Con 
  22, Int 2, Wis 17 Cha 10. 
  Skills: Hide +14, Spot +9, Survival +9. 
  Feats: Improved Initiative. 
  Explosive: No species of floater can survive 
  outside of Yavin's thick atmosphere, and they will 
  not voluntarily leave the cloud cover. If a floater is 
  somehow pulled more than halfway outside of 
  Yavin's atmosphere or loses more than half of its 
  Wound Points, the creature explodes, inflicting 
  8d10 points of damage on any ship or creature 
  within 4 km.  
   
  Yavin IV 
   
  The fourth moon of Yavin has been occupied 
  by many different sentient species over thousands 
  of years of galactic history -- the native, doomed 
  Massassi, slain by Exar Kun; Humans serving the 
  masters of the Sith, the Jedi, the Republic and 
  now is unoccupied except for one Rodian. 
   
   
  Planet: Yavin IV 
  Planet Type: Moon 
  Climate: Temperate to tropical 
  Terrain: Jungle, rain forest 
  Atmosphere: Brethable 
  Gravity: standard 
  Diameter: 10,200 km 
  Length of Day: 24 standard hours 
  Length of Year: 4,818 local days 
  Sentient Species:, None 
  Language: - 
  Population:- 
  Species Mix: - 
  Government: - 
  Major Exports: Corsica Gems, Sith Artifacts 
  Major Imports: Everything 
  Region: Outer Rim 
  System/Star Yavin 
  
   
  81
  Yavin Space Station 
  This is a free trade area; A hive for smugglers 
  and others wishing to live beyond the reach of the 
  Republic or the Sith.  The Republic originally created 
  the station during the first Sith war, but after the 
  Defeat of Exar Kurn on Yavin Four it was 
  abandoned.  Smugglers, groups of mercenaries, and 
  the Exchange have all used the space station as an 
  outlaw Tech Base. The station is currently occupied 
  by the Rodian Savium; a collector, inventor, and 
  merchant who deals with a select clientele and only 
  in high-quality items.” 
  Yavin Station 
  Craft: Republic Shipyards' ; Class: Station; Cost: 
  1.63 gCr; Size: Colossal (Colossal space station, 
  2000m in length); Initiative: -4 (+4 crew, -8 size); 
  Crew: 90 (Skilled +4); Passengers: 3000; Cargo 
  Capacity: 100,000 Metric tons; Consumables: 2 
  Years; Hyperdrive: None; Maximum Speed: 
  Docking (Poor, 0 squares/action); Maneuvers: -4 (-8 
  size, +4 crew); Defense: 12 (-8 size, +10 armor); 
  Hull Points: 2000 (DR 40); Shield Points: 500 (DR 
  40). 
   
   
  Savium: Middle Age Male Rodian, Tech Specialist 
  9/Scoundrel 1; Init 
  +2 (+2 Dex); Def 17 
  (+2 Dex, +5 Class); 
  Spd 10m; VP/WP 
  35/11; Atk +6/+1 
  melee (1d3, punch), 
  +8/+3 or +4/+4/-1 
  ranged (3d6-1, 
  Blaster [BlasTech 
  DH-17, Pistol]); SQ 
  Expert (Craft), Illicit 
  barter, Instant 
  Mastery (Repair), 
  Research, Tech 
  Specialty (Mastercrafter +2); SV Fort +4, Ref +8, 
  Will +4; SZ M; FP: 0; Rep: +2; Str 11, Dex 14, 
  Con 11, Int 19, Wis 11, Cha 12. 
  Equipment: Blaster [BlasTech DH-17, Pistol], 
  Tool kit [computer, droid], Tools [beam drill, Circuit 
  Disruptor, Fusion Cutter, Laser welder, Power 
  calibrator, probe sensors, sonic welder, welding 
  goggles, Worklight], Utility Belt 
  Skills: Appraise +14, Astrogate +6, Balance +4, 
  Computer Use +18, Craft (armor) +12, Craft 
  (blaster pistols and rifles) +10, Craft (electronic 
  devices) +8, Demolitions +12, Disable Device +18, 
  Knowledge (Engineering) +8, Knowledge 
  (Technology) +6, Listen +2, Pilot +4, Profession 
  (mechanic) +4, Read/Write Basic, Read/Write 
  Rodese, Repair +27, Search +12, Speak Rodese, 
  Spot +2, Treat Injury +12 
  Feats: Cautious, Gearhead, Shady Merchant, Skill 
  Emphasis (Repair), Track, Underworld 
  Connections, Weapons Group Proficiency (blaster 
  pistols, simple weapons) 
  78
  
   
  82
   
  Rakata 
   
  Planets 
  Type 
  Moons 
  Unknwon 
  Rock 
  - 
  Rakata 
  Terrestrial 
  1 Space station 
  Unknown 
  Stony 
  -- 
   
  Background 
  A tiny world in an isolated and long forgotten 
  system, this unnamed tropical paradise exists in the 
  vast expanse of uncharted space beyond the Outer 
  Rim. Because of the Unknown World's remote 
  location, it has not been explored or documented in 
  any significant fashion and there are no official 
  records of its existence. 
  This secrecy is further preserved by a powerful 
  energy field surrounding the entire world that can 
  disable any ship's communications and 
  navigational abilities.  Over the millennia, the 
  Unknown World has become a technological 
  graveyard, the tropical islands of its surface strewn 
  with the wreckage of ships and cruisers 
  unfortunate enough to have stumbled across the 
  mysterious planet's hidden location. 
  But the hulls of crashed vessels are not the 
  only technological remains on this world. There is 
  undeniable evidence that a great civilization once 
  existed here. Enormous cities, now crumbling 
  ruins reclaimed by the jungle, give mute testimony 
  to the one time dominance of a scientifically 
  advanced culture. However, like most facts about 
  the Unknown World, whatever disaster or 
  cataclysm wiped this civilization from the face of 
  the galaxy can only be guessed at. 
   
  Historical perspective 
  The Unknown World raises many questions: 
  Who once dwelt here? Did they create the energy 
  field surrounding the planet, and if so, for what 
  purpose? And, most importantly, where did they 
  go? The answers, if there are any, can likely be 
  found in a single, massive structure that still 
  stands wholly intact: an enormous temple on the 
  planet's largest island. Seemingly immune to the 
  ravages of time, the great monument is of an 
  architectural construction that is both familiar, yet 
  disturbingly alien; a haunting echo of an extinct 
  species' past and a people's history that may 
  never be told. 
  In the field of galactic archeology, the Rakata 
  species presents researchers with an anomaly. 
  The Republic has been in existence since the 
  arrival of hyperspace travel 20,000 years ago. 
  Before that time, all known races could barely 
  escape their own solar systems, and little 
  information was shared between worlds. The 
  Rakatas, however, appear to have been exempt 
  from that rule. Hints of their one-time presence 
  seem to be buried on myriad worlds, though this 
  evidence is often contested due to the difficulty in 
  Planet: Unknown (Rakata) 
  Planet Type: Terrestrial 
  Climate: Hot and moist 
  Terrain: Islands, Jungle, Ocean 
  Atmosphere: Breathable 
  Gravity: 1x standard 
  Diameter: 14,211 km 
  Length of Day: 50 standard hours 
  Length of Year: 1004 local days 
  Sentient Species: Rakata, various 
  castaways,  
  Language: Rakata, various 
  Population: 5,000 Rakata 1000, unknown 
  castaways 
  Species Mix: Rakat 90%, other 10% 
  Government: Corporate 
  Major Exports: none 
  Major Imports: none 
  Region: Outer Rim 
  System/Star Unknown / Unknown (Yellow 
  Dwarf) 
  Satellites: 1. 
  
   
  83
  recognizing such remnants. This is an 
  understandable impediment given the length of time 
  that has elapsed since their passing. 
  It is estimated that the Rakata civilization 
  ceased to exist nearly 30,000 years ago, at the 
  height of its power predating the Republic by ten 
  millennia.  The scarcity of remains suggests that 
  they were either very careful with access to their 
  resources, or that attempts were made to 
  intentionally remove any trace of their passing once 
  they had gone. Both hypotheses tend to suggest 
  that the Rakatas did not arrive on these worlds as 
  ambassadors or merchants. No other species 
  appears to have been so widespread, and yet so 
  thoroughly purged from the galactic record. 
  While defining the Rakata culture is confined to 
  guesswork, researchers have had better luck 
  reconstructing the anatomy of the species.  Through 
  the study of many ancient records, including the 
  scrawled drawings of various developing sentient 
  species, we have made an educated guess at the 
  Rakata’s physical appearance. Artifacts, when they 
  could be found, have also been analyzed to 
  determine the shape of hand they were designed 
  for, and the musculature that would have found them 
  comfortable to use. This has resulted in a fairly clear 
  physical portrait of 
  these early galactic 
  pioneers, though 
  what became of 
  their empire 
  remains unknown 
   
  Rakatan 
  The rakatan 
  are a humanoid 
  race with a large 
  almost cone shaped 
  head, their eyes are 
  placed on short 
  stalks on the sides 
  of their head 
  granting them an 
  exceptionally wide 
  field of vision.  They 
  retain vestigial 
  claws that they do 
  not use in combat.  
  They are tall and thin, but contain strong wiry 
  muscles.  As a race they are very intelligent and 
  nimble, but due to their odd look and abrasive 
  nature, other races find them difficult to get along 
  with.  The cruel Rakatan fell to the Dark side and 
  enslaved all the races they encountered. 
   
  Species Traits 
  • 
  +2 Int,+2 Dex, -2 Cha, -2 Wis. –2 Con 
  • 
  -2 on all saves in a dry environment.  
  • 
  Natural Attacks: Claws (1d4+Str) 
  • 
  Automatic Languages: Rakatan.  
  • 
  Automatic Feat:  Alertness 
  Rakatan Commoner: Init +2; Defense 12; Spd 10 
  m; VP/WP 0/12; Atk +0 melee (1d4, claws) or +0 
  ranged; SQ Species traits; SV Fort +0, Ref +2, Will 
  -1; SZ M; FP 0; DSP 0; Rep +0; Str 10, Dex 12, 
  Con 8, Int 12, Wis 8, Cha 8. Challenge Code A. 
  Equipment: Simple clothing, personal belongings. 
  Skills: Craft +2, Knowledge +3, Spot +2 
  Feats: Alertness. 
   
  Rakata Creatures 
  Many domesticated Rancors inhabit the 
  planet, as well as wild ones, and travelers should 
  be on the lookout for them. Refer to the RCR pg 
  338 for stats, or WotC Website for a Alien 
  Anthology Web Enhancement. 
  Gizka  
  The Gizka is a small almost totally inoffensive 
  creature, that does little other than, eat and breed, 
  which they both at an exceptional rate.  For the 
  most part they will not harm any other creature for 
  they cannot.  However if provoked, they will lash 
  out with their tongues. 
   
   
  Gizka: Adult Tropical, Herd Animal 1; Init +5 (+5 
  Dex); Def 19 (+5 Dex, +2 Size, +2 Natural); Spd 4 
  m, swim 10 m, swim 10 m; VP/WP 5/6; Atk +7 
  ranged (by weapon); SQ Amphibious, Aquatic 
  dweller +4 to survival checks in aquatic 
  environments); SV Fort +3, Ref +5, Will +2; SZ T; 
  Face/Reach 0.5 m by 0.5 m/0.5 m; Str 4, Dex 20, 
  Con 12, Int 1, Wis 14, Cha 6. 
  Skills: Search +1, Spot +8, Survival +3, Swim +12 
  Feats: Alertness
  80
  
   
  84
  The Force  
  Force Saving Throws 
  Knights of the Old Republic provides a 
  mechanic long missing from the Star Wars D20 
  RPG: a means for a force power’s saving throw to 
  increase as a character increases in Force User 
  levels.  In D&D, saving throws become harder as the 
  character casting spells acquires higher level spells 
  or increases his or her experience levels. In the 
  current RCR Star wars game, many force powers do 
  not have a mechanic to increase saving throws. 
   
  Variant rule: The saving throw DC of a skill based 
  Force power now adds the appropriate statistic 
  modifier of the Force skill, as well as modifier equal 
  to ½ the Force User Level of the activating 
  character. All other factors and conditions for 
  calculating the Force skills DC still apply. 
   
  Example: a Force power based off of Charisma 
  with a Jedi of 4th level and with a Cha of 14, would 
  have the DC raised by 4 (+2 for level, +2 for Cha 
  modifier) 
    
  Force Powers 
    
  Energy Resistance 
  [Force Feat] 
  You can harness 
  the power of the 
  force to negate a 
  small amount of 
  energy damage. 
   
  Prerequisite: Force 
  Sensitive, Control, 
  Alter, 5 Ranks 
  Force Defense, 5 
  ranks Move Object 
   
  Benefit: By 
  spending 3 VP the 
  Force User can 
  create a temporary shield of kinetic energy that 
  blocks the first 15 points of damage by sonic, fire, 
  cold, and electric attacks.  Any damage over 15 
  points is suffered normally.  The effect lasts for 10 
  rounds or until 15 points is absorbed. 
   
  Lightsaber Crystals 
   
  In the Days of the Old Republic, many Jedi (and 
  Sith) mastered the techniques of mixing various 
  chemical components and using a crystal furnace to 
  make lightsaber crystals with various properties, that 
  replicated those found in nature. However over the 
  course of the thousands of years between the age 
  of the Sith Wars and the Rise of the Empire, as 
  the Jedi Order changed the need for such 
  weapons waned and many of these secrets where 
  lost. At the time of the Sith wars these crystals 
  could be found naturally as well as forged.   
   
  Most Jedi use Adega or Ilum crystals in their 
  lightsabers before the Empire. They very rarely 
  found but usually they are discovered in near 
  flawless condition. The Jedi use these naturally 
  occurring crystals to build a lightsaber because the 
  Force flows though them in a more harmonious 
  manner. If a natural crystal used to create a 
  lightsaber is not of Adega or Ilum variety, add +2 
  to the DC of Harmonizing the Crystals in the 
  Force. 
  It has long been known that Synthetic grown 
  gemstones have essentially the same appearance 
  and optical, physical, and chemical properties as 
  the natural material that they represent. This 
  knowledge has allowed the Jedi to make their own 
  lightsaber crystals in times of great need.  This 
  information was found in Obi-Wan Kenobi's 
  journal, which Luke Skywalker used to construct 
  his own lightsaber.  Regardless of whether or not 
  natural or synthetic crystals are used, the process 
  of creating a lightsaber is one of the most 
  essential lessons the Jedi (or the Sith) teach their 
  students. 
   
  A few such Crystal Crucibles still existed at 
  the time of the Rise of the Empire and during the 
  Rebellion and Galactic Civil War.  The secrets of 
  mixing the compounds to create specific crystals 
  were held in long lost 
  notes.  Presented here a 
  rules for the types of 
  crystals and how to 
  artificially create them. 
  Entries: 
   Name of Crystal, Crystal 
  Bonus or Benefit, Any 
  Prerequisite required.  
  The cost of components, 
  increase of DC to 
  construct Lightsaber and to craft the crystal 
  Crystals 
  Bondar Crystal; This crystal causes the 
  Lightsaber to Stun the target for 1d4 rounds, Fort 
  save DC is equal to the damage dealt by the 
  lightsaber. The cost for components used in the 
  furnace is 8000 credits, DC Craft Lightsaber +10 
   
  Side Bar 
   
  Most of the force powers in the
  Knights of the Old Republic
  game can be duplicated by
  existing feats or skills, alone or
  with applications of the Force
  Techniques from the Hero’s
  Guide.  As an example the Cure
  abilities tree, can be done as an
  application of Heal Another and
  choosing multiple targets to heal
  more than one person at a time. 
  Burst of Speed, Master speed et
  al have a feat tree already in the
  d20 game.  The only force power
  translated in this guide is Energy
  Resistance, since it has no real
  equivalent in the d20 Star Wars
  game. 
  
   
  85
  Damind Crystal; This crystal gives +2 to Hit, The 
  cost for components used in the furnace is 4000 
  credits, DC Craft Lightsaber +4 
   
  Eralam Crystal; This crystal gives +3 to Hit, The 
  cost for components used in the furnace is 
  components 6000 credits, DC Craft Lightsaber +6 
   
  Firkrann Crystal; This crystal gives +4 to hit versus 
  droids The cost for components used in the furnace 
  is 6000 credits, DC Craft Lightsaber +6 
   
  Jenruax Crystal; This crystal gives +4 to Deflect 
  Attack (The bonus is to redirect the attack back at a 
  target), The cost for components used in the furnace 
  is 4000 credits, DC Craft Lightsaber +5 
   
  Luxum Crystal; This crystal gives +2 to hit versus 
  droids The cost for components used in the furnace 
  is 4000 credits, DC Craft Lightsaber +4 
   
  Nextor Crystal; This crystal gives an increase in the 
  threat range by +1, Prerequisite: Improved Critical, 
  The cost for components used in the furnace is 6000 
  credits, DC Craft Lightsaber +5 
   
  Opila Crystal; This crystal gives +1d6 to damage on 
  critical hit only, Prerequisite: Power Attack The cost 
  for components used in the furnace is 6000 credits, 
  DC Craft Lightsaber +6 
   
  Phond Crystal; This crystal gives +1d8+2 versus 
  droids only The cost for components used in the 
  furnace is 4000 credits, DC Craft Lightsaber +4 
   
  Rubat Crystal; This crystal gives +1 to hit and 
  damage. The cost for components used in the 
  furnace is 2000 credits, DC+2 Lightsaber. 
   
  Sapith Crystal; This crystal gives +4 to hit, The cost 
  for components used in the furnace is 8000 credits, 
  DC Craft Lightsaber +8 
   
  Sigil Crystal; This crystal gives +1d8 on VP 
  damage, can’t be used on critical The cost for 
  components used in the furnace is 6000 credits, DC 
  Craft Lightsaber +6 
   
  Upari Crystal; This crystal gives +5 to hit, The cost 
  for components used in the furnace is 10000 credits, 
  DC Craft Lightsaber +10 
   
   
   
   
  Crystal Crucible  
  Type: Synthetic 
  Lightsaber crystal 
  furnace  
  Cost: 5000; Weight:  
  20 kg; Hardness: 
  10: WP:30; Break 
  DC: 20; Availability: 
  Restricted to Jedi; 
  Era: Pre Empire 
   
  Special Properties: 
  Allows the 
  Construction of 
  Lightsaber Crystals.  The machine is considered to 
  have the Feat: Craft Lightsaber Crystal and the 
  basic program that it runs under is considered to 
  have 2 Ranks in Craft: Lightsaber Crystals. To 
  Successfully make a crystal the machine must 
  make a Craft: Crystals check DC20. The Crucible 
  has a Craft check of +2 on Craft Crystal, however 
  using the controls of the furnace and setting a 
  longer time for melting and forging of the 
  components into a crystal gives a bonus to the 
  Craft Check of +1 for every day, So setting the 
  machine to take a long slow melt and growth of 18 
  days (or just over 3 weeks) gives a +18 to the 
  check. Any usage of the machine uses up the cost 
  of the components to make a crystal, and failure 
  requires the purchase of the ingredients again. If 
  the Craft check fails then the crystal is not of good 
  enough quality to transfer the power required to 
  sustain a blade and is useless. 
   
  Operation: The Jedi must assemble the needed 
  nutrients and chemical components that make up 
  the crystal. Typically Silicon, Beryllium, Aluminum, 
  possibly Iron, Carbon and other rarer trace 
  elements and metals are reduced to a fine 
  powdered form in exact portions. It costs 1750 
  credits to refine the powders and compounds to 
  desired purity. The Jedi must get the use the pure 
  powder compounds and a seed crystal to start the 
  process. This seed need only be a tiny shard of 
  almost no size at all. The powders are then loaded 
  into the Crucible, and the seed into the repulsor 
  coil field, and the machine is activated. 
  In the Jedi method, ingredient powders--
  nutrients--are melted in an iridium, or ceramic 
  crucible.  A seed crystal is suspended in a 
  repulsor field under the conditions of artificial zero 
  gravity, and lowered into the crucible until the seed 
  just touches the melt.  When the zero gravity field 
  is turned on a sphere of liquid melt forms. The 
  crystal grows as the seed pulls materials from the 
  82
  
   
  86
  melt, and the material cools and solidifies. Because 
  of the surface tension of the spherical melt, the 
  growing crystal stays in contact with the molten 
  material and continues to grow until the melt is 
  depleted. Crystals grown using this method can be 
  very large, more than 50 millimeters in diameter, and 
  of very high purity. 
   
  Skull Crucible  
  Type: Synthetic Lightsaber crystal furnace; Cost:  
  5000; Weight:  20 kg; Hardness: 13; WP:35; Break 
  DC: 21; Availability: Restricted to Sith; Era:  Pre 
  Empire 
  Special Properties: Allows the Construction of 
  Lightsaber 
  Crystals.  The 
  machine is 
  considered to 
  have the Feat: 
  Craft Lightsaber 
  Crystal and the 
  basic program 
  that it runs under 
  is considered to 
  have 2 Ranks in 
  Craft: Lightsaber 
  Crystals. To 
  Successfully 
  make a crystal 
  the machine 
  must make a 
  Craft: Crystals check DC20.  The Crucible has a 
  Craft check of +5 on Craft Crystal, however using 
  the controls of the furnace and setting a longer time 
  for melting and forging of the components into a 
  crystal gives a bonus to the Craft Check of +1 for 
  every day, So setting the machine to take a long 
  slow melt and growth of 18 days (or just over 3 
  weeks) gives a +18 to the check.  Any usage of the 
  machine uses up the cost of the components to 
  make a crystal, and failure requires the purchase of 
  the ingredients again. If the Craft check fails then the 
  crystal is not of good enough quality to transfer the 
  power required to sustain a blade and is useless. 
   
  Operation: The Sith must assemble the needed 
  chemical powders that make up the crystal.  
  Typically, Lithium, Magnesium, Manganese, Iron, 
  and Aluminum, and other rarer trace elements and 
  metals in exact portions are needed. These powders 
  typically cost 1000 credits to refine and produce 
  pure compounds for the desired crystal composition. 
  If a set number of crystals are desired a single seed 
  crystal is needed for each one. These crystal shards 
  need only be a tiny bit of material of almost no size 
  at all. 
  The Skull Crucible allows the Sith to craft 
  perfect crystals for use in their lightsabers.  
  Synthetic Sith Lightsaber crystals are produced by 
  extremely high-temperature melt growth. The Sith 
  Lightsaber crystals had a few unique problems 
  when attempts were made to grow them the Jedi 
  way.  The materials of the Sith Alchemy are so 
  reactive that they cannot be melted even in 
  unreactive platinum and iridium crucibles and they 
  melt at higher temperatures than the crucible 
  materials can endure.  Therefore, another melting 
  system had to be used, called the skull melting 
  system.  The Skull crucible derives its name from 
  the fact that the first Sith actually used the Skulls 
  of defeated enemies for the crucible.  Now the 
  "skull" is a hollow-walled mandolorian steel cup. A 
  cooling mixture is circulated through the hollow 
  walls to cool the inside wall of the skull.  The cup 
  is filled with powdered ingredients and heated by 
  High frequency induction until the powders melt. 
  Because the Coolant cools the walls of the skull, 
  the powdered materials next to the walls do not 
  melt, and the molten material is contained within a 
  shell of unmelted material, the reactive and high-
  temperature melt is contained within itself. When 
  the heat source is removed and the melt is 
  allowed to cool, crystals form by nucleation around 
  a seed and grows until the entire melt solidifies.  
  Crystals grown using this system vary in size, 
  and number depending on the number of 
  nucleations. This number is controlled by the 
  number of seed chips used to produce the exact 
  number of crystals a Sith needs to construct his 
  saber. Alternatively a Sith can allow for random 
  number of crystals produced, if he or she so 
  desires. A single skull yields about 1 kg of material 
  per use (or 3-4 crystals of the size to use in a 
  lightsaber). 
   
   
   
  
   
  87
  Equipment 
  A great many things are required to survive in the 
  galaxy. Listed in this section are items that can be 
  used to aid a character as they make their way in 
  the Star Wars universe.” 
  Weapon Upgrades 
   
  The following information is presented to go 
  along with the information found in the Arms and 
  Equipment Guide, on page 6.  That source book 
  presents options for the upgrade of a weapon to 
  increase an area of effectiveness.  The following 
  items are designed to be specific items that can be 
  bought or found to either simulate some of those 
  effects or be used in addition to them.  Each item 
  presented here adds +4 to the DC of the Repair or 
  Craft check needed to make the modification. 
   
  Species at war are forever trying to develop 
  new ways of hurting their opponents and this section 
  deals with some of the ways that has been done. 
  Ranged Weapons Upgrades  
   
  Beam Splitter 
  Type: Improved weapon cell;;Cost: 900; Weight 
  0.025 kg; Hardness: 1; WP: 2; Break DC:15; 
  Availability: Rare; Era: any 
  Special Properties: Damage Bonus, bypasses 1 Pt 
  of DR on armor 
  A modified or improved Energy cell, this item or 
  modification causes the beam of energy projected 
  by the weapon to disperse on contact slightly to give 
  better penetration. 
   
  Hair Trigger 
  Type: Gun improvement; Cost: 750; Weight: - ; 
  Hardness: 1;  WP:1; Break DC: 13; Availability: 
  Rare; Era: any 
  Special Properties: Reduces the penalty on multi-
  fire and/or rapid shot fire by 1 
  This is a specially modified trigger, which 
  replaces the heavier triggers in most guns that can 
  impair both speed and accuracy in getting off the 
  shots. This trigger that responds with just little 
  pressure, making it easier to fire more than one 
  shot. 
   
  Improved Energy Cell 
  Type: Improved Energy Cell; Cost: 1250; Weight: 
  0.25; Hardness: 2 ; WP: 2; Break DC: 14; 
  Availability: Prevalent ;Era: Any Restricted 
  Rebellion  
  Special Properties: Damage Bonus: Energy, +1/d 
  of dice  
  A modified or improved Energy cell, this item 
  or modification causes the beam of energy 
  projected to be more coherent or compacted 
  giving it extra strength. 
   
  Scope  
  Type: Improved Weapon sight; Cost: 1000; 
  Weight: 0.5 kg; Hardness: 2; WP: 2; Break DC: 
  14; Availability: Prevalent ; Era: Any 
  Special Properties: +1 to Attack Bonus to targets 
  within the first 3 range increments  
   
  This is the classic scope that allows one to 
  increase their accuracy over longer distances. 
   
  Melee Weapons Upgrades  
   
  Durasteel Bonding Alloy  
  Type: Improved weapon compound; Cost: 500; 
  Weight: NA; Hardness: +1;  WP: +1; Break DC:  
  +1; Availability: Rare; Era: 
  Special Properties: Attack Bonus: +1 
   
  This compounded when added to a weapon’s 
  blade causes a molecular change and bounds to 
  the dura-steel of the weapon to give increases 
  strength and allows for a sharper edge. 
    
  Energy Projector  
  Type: Melee weapon energy Cell  Cost: 750; 
  Weight: 0.025 kg; Hardness: 2; WP:2; Break DC: 
  15; Availability: Prevalent; Era: Any, Restricted in 
  Rebellion  
  Special Properties: Damage Bonus: Provides 
  extra damage of a certain energy type, +1d6 of 
  Fire, Cold, Electric or Sonic.  After 10 successful 
  hits, the Energy projector is depleted and must be 
  recharged. 
   
  One of the biggest improvements on melee 
  weapons is the ability to add more damage.  There 
  is a physical limit to how much you can sharpen a 
  84
  
   
  88
  weapon to cause it to cut deeper or more severely.  
  So the ever increasing quest to cause more harm 
  fueled the development of additional sources of 
  damage namely energy.  These are special energy 
  cells that are linked into the blade of the item and 
  either chill, heat etc, the blade to give the desired 
  effect and allow it to discharge into the target. 
   
  Substance extruder  
  Type: Melee weapon injector; Cost: 750; Weight: 
  0.025 kg; Hardness: 2; WP:2; Break DC: 15; 
  Availability: Prevalent; Era: Any, Restricted in 
  Rebellion  
  Special Properties: Damage Bonus: This is an 
  injector or extruder of lethal substances ranging from 
  acid to poison. It may only carry one type of 
  substance. Acid adds 1d6 damage with a successful 
  strike. Poison is injected on contact (see poison’s 
  specific description to determine the effect). After 10 
  successful strikes, the substance extruder is 
  depleted and must be refilled. 
   
  The other means of increasing a weapons 
  damage is to give it an additional effect. If you can’t 
  go energy, then use something that will harm the 
  target in another way. Thus, the Extruder was 
  developed. This item fit into the handle where the 
  reservoir for the substance is housed. It has a 
  nozzle that comes out just at the base of the blade 
  that excretes the material onto the blade. 
   
  Vibration Cell 
  Type: weapon damage improvement; Cost: 750; 
  Weight: 0.025 kg; Hardness: 2; WP: 2; Break DC: 
  14; Availability: Prevalent; Era: Any, Restricted in 
  Rebellion 
  Special Properties: Damage Bonus: Add +1/d of 
  melee weapon damage  
  This modification is an improved vibration cell 
  for a vibro weapon, as such it can only be added to 
  preexisting vibro weapon and cannot be used to turn 
  an ordinary weapon into a vibro weapon. 
   
  Armor Upgrades  
  With any advancement in the technology of 
  trying to kill you or cause you greater harm, there 
  usually comes the equal and opposite response of 
  your foe trying to develop better means of staying 
  alive or un hurt.  This section is dedicated to that.  
  Each item presented here adds +4 to the DC of the 
  Repair or Craft check needed to make the 
  modification. 
   
  Armor Reinforcement 
  Type: Armor improvement; Cost: 1750; Weight + 
  1%; Hardness: 2  WP: 2; Break DC: 15; 
  Availability: Prevalent; Era: Any, Restricted in 
  Rebellion 
  Special Properties: DR Bonus: +1 
  The answer to the beam splitter a 
  compounded added to reinforce and strengthen 
  the materials of the armor and render the beam 
  spliter ineffective. 
   
  Mesh Underlay 
  Type: Armor Improvement  Cost: 1500; Weight: 
  +1%; Hardness: 2; WP: 2; Break DC: 16; 
  Availability: Rare ; Era: Any 
  Special Properties: Gives resistance 5 to an 
  effect. 
   
  These modifications add an underpinning of 
  compounds specifically designed to neutralize or 
  reduce the effects of an energy type, each mesh is 
  as separate type and made of different 
  compounds.  Adding one such item increases the 
  Armor Check Penalty by 1 point for that armor. 
   
  Table 4 –1 Energy Effects 
  D20 
  Effect 
  1-3 
  Acid 
  4-6 
  Energy 
  7-10 
  Electric 
  11-15 
   Fire 
  16-18 
  Cold 
  19-20 
  Sonic 
   
  Equipment on the body 
  Many of the new equipment items need to be 
  donned by a character who wants to employ them 
  or benefit from their abilities. It’s possible for a 
  creature with a humanoid-shaped body to wear as 
  many as seven equipment items at the same time. 
  However, each of those items must be worn on (or 
  over) a particular part of the body. 
  A humanoid-shaped body can be decked out 
  in gear consisting of one item from each of the 
  following groups, keyed to which place on the 
  body the item is worn. 
  All equipment presented here, except for 
  Personal Shields and Droid Equipment, requires at 
  least a standard power cell unless the specific text 
  in the item’s description states otherwise.   
   
  Slots 
  • One Head slot 
  • One robe or suit of armor on the body  
  • One around the waist (over a robe or suit of 
  armor) 
  • One Right biceps on the arms  
  • One Left biceps on the arms 
  • One pair of gauntlets on the hands 
  • One pair of boots or shoes on the feet 
  
   
  89
   
  Of course, a character may carry or possess as 
  many items of the same type as he wishes. 
  However, additional items beyond those listed above 
  have no effect, and can not all be worn at the same 
  time. Some items can be worn or carried without 
  taking up space on a character’s body. The 
  description of an item indicates when an item has 
  this property. 
   
  Wearable equipment 
   
  Dampening Units 
  Dampening Units are items worn in the waist slot, 
  they require a standard action to activate, and 
  remain in function until switched off.  Activation of 
  the unit does not provoke an attack of opportunity.  
  Each unit provides a bonus typically to one skill 
  check type.  
    
  Sound Dampener 
  Type: Wearable sound nullifier; Cost: 1000; Weight: 
  0.25 kg; Hardness: 2; WP: 2; Break b: 13; 
  Availability: Restricted  Era: Any, illegal in Rebellion  
  Special Properties: +2 to move silently 
  The sound dampener is an item that was 
  created to allow a wearer to move around with less 
  noise, it is a belt that contains a small power pack 
  and a generate that creates sound waves in 
  frequencies that create that make interference 
  patterns that reduce the ambient sound produced by 
  the wearer.  
   
  Advanced Stealth unit 
  Type:  Wearable sound nullifier; Cost: 2500; 
  Weight: 0.30 kg; Hardness: 2; WP: 4; Break DC: 
  15; Availability: Restricted; Era: Any, illegal in 
  Rebellion    
  Special Properties: +4 to Move Silently 
  The advanced stealth unit was created to allow 
  a wearer to move around while making less noise. 
  This belt unit contains a small power pack, a 
  generator hooked to a small computer, and sound 
  system to sample the surrounding area for noise. It 
  reproduces the ambient noise, in effect making white 
  noise, that masks the wearer’s noise. 
   
  Stealth Module 
  Type: Wearable sound nullifier; Cost: 6250; Weight: 
  0.40 kg; Hardness: 3; WP: 4; Break DC: 16; 
  Availability: illegal; Era: Any  
  Special Properties: +6 Move Silently 
  The Stealth Module is an item that was created 
  to allow a wearer to move around with as little noise 
  as technology could reduce. This belt unit contains a 
  small power pack, computer, and a generator that 
  creates sound waves in frequencies that create 
  which make interference patterns  reducing the 
  ambient sound produced by the wearer. The small 
  computer module and sound system samples the 
  surrounding area for noise and reproduce it, in 
  effect generating white noise, that allows its 
  wearer to blend into the soundings. 
   
  Light Dampener 
  Type: Wearable light dimmer; Cost: 1000; 
  Weight: 0.25 kg; Hardness: 2; WP: 2; Break DC: 
  13; Availability: Restricted; Era: Any, illegal in 
  Rebellion  
  Special Properties: +2 to hide 
  The Light Dampener allows a wearer to 
  attempt to blur their outline, gaining the benefit of 
  having a non distinct silhouette that is hard to spot. 
  This belt that contains a small power pack and a 
  generator that creates a field of light and dark in 
  alternating frequencies, creating a camouflage 
  pattern that hides its wearer. 
   
  Advanced Light Dampener 
  Type:  Wearable light dimmer; Cost: 2500; 
  Weight: 0.30 kg; Hardness: 2; WP: 4; Break DC: 
  15; Availability: Restricted; Era: Any, illegal in 
  Rebellion  
  Special Properties: +4 to Hide 
  The Advanced Light Dampener allows a 
  wearer to blend in better with their surroundings. 
  The belt contains a small power pack and 
  computer that creates a field of light frequencies 
  which help hide the wearer, blurring the wearer’s 
  outline and tries to blend him into the background. 
   
  Light Bending Module 
  Type: Wearable light bending; Cost: 6250; 
  Weight: 0.04; Hardness: 3; WP: 5; Break DC: 16 
  ; Availability: illegal; Era: Any  
  Special Properties: +6 Hide 
   
  The Light Bending Module uses the most 
  advanced technology to hide its wearer. The belt  
  contains a small power pack, computer, and a 
  generator. The device samples the surrounding 
  area’s EM spectrum and warps the light around 
  the wearer. 
  Regulator  
  Regulators are items 
  worn in either the waist 
  or the head slot, they 
  require a standard 
  action to activate, and 
  function until switched 
  off.  Activation of the 
  unit does not provoke 
  86
  
   
  90
  an attack of opportunity.  Each unit provides a bonus 
  typically to a saving throw.  
   
  Neural Regulator  
  Type: Physiological feedback booster; Cost: 500; 
  Weight 0.25 kg; Hardness: 2; WP: 2; Break DC:15; 
  Availability: Rare; Era: Any   
  Special Properties: +2 to Will 
  This device enhances and reinforces neural 
  transmitters in the brain, fortifying the wearer’s 
  mental resolve.  It is worn in the head slot. 
   
  Cardio Regulator  
  Type: Physiological feedback booster; Cost: 500; 
  Weight 0.25 kg; Hardness: 2; WP: 2; Break DC:15; 
  Availability: Rare; Era: Any   
  Special Properties: +2 to Fort 
  Worn in the waist slot, this device regulates and 
  enhances the heart rate, allowing the wearer to keep 
  a steady even heart rate and reducing susceptibility 
  to shock. 
   
  Adrenaline Regulator  
  Type: Physiological feedback booster Cost: 500; 
  Weight 0.25 kg; Hardness: 2; WP: 2; Break DC: 15; 
  Availability: Rare; Era: Any   
  Special Properties: +2 to Ref 
  Worn in the waist slot, this device regulates and 
  enhances the release of epinephrine and related 
  adrenal hormones, allowing the wearer to enhance 
  the fight or flight reaction. 
   
  Gauntlets 
  Gauntlets are items worn in 
  the Hand slots and remain in 
  function until removed.  They 
  require no actions to activate.  
  Putting on or removing Gauntlets 
  can provoke an attack of 
  opportunity.  Each unit provides a 
  bonus typically to one skill check type or an ability 
  score.  
   
  Strength Gauntlets 
  Type: Strength enhancing armored Combat 
  gloves; Proficiency Group: Light armor; 
  Cost:5000; Weight: 1.5 kg; Hardness: 5; WP: 5; 
  Break DC: 14;  
  Availability: Prevalent; Era: Any 
  Special Properties: Provides a +2 bonus to 
  wearers Strength 
  Gauntlets that when worn utilize micro 
  servo’s similar to that in droid joints, and minor 
  electrical stimulants that contract the muscles of 
  the arm to provide enhanced strength. 
   
   
  Augmenter Gauntlets  
  Type: Strength enhancing armored Combat 
  gloves; Proficiency Group: Light Armor; Cost: 
  10000; Weight: 1.5 kg; Hardness: 6; WP: 6; 
  Break DC: 15; Availability: Rare; Era: Any 
  Special Properties: Provides a +4 bonus to 
  wearers Strength 
     Gauntlets that when worn utilize micro servo’s 
  similar to that in droid joints, and minor electrical 
  stimulants that contract the muscles of the arm to 
  provide enhanced strength. 
   
  Dominator Gauntlets 
  Type: Strength enhancing armored Combat 
  gloves; Proficiency Group: Light Armor;  Cost: 
  15000;  Weight: 1.5 kg; Hardness: 7; WP: 7; 
  Break DC: 16; Availability: Restricted; Era: Any 
  Special Properties: Provides a +6 bonus to 
  wearers Strength 
     Gauntlets that when worn utilize micro servo’s 
  similar to that in droid joints, and minor electrical 
  stimulants that contract the muscles of the arm to 
  provide enhanced strength. 
   
  Personal Shields  
  Personal Shields are 
  protection devices that require 
  a standard action to activate. 
  Once activated it remains in 
  operation for the duration 
  listed. Each activation counts 
  as one use of the Personal 
  Shield. Activation of a personal shield does not 
  provoke an attack of opportunity. Each type of 
  shield allows its wearer to ignore some damage of 
  a the specified type on each hit, but it does grant 
  total immunity.  Each type is defined by what 
  energy type it resists and how many points of 
  damage it will absorb on each hit. Note that 
  personal shields have a limited lifespan. After the 
  Side bar - 
  Shield Technology 
  One technological aspect that separates the KOTOR era from 
  other eras of play is the use of personal shield technology. 
  Originally developed by the Verpine, personal energy shields 
  are expensive and provide limited protection against energy 
  weapons. The Sith copied the Verpine technology and 
  introduced a cheaper less powerful version to the galaxy in 
  general when the invaded the republic some 2 ½ years BTB. 
  Republic versions soon followed. The Madelorians were the 
  first develop a shield designed to repel physical attacks and 
  both the Sith and the Republic have since developed their 
  own versions of the melee shield. These shields are relatively 
  expensive and only found among specialized or elite troops in 
  both the Sith and Republic forces. They are sometimes used 
  by elite mercenary troops, and sometimes by powerful and 
  influential members of criminal organizations. But they are 
  not generally found among local law enforcement or local 
  criminal gangs because they are very expensive and not 
  easily acquired. 
  
   
  91
  maximum number of uses is reached, the personal 
  shield is useless and will no longer function. 
   
  Blaster Shield 
  Type: Personal Energy Shield; Cost: 700; Damage 
  Resistance: 5 points Energy; Weight: 0.25; 
  Hardness: 2; WP: 2; Break DC: 14; Availability: 
  Rare; Era: Any 
  Special Properties: Resists 5 points of Energy per 
  hit, to maximum of 50 points or 1 min, has five uses.  
   
  Dueling Shield 
  Type: Personal Melee Shield ; Cost: 8400; Damage 
  Resistance: 10 points bludgeoning or slashing; 
  Weight: 0.25; Hardness: 2; WP: 2; Break DC: 14; 
  Availability: Rare; Era: Any 
  Special Properties: Resists 10 points of melee 
  damage per hit, to maximum of 100 points or 1 min, 
  has five uses.  
   
  Energy Shield 
  Type: Personal Energy Shield; Cost: 1750; Damage 
  Resistance: 5 points Cold, Sonic, Electric; Weight: 
  0.25; Hardness: 2; WP: 2; Break DC: 14; 
  Availability: Rare; Era: Any 
  Special Properties: Resists 5 points of Cold, Sonic, 
  Heat or Electric damage per hit, to maximum of 50 
  points or 1 min, has five uses.  
   
  Melee Shield 
  Type: Personal Melee Shield ; Cost: 5600; Damage 
  Resistance: 5 points bludgeoning or slashing; 
  Weight: 0.25; Hardness: 2; WP: 2; Break DC: 14; 
  Availability: Rare; Era: Any 
  Special Properties: Resists 5 points of melee 
  damage per hit, to maximum of 50 points or 1 min, 
  has five uses. 
   
  Power Shield 
  Type: Personal Energy Shield; Cost: 7000; Damage 
  Resistance: 10 points energy; Weight: 0.25; 
  Hardness: 3; WP: 3; Break DC: 14; Availability: 
  Rare; Era: Any 
  Special Properties: Resists 10 points of energy, to 
  maximum of 100 points or 1 min, has five uses.  
   
  Stimulants 
  A Stimulants is a combat shot that produces its 
  effect when injected. A stimulant can be used only 
  once. 
   
  Physical Description: A typical 
  Stimulants contains 1 ounce of 
  liquid held in an injector vial. The 
  injector is usually no more than 1 
  inch wide and 2 inches high. A stimulant injector 
  vial has Defense 15, 1 wound point, hardness 1, 
  and a break DC of 12. 
   
  Activation: Injecting a stimulant requires no 
  special skill. The user merely removes the 
  protective cover over the injector needle and jams 
  the injector into a fleshy body part. The following 
  rules govern stimulant use; Using a stimulant is a 
  standard action. The stimulant takes effect 
  immediately, and may provoke attacks of 
  opportunity. A successful attack (including 
  grappling attacks) against a character attempting 
  to use a stimulant forces a Constitution check DC 
  equal to the damage dealt to the character. If the 
  character fails this check, she cannot use the 
  stimulant. An enemy may direct an attack of 
  opportunity against the stimulants rather than 
  against the character. Treat this as a Sunder 
  attempt, that does not trigger an attack of 
  opportunity if the Sunder attempt fails. A 
  successful attack of this sort can destroy the 
  stimulant. 
  Multiple Use Attempts: Multiple uses of 
  stimulants that affect the same attribute do not 
  stack; in fact they can be harmful. The chemicals, 
  synthetic hormones and drugs used in stimulants 
  can adverse effects to the nervous system, 
  muscles, and other tissues if doses are 
  administered in rapid succession. Like Med kits, 
  they can only be used once every hour. The first 
  time a stimulant is used the normal listed effect 
  occurs. After the first usage of a specific stimulant 
  type, no further bonus is gained by that type until 
  one hour has passed and the body has recovered. 
  When the body has recovered enough, another 
  dose of the same type can be administered, 
  granting it’s user the prescribed effect.  
   
  If a character attempts to use the same type 
  of stimulant within the same hour period the 
  following results occur. If the same stimulant is 
  administered with in one hour of taking the first 
  dose, no additional benefit or adverse effect takes 
  place. If a stimulant is administered for the 3rd time 
  within one hour of the first dose, the character 
  gains a negative penalty equal to three times the 
  “bonus” provided by the stimulant is applied to the 
  affected attribute due to overdose.  
   
  For example, if a character 
  attempted to use a +2 Alacrity Stim 
  three times in succession to 
  temporarily increase his dexterity, 
  he would suffer a -6 temporary 
  88
  
   
  92
  penalty to his dexterity instead. 
  The temporary ability loss is recovered by the 
  affected character at a rate of one point per hour 
  of complete rest. In the above example, 6 hours 
  would be required to fully recover from the 
  overdose  
   
  Stimulant use and the Force: There is also a 
  curious interaction between force users and 
  Stimulants. It has long been known that force users 
  can do incredible things with the body. With 
  concentration they can make themselves become 
  stronger or more nimble. The practice is called 
  enhancing ones abilities. Force users who enhance 
  an ability with the Force and attempt to use a 
  stimulant suffer the same results as if they had tried 
  to use the same type stimulant multiple times: there 
  is no additional effect. Jedi scientists believe that 
  either the stimulants in the body disrupt the normal 
  flow of the Force within the Force user or stimulants 
  act by using the same chemicals and endogenous 
  hormones to increase the bodies abilities, acting in 
  the same manner as Force user using Force 
  powers.  
   
  Stimulants Types: There are two types of 
  stimulants; Normal and Hyper. The Normal variety 
  gives a 1 minute (ten rounds) +4 enhancement to an 
  attribute A Hyper variety gives a 2 minute (20 
  rounds) +6 bonus to the ability. The Hyper model 
  costs 3 times as much as the Normal variety. 
  . 
  Adrenal Alacrity  
  Type: Combat Stimulant; Cost: 250; Weight: 4 
  ounces; Hardness: 1; WP:1; Break DC:12; 
  Availability: Regulated; Era: Any 
  Special Properties:  +4 Bonus to Dexterity. 
  The injected creature becomes more 
  graceful, agile, and coordinated, Adrenal hormones 
  and chemicals designed to increase hand eye 
  coordinate flow through the blood stream granting a 
  +4 enhancement bonus to Dexterity, adding the 
  usual benefits to Defense, Reflex saves, and other 
  uses of the Dexterity modifier.  A Hyper version 
  gives +6 bonus but costs three times as much. 
   
  Adrenal Strength 
  Type: Combat Stimulant; Cost: 500; Weight: 4 
  ounces; Hardness: 1; WP:1; Break DC:12 ; 
  Availability: Regulated; Era: Any 
  Special Properties: +4 Bonus to Strength 
   
  The injected subject becomes stronger. The 
  hormones and chemicals grant a +4 enhancement 
  bonus to Strength, adding the usual benefits to 
  melee attack rolls, melee damage rolls, and other 
  uses of the Strength modifier.  A Hyper version 
  gives +6 bonus but costs three times as much. 
   
  Adrenal Stamina  
  Type: Combat Stimulant; Cost: 500; Weight: 4 
  ounces; Hardness: 1; WP:1; Break DC:12 ; 
  Availability: Regulated; Era: Any 
  Special Properties: +4 Bonus to Constitution 
   
  The injected subject becomes hardier and 
  able to shrug off damage easier.  The hormones 
  and chemicals grant a  +4 enhancement bonus to 
  Constitution, 
  which adds 
  the usual 
  benefits to 
  vitality points, 
  Fortitude 
  saves, 
  Constitution 
  checks, and 
  so forth. 
  Raising the 
  VP by 2 
  VP/Level or 
  by 3 
  VP/Level.  
  This VP 
  increase is 
  temporary, 
  meaning they 
  are gained for 
  a limited time, 
  any damage 
  dealt to the 
  person under 
  the effects of 
  the stimulant 
  is subtracted 
  first from this 
  temporary 
  Vitality Point 
  increase. 
  When this increase is lost, after the duration 
  of the stimulant, the damage is not transferred to 
  the user. Excess damage beyond the boost 
  provided by the stimulant is still applied. If damage 
  has reduced the recipient’s current vitality points 
  below what they were when the temporary vitality 
  points were gained, the character’s current VP’s 
  remain the same when the effect ends. Temporary 
  VP gained by the stimulant in excess of your 
  Side Bar 
  Why the differences in VP and WP 
  type?   There was much debate over 
  how this should be accomplished.  The 
  PC/Xbox version has getting max VP, 
  and a number of other traits that don’t 
  translate well into the d20 version of 
  the game.  Because of inherent 
  differences between the Star Wars 
  d20 game with respect to VP/WP and 
  KotOR’s VP functioning like D&D’s hit 
  points and differences in Critical Hit 
  mechanics, balance changes had to be 
  made. 
  The system presented here represents 
  stimulants having two distinct effects.   
  One is inline with the use in the Star 
  Wars RPG of VP as the ability to turn 
  hits into near misses as well as 
  shrugging off damage, and the loss of 
  VP proper. The Stamina Stim gives 
  temporary VP to represent increasing 
  tolerance to these effects.  As an 
  additional effect, you gain an effective 
  increase in WP. But this can be 
  detrimental, since you have a nice 
  boost to WP while the Stim has taken 
  effect, but you still take all the damage 
  dealt to you when the effect wears off. 
  It’s a way to reflect the video game’s 
  intent while staying within the rules of 
  the d20 game. 
  
   
  93
  normal VP is gone after the stimulant has run it’s 
  course. 
   
  As with any increase in the Constitution score, 
  WP is affected. Raising the Constitution score 
  provides an effective increase in WP equal to the 
  boost in Constitution. Unlike temporary vitality 
  points, the Wound Points gained in this manner are 
  not lost first, and must be subtracted from the 
  character’s current Wound points at the time the 
  Constitution increase ends. 
   
  Example, a 5th-level character with a Con of 10 
  and 10 WP gains a +4 bonus to Constitution, and 
  with it an additional 10 vitality points (2 per level). 
  Giving the character a 14 Con for 14 WP.  The 
  character then takes 12 points of WP damage in a 
  battle, bringing the character’s current WP to 2 
  below the original total. When the Stim ends, the 
  Constitution score drops back to normal amount. 
  The +4 WP gained during that increase are 
  immediately subtracted from the character’s current 
  Wound points, bringing the total to –2.  In other 
  words, all the damage taken to WP during the battle 
  affects the character immediately after the Stim 
  ends.  In the same time, the character gained 10 
  temporary Vitality points to the current VP (26) for a 
  total of 36.  While the Stim is still in effect, 7 points of 
  damage from a blaster bolt drops the character’s 
  vitality points to 29. When the Stim ends, the 
  characters current vitality points drop back down to 
  26, as though no damage had occurred at all. 
  A Hyper version gives +6 bonus but costs three 
  times as much. 
   
  Battle Stimulant 
  Type: Combat Stimulant; Cost: 500; Weight: 4 
  ounces; Hardness:1; WP:1; Break DC:12 ; 
  Availability: Regulated; Era: Any 
  Special Properties: +1 to Hit and Damage, and +10 
  Temporary VP. 
   
  Developed from much the same technology as 
  the adrenal stimulants the battle stimulants are a 
  little different, these are more of a cocktail of drugs, 
  that allow the user to shrug off the effects of hits in 
  battle, it allows the user to focus the mind on the 
  task at hand and ignore little distractions like pain. 
   
  Hyper Battle Stimulant 
  Type: Combat Stimulant; Cost: 2000; Weight: 4 
  ounces; Hardness:1; WP:1; Break DC:12; 
  Availability: Regulated; Era: Any 
  Special Properties: +2 to Hit and Damage and +20 
  Temporary VP.  
   
  Like the battle stimulant, the hyper battle 
  stimulant is a more potent collection of drugs, 
  giving it better results, however at a price.  Each 
  time it’s used the character must make a Fortitude 
  save versus a DC 18 to avoid the addiction to the 
  stimulant.  If they fail as many Fort saves as their 
  unaltered Constitution score, they become 
  addicted. An addicted character suffers the 
  reverse of the effects; a –2 to hit and damage and 
  –20 VP.  If an addicted character can uses the 
  stimulant, the negative effects go away for two 
  days, returning them to a regular state.  A 
  Character must succeed at two Fortitude saves of 
  DC 18 in a row to recover from the addiction. 
  90
  
   
  94
  Computer and droid equipment 
  Computer Equipment  
  Security spikes are designed to overwhelm the data 
  encryption of locks 
  and security panels by 
  flooding their logic 
  systems or to 
  destabilize their 
  magnetic locking 
  systems.  This 
  effectively gives you a 
  bonus on Disable device checks. They are single 
  use data devices that become corrupted and 
  worthless after use. 
  Security Spike 
  Type: Computer equipment Cost: 500; Weight: 2 
  ounces; Hardness:0; WP:1; Break DC:10 ; 
  Availability: Regulated; Era: Any 
  Special Properties: 1d4+1 equipment bonus to 
  Disable Device skill for one round on the target 
  electronic lock or simple security switch 
   
   
  Typically a Security spike is a palm-sized 
  syringe shaped device with a wire leads an alligator 
  clip, interface prong or such device to fasten it to the 
  circuits or wires of the system.  When activated it 
  provided the listed bonus for the next round It takes 
  a full round action to hook up and activate a security 
  spike.   
  Advanced Security spike 
  Type: Computer equipment; Cost: 1000; Weight: 2 
  ounces; Hardness:0; WP:1; Break DC:10; 
  Availability: Regulated; Era: Any 
  Special Properties: 1d4+5 equipment bonus to 
  Disable Device skill for one round on the target 
  electronic lock or simple security switch 
  In other respects an Advanced Security Spike 
  functions like a Standard Security Spike. 
   
  Computer Spike 
  A Computer spike is 
  designed to overwhelm the 
  data encryption of a 
  computer’s logic systems, 
  flood them with raw data in 
  an effort to confuse security 
  protocols, and circumvent 
  firewalls and other computer 
  systems protections.  The Computer spike effectively 
  gives a bonus to Computer Use skill when slicing a 
  way into a computer system. These data devices 
  become corrupted and worthless after a single 
  use.  They come in three varieties; Standard, 
  Advanced, and Tunneling. 
    
  They come in many forms ranging from data 
  crystals, command cylinders, data discs, tapes, 
  modified sub-comp male, and almost any type of 
  configuration that a computer can read. They  
  must be acquired or assembled to match the type 
  of system to be infiltrated with the tunneled Spike. 
  A Craft (electronics) check creates a Computer 
  Spike built from available parts. After construction 
  of the device a second Computer Use check of the 
  same DC creates a program or stores the white 
  noise. To create a Standard Computer Spike DC 
  15 must be made on the Craft check, and this 
  requires 1 hour of work. An Advanced Computer 
  Spike requires a successful DC 20 Craft Skill 
  check and 2 hours of work. A successful DC 25 
  Craft check creates a Tunneled Computer Spike 
  and requires at minimum 3 hours of work. A 
  character without an electrical tool kit takes a –4 
  penalty on Craft (electronic) checks 
   
  General Computer Spike 
  Type: Computer equipment; Cost: 500; Weight: 2 
  ounces; Hardness:0; WP:1; Break DC:10 ; 
  Availability: Regulated; Era: Any 
  Special Properties: A Standard Computer Spike 
  gives a1d4+1 spike bonus to Computer Use skill 
  for one round. 
   
  Advanced Computer Spike 
  Type: Computer equipment; Cost: 1000; Weight: 
  2 ounces; Hardness:0; WP:1; Break DC:10 ; 
  Availability: Regulated; Era: Any 
  Special Properties: An Advanced Computer 
  Spike functions like a Standard Computer Spike 
  except it gives a 1d4+5 spike bonus to Computer 
  Use Skill. 
   
  Tunneled Computer Spike 
  Type: Computer equipment; Cost: 5000; Weight: 
  2 ounces; Hardness:0; WP:1; Break DC:10 ; 
  Availability: Regulated; Era: Any 
  Special Properties: A Tunneling Computer Spike 
  gives a 1d4+5 spike bonus to Computer Use skill 
  for 1d4+1 rounds. The extended duration of the 
  Tunneling Computer spike allow the operator to 
  bypass or defeat other security measures, aid in 
  searching and retrieving data form the system, or 
  try to access a subsystem or remote location 
  Tunneling Computer spikes are hard to come by, 
  expensive to buy, and difficult to make.  
  
   
  95
   
  They come in many forms ranging from data 
  crystals, command cylinders, data discs, tapes, 
  modified sub-comp male, and such almost any type 
  of confirmation that a computer can read.  The 
  therefore must be acquired or assembled with the 
  type of system you are to be working with in mind. A 
  Craft (electronics) check can be made to create a 
  Computer Spike built from available parts, after 
  construction of the device a Computer Use check of 
  the same DC is made to program or store the white 
  noise. To create a Standard Computer Spike DC 15 
  must be made on the Craft check, and this requires 
  1 hour of work. An Advanced Computer Spike 
  requires a successful DC 20 Craft Skill check and 2 
  hours of work. A successful DC 25 Craft check 
  creates a Tunneled Computer Spike and requires at 
  minimum 3 hours of work.  A character without an 
  electrical tool kit takes a –4 penalty on Craft 
  (electronic) checks. 
   
  Droid equipment 
  Droids can have plating as a form of armor, and 
  other added modifications added; almost anything 
  listed in the equipment section except Combat 
  Stimulants is available for a droid to use. Flame 
  throwers, and other weapons can be added with 
  weapon mounts, tools such as improved interface 
  jacks work to give bonuses on Disable Device or 
  Computer Use skill checks  A droid can benefit from 
  the same effects as the gauntlets by using improved 
  servos to increase Attributes, almost anything a 
  living character can do to increase or better itself is 
  also available to droids.  
  The only considerations are weight, size of the 
  object and price.  A Droid must still follow much of  
  the character equipment limits outlined in the 
  “Equipment on the Body” section and can not have 
  multiple items tacked on in increase bonuses.   The 
  next issue is price, Droid versions of the standard 
  equipment are 1.5x the cost of the listed price in this 
  guide. 
  Armor and shields function like regular armor 
  and shields for characters but are termed plating 
  and is not an actual armor worn.  Varying degrees of 
  plating like Light plating is added to a droid to give it 
  the effects of Light armor and the damage reduction 
  it gives. 
   
  Repair Kits  
  Type: Droid repair equipment; Cost: 35; Weight: 1.5 
  kg; Hardness:0; WP:1; Break DC:10; Availability: 
  prevalent; Era: Any 
  Special Properties: Cost: Restore a number of 
  VP to a droid as it has ranks in Repair.  The 
  requires a repair check DC 15, and is a full round 
  action. 
  Repair Packs  
  Type: Droid repair equipment; Cost: 150; Weight: 
  1.5 kg; Hardness:0; WP:1; Break DC:10 ; 
  Availability: prevalent; Era: Any 
  Special Properties: Restore 1d4 of WP to a droid 
  this requires a repair check DC 15, and is a full 
  round action.  This can be master crafted and 
  each rating gives a bonus of that type to the WP 
  returned. 
   
  92
  
   
  96
  Recreation 
   
  Pazaak 
   
  Pazaak is a betting game between two 
  players, that has elements of traditional black jack 
  and collectable trading card games. To play Pazaak 
  you need two things; A Pazaak deck and a Side 
  deck. This can be simulated with either real cards or 
  dice (see below). The Pazaak deck consists of 4 
  sets of cards each individually numbered 1 -10, that 
  are shuffled at the start of each game. 
  A Pazaak side deck has exactly10 cards. At 
  the start of a match (not each game)  each player 
  placed 10 cards that he or she owns into the side 
  deck. A purchased or started Pazaak deck usually 
  comes with two cards valued from +1 to +5 to create 
  a starter side deck. Additional side deck cards with 
  values negative values of -1 to -6 as well as dual 
  value cards from +/-1 to+/-5 can be purchased from 
  merchants or Pazaak players just about anywhere, 
  especially along hyperspace routes. Pazzak is a 
  very popular game during the KotOR era. 
  To win a game of Pazaak, you must “stand” 
  with an exposed card total greater than your 
  opponent, but not going over 20, at the end of a 
  round of play. A player that exceeds 20 at the end of 
  any round, loses (a bust). If both players bust or tie 
  in a game, the game is not counted in the score. 
  You must win 3 games to win the match. 
  Play begins with each player agreeing on a 
  wager, selecting a side deck and randomly drawing 
  4 cards from their side deck into their hand. These 4 
  cards can be used to alter your total in a particular 
  game. But use them wisely, for you only get four for 
  the entire match, not just one game! The player that 
  was invited to play traditionally goes first in the first 
  game. 
  Players draw from the top of their Pazaak 
  deck one at a time, in alternating turns, placing them 
  in face up in full view. After drawing a card from the 
  Pazaak deck, a player can play a single card from 
  his side deck to alter this total score. Then a 
  player can elect to stand or just end his turn. Then 
  play proceeds to his opponent, who proceeds to 
  play as the first player with the same options. 
  When both players have finished the round, they 
  take note of the totals and proceed with the next 
  round of play. Once a player wins three games, 
  the match is ended and the victor gets the spoils 
  (wager). 
   
  Playing Pazaak with dice 
  Pazzak can be played in game with the 
  use of dice.  To simulate the main deck just roll a 
  d10, that is the card you draw that round.  Right 
  down number or if you have enough d10’s just 
  leave it in play out of the way.   On your the Next 
  turn roll another d10 and add it to the running total. 
  The side deck is composed of 10 of the 
  cards you have in it, you construct it with any 10 
  that you have. Assign each card a number from 1-
  10, and when you draw your four (4) cards you roll 
  a d10 4 times, taking the 4 numbers that you pull 
  and that is your 4 options. 
   
  Using playing cards to play Pazaak. 
  You can easily convert a standard deck of 
  playing cards for Pazaak. Use Ace – 10 of each of 
  the four suits to represent the 40 cards in the 
  Pazaak deck. Then select 10 face cards to 
  represent the side deck. Mark down on a piece of 
  paper which face card represents which 10 
  selected Pazaak side deck cards listed on you 
  character sheet/player notes (ex. J of Hearts= +1, 
  Q of Hearts= +1/-1, K of hearts +2/-2, ect..) 
  Randomly select the 4 cards you will use in the 
  Pazaak match, make note of them, and hand the 
  listing of 10 side deck cards to the GM.  
   
  Remember that cheating at card games 
  can be really detrimental to your character’s 
  health. If you do, be prepared for the 
  consequences. 
   
  
   
  97
  Droids 
  Through out the galaxy sentient creatures are 
  served and helped by druids.  Many carry on simple 
  functions from cleaning and maintenance to those 
  that have a more dedicated roll like Utility droids that 
  can help maintain computer systems to those that 
  are used as Guards and assassins.  Many droids 
  are developed and marketed as version Mark I to 
  mark VII, etc.  In the case of Mark versions the 
  higher versions are droids with better programming, 
  damage resistance etc.  For every Mark add a level 
  of a pre-existing class, starting with an NPC class on 
  an odd version (like Mark I) and A PC level if an 
  even Mark (like Mark II).  A droid starts of as a Mark 
  one as listed with the levels bellow, as it is upgrades 
  or adventures it becomes a higher Mark Model, like 
  the Dymaxion Mark I Hovering Patrol Droid starts as 
  a Thug2/Soldier 1, when it is upgraded to a Mark II 
  version it will gain another level of Soldier.  Only the 
  Protocol, Assault, and Utility droids can be PC 
  heroes. 
   
  Maintenance droid 
  Serving as the galaxies cleaners, these unobtrusive 
  and ignored droids hover and go about their 
  business with little regard for the sentient around 
  them.  They search out and gather trash and rubbish 
  and repair damage that they encounter. 
   
  Maintenance droid: Expert 1; Init +0 (+0 Dex); Def 
  11 (+0 Dex, +0 Class, +1 Size); Spd 6m; VP/WP -
  /10; Atk +2 melee (1d4+1, claw); SQ 5th Degree 
  Droid, Expert class skill (Appraise, Computer Use, 
  Knowledge, Repair), Hybrid Chassis; SV Fort +0, 
  Ref +0, Will +1; SZ S; Rep: +0; Str 12, Dex 10, Con 
  10, Int 8, Wis 8, Cha 10. 
  Equipment: 360 Vision, Diagnostics Package, 
  Internal Storage, Motion Sensors, Repulsorlift Unit, 
  Welding Laser, Vacuum Cleaner, Duster, 
  Manipulator claw x2. 
  Skills: Appraise +3, Computer Use +3, Hide +6, 
  Move Silently +4, Read/Write Binary, Repair +0, 
  Search +4, Speak Binary, Spot +6 
  Feats: Ambidexterity, Skill Emphasis (Search, 
  Spot), Stealthy 
   
   
  Utility droids  
  Utility droids of all makes and models are a 
  common sight on every planet throughout the 
  galaxy. The versatility of these handy little droids, 
  combined with their reliable programming and 
  affordability, has made them popular for 
  everything from light janitorial duties to complex 
  mechanical repairs and maintenance. Among the 
  premier utility droids currently available are those 
  in the T3 series. Though more expensive than 
  most standard models, T3 droids contain the latest 
  in advanced circuitry and programming, and are 
  easily fitted with a variety of customized upgrades. 
   
  94
  
   
  98
  Utility Droid: T3- Series, Expert 3; Init +3 (+3 Dex); 
  Def 15 (+3 Dex, +1 Class, +1 Size); Spd 10m; 
  VP/WP -/14; Atk +6 ranged (by weapon); SQ 2nd 
  Degree Droid, Expert class skill (Astrogate, 
  Computer Use, Demolitions, Disable Device, 
  Knowledge, Pilot, Repair), Treadwell Chassis; SV 
  Fort +3, Ref +4, Will +2; SZ S; FP: 0; Rep: +0; Str 8 
  (-1), Dex 16 (+3), Con 14 (+2), Int 17 (+3), Wis 8 (-
  1), Cha 10 (+0). 
  Equipment: Comlink, Fire Extinguisher, Heuristic 
  Processor, Security Protocols Package (+1 
  equipment bonus to Bluff, Listen, Search, Sense 
  Motive, and Spot checks when following or gathering 
  information on its quarry), Telescopic Appendage, 
  Tool Mount x6, Weapon Mount x2 
  Skills: Astrogate +7, Computer Use +14, 
  Demolitions +11, Disable Device +11, Hide +7, 
  Knowledge +8, Knowledge +8, Pilot +7, Read/Write 
  Binary, Repair +11, Speak Binary 
  Unspent Skill Points: 10 
  Feats: Ambidexterity, Cautious, Gearhead, Skill 
  Emphasis (Computer Use), Weapons Group 
  Proficiency (blaster pistols) 
   
  Protocol droid  
  Protocol Droids are vital in smoothing the 
  differences between the many far flung cultures in 
  the galaxy. Programmed in etiquette and equipped 
  with formidable language skills, protocol droids 
  assist diplomats, high ranking officials, and 
  politicians, often 
  serving as 
  administrative 
  assistants or 
  companions. They 
  come in many 
  shapes and sizes, 
  but most are 
  humanoid. 
   
  Protocol Droid: 
  TA-07 Series, 
  Diplomat 3; Init +2 
  (+2 Dex); Def 13 
  (+2 Dex, +1 Class); 
  Spd 10m; VP/WP -
  /12; Atk +3 ranged 
  (by weapon); SQ 
  3rd Degree Droid, 
  Humanoid Chassis; 
  SV Fort +2, Ref +3, 
  Will +2; SZ M; FP: 
  0; Rep: +1; Str 10 
  (+0), Dex 14 (+2), 
  Con 12 (+1), Int 17 
  (+3), Wis 8 (-1), Cha 14 (+2). 
  Equipment: Comlink, Heuristic Processor, 
  Humanoid Digital Manipulator Arm x2, Magnetic 
  Feet x2, Recording Unit (holo), Translator Unit 
  (DC 15), Vocabulator 
  Skills: Appraise +5, Bluff +4, Computer Use +5, 
  Diplomacy +13, Gather Information +6, Intimidate 
  +4, Knowledge (any) +5, Knowledge (any)  +5, 
  Knowledge (any) +5, Read/Write Binary, Sense 
  Motive +1, Speak Binary 
  Unspent Skill Points: 16 
  Feats: Ambidexterity, Persuasive, Skill Emphasis 
  (Diplomacy), Trustworthy 
   
  Security Droid  
  Security Droids are small repulsor powered droids 
  that hover in many areas to insure public safety. 
  They have no weapons, and use none to effect 
  their security, instead they are roving spys, and 
  their shear numbers mean that a law breaker will 
  most likely be caught in the act of doing 
  something. 
    
   
  Secruity Droid: Scout 1; Init +2 (+2 Dex); Def 16 
  (+2 Dex, +2 Class, +2 Size); Spd 16m; VP/WP 
  9/12; Atk +4 ranged (by weapon); SQ 5th Degree 
  Droid, Hybrid Chassis; SV Fort +2, Ref +3, Will +1; 
  SZ T; FP: 0; Rep: +0; Str 9 (-1), Dex 14 (+2), Con 
  12 (+1), Int 12 (+1), Wis 10 (+0), Cha 10 (+0). 
  Equipment: Comlink, Infrared Vision, Motion 
  Sensors, Recording Unit (audio, holo, video), 
  Repulsorlift Unit, Verbobrain 
  Skills: Computer Use +5, Diplomacy +4, Gather 
  Information +2, Hide +14, Listen +6, Pilot +6, 
  Read/Write Binary, Speak Binary, Spot +8, 
  Survival +4 
  Feats: Alertness, Ambidexterity, Track, Weapons 
  Group Proficiency (blaster pistols, blaster rifles, 
  simple weapons) 
   
  
   
  99
    
   
  Dymaxion Mark I Hovering Patrol Droid: Thug 
  2/Soldier 1; Init +3 (+3 Dex); Def 14 (+3 Dex, +1 
  Class); Spd 10m; VP/WP 7/22; Atk +7 or +3/+3 
  ranged (3d8, crit 19-20, Blaster [Rifle]); SQ +1 bonus 
  on attack and damage rolls with ranged weapons, 
  for targets with 10m., 4th Degree Droid, Hybrid 
  Chassis; SV Fort +6, Ref +3, Will +1; SZ M; FP: 0; 
  Rep: +0; Str 10 (+0), Dex 16 (+3), Con 13 (+1), Int 
  12 (+1), Wis 12 (+1), Cha 8 (-1). 
  Equipment: Armor ('Blast vest and Helmet' 
  equivalent, Damage Reduction: 2), Blaster [Rifle] x2, 
  Comlink, Infrared Vision, Motion Sensors, 
  Repulsorlift Unit, Verbobrain 
  Skills: Balance +2, Climb -1, Diplomacy +3, Escape 
  Artist +2, Hide +2, Jump -1, Listen +2, Move Silently 
  +2, Pilot +6, Profession +6, Read/Write Binary, 
  Repair +3, Search +3, Sleight of Hand +2, Speak 
  Binary, Spot +5, Swim -1, Tumble +2  
  Feats: Ambidexterity, Armor Proficiency (light), Point 
  Blank Shot, Toughness, Toughness, Toughness, 
  Weapon Focus (Blaster [Rifle]), Weapons Group 
  Proficiency (blaster rifles) 
   
  Patrol Droid 
  The Patrol droid is typically a 4 legged, droid that 
  walks in a set pattern or area; it has rudimentary 
  features for determination friend and foe, and packs 
  a pair of blaster on it it’s main frame.  Some are 
  equipped with Shields 
   
   
  Patrol Droid Mark I: Thug 3/Scout 1; Init +2 (+2 
  Dex); Def 13 (+2 Dex, +1 Class); Spd 8m (Armor); 
  VP/WP 8/20; Atk +5 melee (1d6, claw), +5 ranged 
  (by weapon); SQ 4th Degree Droid, Multi-
  legged/Insectoid Chassis; SV Fort +6, Ref +4, Will 
  +2; SZ M; FP: 0; Rep: +0; Str 10 (+0), Dex 15 
  (+2), Con 14 (+2), Int 8 (-1), Wis 11 (+0), Cha 8 (-
  1). 
  Equipment: Armor ('Battle armor [Medium]' 
  equivalent, Damage Reduction: 5) 
  Skills: Balance -3 (+2 Dex, -5 misc), Climb -5 (-5 
  misc), Escape Artist -3 (+2 Dex, -5 misc), Hide -3 
  (+2 Dex, -5 misc), Jump -5 (-5 misc), Listen +3 (+3 
  ranks), Move Silently -3 (+2 Dex, -5 misc), 
  Read/Write Binary, Repair +0 (-1 Int, +1 ranks), 
  Search +1 (-1 Int, +2 ranks), Sleight of Hand -3 
  (+2 Dex, -5 misc), Speak Binary, Spot +3 (+3 
  ranks), Survival +2 (+2 misc), Swim -5 (-5 misc), 
  Treat Injury +2 (+2 misc), Tumble -3 (+2 Dex, -5 
  misc) 
  Feats: Ambidexterity, Armor Proficiency (light, 
  medium), Self-Sufficient, Toughness, Toughness, 
  Weapon Finesse (Claw), Weapons Group 
  Proficiency (blaster pistols) 
   
  Guard Droid 
  The Guard droid is the next step up in defense 
  from the patrol droid. Designed to be somewhat 
  less mobile, they are typically set in an area to 
  stand as a Sentry or Guard. 
   
  Guard Droid Mark I: Thug 3/Soldier 3; Init +2 (+2 
  Dex); Def 14 (+2 Dex, +3 Class, -1 Size); Spd 8m 
  (Armor); VP/WP 30/20; Atk +8/+3 or +6/+6/+1 
  ranged (3d6 0r 6d6, crit 19-20, Blaster [SoroSuub 
  Duo Carbine]); SQ +1 bonus on attack and 
  damage rolls with ranged weapons, for targets 
  with 10m., 4th Degree Droid, Multi-
  legged/Insectoid Chassis; SV Fort +8, Ref +4, Will 
  +2; SZ L; FP: 0; Rep: +1; Str 10 (+0), Dex 15 
  (+2), Con 14 (+2), Int 8 (-1), Wis 11 (+0), Cha 8 (-
  1). 
  96
  
   
  100
  Equipment: Armor ('Battle armor [Medium]' 
  equivalent, Damage Reduction: 5), Blaster 
  [SoroSuub Duo Carbine] 
  Skills: Balance -3 (+2 Dex, -5 misc), Climb -5 (-5 
  misc), Escape Artist -3 (+2 Dex, -5 misc), Hide -7 
  (+2 Dex, -9 misc), Jump -5 (-5 misc), Listen +2 (+2 
  ranks), Move Silently -3 (+2 Dex, -5 misc), 
  Read/Write Binary, Sleight of Hand -3 (+2 Dex, -5 
  misc), Speak Binary, Spot +2 (+2 ranks), Swim -5 (-5 
  misc), Tumble -3 (+2 Dex, -5 misc) 
  Unspent Skill Points: 7 
  Feats: Ambidexterity, Armor Proficiency (light, 
  medium), Multishot, Point Blank Shot, Precise Shot, 
  Toughness, Toughness, Weapon Focus (Blaster 
  [SoroSuub Duo Carbine]), Weapons Group 
  Proficiency (blaster rifles) 
   
  Assault Droid 
  The Assault droid is the stock model of droids that 
  can be bought by private individuals.  It’s generally 
  human appearance makes the Assault Droid a 
  highly sought after commodity in the personal 
  defense market. 
   
   
  Assault Droid Mark I: Thug 3; Init +3 (+3 Dex); Def 
  14 (+3 Dex, +1 Class); Spd 10m; VP/WP -/20; Atk 
  +6 or +2/+2 ranged (3d8+1, crit 19-20, Blaster 
  [N'Gant-Zarvel 9118 Heavy Carbine)); SQ 4th 
  Degree Droid, Humanoid Chassis; SV Fort +5, Ref 
  +4, Will +1; SZ M; FP: 0; Rep: +0; Str 14, Dex 16, 
  Con 14, Int 10, Wis 10, Cha 10. 
  Equipment: Armor ('Blast vest and Helmet' 
  equivalent, Damage Reduction: 2), Blaster [N'Gant-
  Zarvel 9118 Heavy Carbine), Humanoid Digital 
  Manipulator Arm x2, Low-light Vision, Motion 
  Sensors, Sonic Sensors 
  Skills: Balance +2, Climb +1, Escape Artist +2, Hide 
  +2, Jump +1, Listen +2, Move Silently +2, 
  Read/Write Binary, Repair +3, Sleight of Hand +2, 
  Speak Binary, Spot +5, Swim +1, Tumble +2 
  Feats: Ambidexterity, Armor Proficiency (light), 
  Toughness, Toughness, Weapons Group 
  Proficiency (blaster rifles) 
   
  Sentry Droid  
  A large upright 
  standing 
  variable 
  geometry 
  droid that can 
  fold up and fire 
  from the 
  blasters on it’s 
  arms or use 
  the arms and 
  the mono-pod 
  to walk in an 
  ape like 
  manner.  
   
  Sentry Droid 
  Mark I: Thug 
  3/Soldier 3; 
  Init +3 (+3 
  Dex); Def 15 
  (+3 Dex, +3 
  Class, -1 
  Size); Spd 
  10m; VP/WP 30/20; Atk +5/+0 melee (1d8, claw), 
  +9/+4 or +5/+5/+0 ranged (3d8, Blaster [Merr-
  Sonn Power 5, Heavy Pistol]); SQ 4th Degree 
  Droid, Hybrid Chassis; SV Fort +8, Ref +5, Will +2; 
  SZ L; FP: 0; Rep: +1; Str 10, Dex 16, Con 14, Int 
  8, Wis 11, Cha 8. 
  Equipment: Blaster [Merr-Sonn Power 5, Heavy 
  Pistol] x2 
  Skills: Hide -1, Listen +2, Read/Write Binary, 
  Speak Binary, Spot +2 
  Unspent Skill Points: 7 
  Feats: Ambidexterity, Armor Proficiency (light, 
  medium), Point Blank Shot, Toughness, 
  Toughness, Two-weapon Fighting, Weapon Focus 
  (Blaster [Merr-Sonn Power 5, Heavy Pistol]), 
  Weapons Group Proficiency (blaster pistols) 
   
  K-X Series  
  The KX series of droids are simple cheap droids 
  used by some hunters and security forces to 
  provide added fire power.   
  
   
  101
  K-X12: Thug 2; Init +3 (+3 Dex); Def 14 (+3 Dex, +0 
  Class, +1 Size); Spd 14m; VP/WP -/13; Atk +3 
  melee (1d4, claw), +7 or +3/+3 ranged (3d6, Blaster 
  [Pistol]); SQ 4th Degree Droid, Hybrid Chassis; SV 
  Fort +3, Ref +3, Will +0; SZ S; FP: 0; Rep: +0; Str 
  10, Dex 16, Con 10, Int 8, Wis 10, Cha 8. 
   
  Equipment: 360 Vision, Armor (Damage 
  Reduction: 2), Blaster [Pistol], Humanoid Digital 
  Manipulator Arm x3, Improved Sensor Package, 
  Motion Sensors, Repulsorlift Unit 
   
  Skills: Computer Use +0, Demolitions +0, 
  Diplomacy +0, Disable Device +0, Gather 
  Information +0, 
  Hide +8, 
  Intimidate +0, 
  Listen +2, 
  Read/Write 
  Binary, Search 
  +1, Speak 
  Binary, Spot +4 
   
  Feats: 
  Ambidexterity, 
  Armor 
  Proficiency 
  (light), 
  Toughness, 
  Weapon Focus 
  (Blaster [Pistol]), 
  Weapons Group 
  Proficiency (blaster pistols) 
   
   
   
  Ancients Droid 
  The Ancients Droid are a very old series of droids 
  that by today’s standards look antiquated.  They 
  don’t have a lot of firepower, nor strength in their 
  attacks, their greatest strength is their ability to 
  repair themselves.   
   
  Ancients Droid: Thug 3/Soldier 7; Init +3 (+3 Dex); 
  Def 17 (+2 Dex, +5 Class); Spd 8m (Armor); VP/WP 
  65/23; Atk +14/+9 melee (1d6+2, claw), +14/+9 or 
  +10/+10/+5 ranged (3d8+2, Blaster Rifle); SQ 
  Automatic Repair, 4th Degree Droid, Multi-
  legged/Insectoid Chassis; SV Fort +10, Ref +6, Will 
  +2; SZ M; FP: 0; Rep: +2; Str 10, Dex 16, Con 14, 
  Int 10, Wis 8, Cha 8. 
  Equipment: 360 Vision, Armor ('Battle armor 
  [Medium]' equivalent, Damage Reduction: 5), Blaster 
  [AR-1 Blaster Rifle], Improved Sensor Package, 
  Infrared Vision, Sonic Sensors, Verbobrain, Weapon 
  Mount 
  Skills: Balance -2, Climb -5, Computer Use +3, 
  Demolitions +11, Diplomacy +3, Escape Artist -2, 
  Hide -2, Jump -5, Listen +3, Move Silently -2, 
  Read/Write Binary, Repair +13, Search +2, Sleight 
  of Hand -2, Speak Binary, Spot +1, Swim -5, 
  Tumble -2 
  Feats: Ambidexterity, Armor Proficiency (light, 
  medium), Point Blank Shot, Precise Shot, 
  Toughness, Toughness, Toughness, Weapon 
  Finesse (Claw), Weapon Focus (Blaster Rifle, 
  Claw), Weapon Specialization (Blaster Rifle, 
  Claw), Weapons Group Proficiency (blaster rifles)  
  Automatic Repair: As long as the droid has 
  1 WP it will repair 2 WP’s a round, due to it’s high 
  degree of quality craftsmanship. 
  98
  
   
  102
  Swoop racing 
  Swoop racing is becoming a very popular sport 
  in the galaxy, with simulcast hyperspace beacons 
  relaying results to countless worlds. Racers that 
  consistently win can expect to gain a loyal following 
  of fans, along with a sizeable amount of money, 
  although sponsors often claim a large percentage of 
  any earnings. Taris remains the hub of the swoop 
  racing circuit, despite a number of gangs and 
  nefarious individuals that attempt to influence 
  outcomes through intimidation.  
   
  Since swoop bikes lack the all of the 
  subsystems that weigh down more comfortable or 
  practical vehicles, it is relatively inexpensive to build 
  one. Most are little more than a small cockpit 
  mounted on as large a power source as can be 
  found. The official circuit does have some size 
  regulations to keep the field even, but they are 
  mostly ignored. There is, however, a functional 
  barrier on how powerful a repulsorlift engine can be 
  before the energy output starts to do unpleasant 
  things to the organic creature attempting to straddle 
  it. As a result, most swoop bikes are similar in size, 
  differing mainly in the application of shielding and 
  the monitoring of energy flow. 
   
  Swoop racing typically consists of two different 
  racing classifications; Direct Series and Time Series. 
  Direct Series Racing consists of head to head 
  competition between competitors on the same track 
  at the same time. In Time Series Racing, each racer 
  runs the course alone under the same course 
  conditions in a series of timed trails. The racer with 
  the best time wins. 
    
  These races are run on a track, averaging 
  about 1.5 km long, that the contestants must 
  complete in the best time possible or against each 
  other. The track is scattered with Inertial Boosting 
  Pads (IBP) as well as obstacles, typically in the form 
  of debris from past races. While the placement of the 
  IBP’s typically do not vary from each heat or session 
  in a series, the debris amount can. Many of the 
  racers find this part of the lure of swoop racing. Each 
  new heat could be more dangerous than the last, 
  which heightens the excitement and draws in more 
  crowds and spectators. Which leads to bigger 
  purses, etc... So many of the Pilots prefer to live 
  with the danger factor, increasing the mystique of 
  swoop racing  in the eyes of fans. 
   
  Mechanics 
  The mechanics of swoop racing combine 
  some of the old abstracted Original Core Rules 
  concepts with the more hard and fast movement of 
  the RCR. 
   
  Race Scale: In Race Scale, each square of the 
  grid represents 20 meters.  Some especially large 
  vehicles, such as sail barges etc, might occupy 
  more than one square, however speeder bikes, 
  swoop bikes, and landspeeders are all 1 square. 
  More than one vehicle can occupy the same 
  square.  Vehicles in the same square are 
  considered to be 8 meters apart for the purposes 
  of determining range for attacks. 
   
  Vehicle Sizes 
  Vehicles use the same size categories as 
  characters and creatures, as shown on Table: 
  Vehicle Sizes. The vehicle’s size modifier applies 
  to its initiative modifier, maneuver modifier, and 
  Defense. (The size modifier is already included in 
  the vehicle statistics) 
  Table 6 –1 : Vehicle Sizes 
  Vehicle 
  Size 
  Size 
  Modifier 
  Examples 
  Colossal 
  –8 
  Sail barge 
  Gargantuan 
  –4 
   
  Huge 
  –2 
  Land speeder 
  Large 
  –1 
  Swoop bike 
   
  Turn order 
  1. Initiative - roll initiative  
  Phase 1 
  2. First Action – Declare Speed take an 
  attack or move and do a non reactive stunt 
  a. Move – Current speed 
  Phase 2 
  3. Second Action – Mover current speed, 
  attack or non reactive stunt 
  a. Move – at Current speed 
  4. Apply engine damage 
  
   
  103
   
  Initiative 
  Each round the pilots roll initiative, this 
  represents the shifting and jockeying for position 
  always occurring in the race and the ability of the 
  pilot to suddenly seize and opening and take it. 
   
   Declaring Speed 
  At the beginning of his or her action, a Pilot 
  must declare his or her speed category for the 
  phase. Then makes a Pilot check to attempt to reach 
  that speed. If the speed is no more than one 
  category away from his current speed, the pilot does 
  not need to make a pilot check. The pilot can simple 
  choose to go one category faster or slower than the 
  vehicle’s speed category at the end of the previous 
  round. Meaning that at the end of the first turn the 
  pilot will be going at Slow speed; not the best 
  position to be in a race. A stationary vehicle can 
  change to Neutral speed in either forward or 
  reverse. Most vehicles cannot go faster than neutral 
  speed in reverse. 
   
  Stationary: The vehicle is motionless. 
  Neutral Speed: This speed is used for safely 
  maneuvering a vehicle in tight spaces.. It tops out at 
  about the speed a typical person can run. 
  Low Speed: The vehicle is traveling at a moderate 
  speed, up to about 70 kilometers per hour. 
  High Speed: The vehicle is moving at a typical 
  highway speed, from about 75 to 175kilometers 
  per hour. 
  All-Out: The vehicle is traveling extremely fast, 
  more than 175 km per hour. 
   
  To change speed categories quickly the pilot 
  must make a Pilot check based on how much 
  faster the new category is above their current. 
  Category difference 1 / 2 / 3 
  DC 
  Acceleration 
  10 / 20 / 30 
     
  Moving 
  On his or her action, the Pilot moves the 
  vehicle a number of squares that falls within the 
  vehicle’s declared and achieved speed category. 
  Every vehicle has a top speed, included in its 
  statistics. A vehicle cannot move more squares 
  than its top speed, with out the aid of some other 
  means. 
  Count squares for vehicles just as for 
  characters. Vehicles can move diagonally; 
  remember that when moving diagonally, every 
  second square costs two squares’ worth of 
  movement. Unlike with moving characters, a 
  vehicle’s facing is important; unless it changes 
  direction, a vehicle always moves in the direction 
  of its facing (or in the opposite direction, if it’s 
  moving in reverse). 
   
  The Effects of Speed 
  A fast-moving vehicle is harder to hit than a 
  stationary one—but it’s also harder to control, and 
  to attack from. 
  As shown on Table: Vehicle Speeds and 
  Modifiers, when a vehicle travels at street speed 
  or faster, it gains a bonus to Defense. However, 
  that speed brings along with it a penalty on all skill 
  checks and attack rolls made by characters 
  aboard the vehicle—including Pilot checks to 
  control the vehicle and attacks made from it. 
   
  Maneuvers 
  Maneuvers are difficult and sometimes daring 
  actions that enable a 
  pilot to change his or 
  her vehicle’s speed 
  or heading more 
  radically than a 
  simple move allows. 
  A stunt is a 
  maneuver action. It 
  can be taken as part 
  of the action phase 
  to control the 
  vehicle. Maneuvers 
  Table 6-2 : Vehicle Speeds and Modifiers 
  Race Scale 
  Speed Category 
  Movement1 
  Turn Number2 
  Defense 
  Modifier
  Check/Roll 
  Modifier 
  Stationary3 
  0 
  — 
  -6 
  — 
  Neutral speed 
  1–2 
  1 
  -4 
  +0 
  Low speed 
  3–5 
  1 
  +0 
  –1 
  High speed 
  6–10 
  2 
  +4 
  –4 
  All-out 
  10+ 
  2 
  +6 
  –6 
  1 The number of squares a vehicle can move at this speed. 
  2 The number of squares a vehicle must move at this speed before making a turn. 
  3 A stationary vehicle cannot move or maneuver. 
  100
  
   
  104
  require a Pilot check to perform successfully. 
  Unsuccessful maneuvers often result in the vehicle 
  ending up someplace other than where the Pilot 
  intended. When this happens, the vehicle may 
  collide with any objects in its path. Remember that 
  the check/roll modifier from Table: Vehicle Speeds 
  and Modifiers affects all Pilot checks made by the 
  pilot and attack rolls made by all occupants of the 
  vehicle. 
   
  Avoiding Hazards: Vehicle combat or the race 
  rarely occurs on a perfectly flat, featureless plain. 
  When a vehicle tries to move through a square 
  occupied by a hazard, the Pilot must succeed on a 
  Pilot check to avoid the hazard and continue 
  moving. 
  Structures simply cannot be avoided. Also, if a 
  pilot cannot make a check (if he or she has used all 
  his or her actions for the round in performing other 
  stunts), he or she automatically fails to avoid the 
  hazard. In such cases, a collision occurs. 
  The DC to avoid a hazard varies with the nature 
  of the hazard. 
  On a failed check, the vehicle hits the obstacle. 
  results in a collision with the object (see Collisions 
  and Ramming). 
  Table 6-3: Hazard 
  DC 
  Oil slick 
  15 
  Large object (pile of wreckage) 
  15 
   
  Hard Turn: A hard turn allows a vehicle to 
  make a turn in a short distance without losing speed. 
  A hard turn functions like a 45-degree turn simple 
  maneuver, except that the vehicle only needs to 
  move forward a number of squares equal to half its 
  turn number (rounded down). 
  The DC for a hard turn is 15. 
  On a failed check, the vehicle continues to move 
  forward a number of squares equal to its turn 
  number before turning, just as with a simple 45-
  degree turn. Make a Pilot check (DC 15) to retain 
  control (see Losing Control). 
  Hit Booster Pad: To actively hit a booster pad 
  the pilot must make a pilot check DC 18 to hit the 
  Square and then make a Pilot check DC 15 to keep 
  control. If he succeeds at hitting the pad, the 
  category switches to All Out speed with all of the 
  resulting effects. The pilot then has to make a check 
  to keep control, if he fails, he loses control, see 
  Losing Control section on effects. If he retains 
  control, the immediate effect is increased movement 
  that does not count against the declared speed and 
  gains 1 square +1 additional square for every 5 by 
  which they made the original DC to hit the pad. 
  Jump: A Pilot can attempt to jump his or her 
  vehicle across a gap in his or her path. 
  To make a jump, the vehicle must move in a 
  straight line a number of squares equal to its turn 
  number. If the vehicle doesn’t have enough 
  movement left to clear the gap, it must complete 
  the jump at the start of its next turn. 
  The DC for a jump depends on the width of 
  the gap, modified by the vehicle’s speed category. 
  On a failed check, the vehicle fails to clear the 
  gap, and instead falls into it (or collides with the far 
  side). Determine damage as for a collision (see 
  Collisions and Ramming). 
   
  Table 6-4 Gap Width 
  DC 
  1 m. (ditch) 
  15 
  2-3 m. (culvert) 
  20 
  4–5 m . (creek, small ravine) 
  25 
  6–7 m. (narrow road, small pond) 
  35 
  8–12 ft. (wide road, small river) 
  45 
   
  Table 6-5 Speed Modifiers 
   
  Vehicle Speed Category 
  DC Modifier
  Neutral speed 
  +10 
  Low speed 
  +5 
  High speed 
  +0 
  All-out 
  –5 
   
  A shallow gap (1 m deep) is equivalent to a 
  Medium-size object; the vehicle may be able to 
  avoid taking collision damage from the failed jump 
  by treating the far side as a hazard and then 
  continue moving (see Avoid Hazard, above). 
  A moderately deep gap (2-5 m feet deep) is 
  equivalent to a Huge object. The vehicle can only 
  Pilot out of the gap if the walls are not too steep. 
  A deeper gap (6 m or deeper) is equivalent to a 
  Colossal object. The vehicle can only Pilot out of 
  the gap if the walls are not too steep. 
  If the gap is filled with water, the vehicle takes 
  only half damage from the collision with the 
  ground. However, if the water is too deep or the 
  bottom is too soft (GM’s discretion), the vehicle 
  might not be able to move. 
  Sideswipe: During a vehicle’s movement, a 
  Pilot can attempt to sideswipe a vehicle or other 
  target, either to deal damage without fully ramming 
  it or to cause another Pilot to lose control of his or 
  her vehicle. 
  The vehicle must be in the same square as 
  its target and moving in the same direction. There 
  is no movement cost. 
  If the stunt is successful, the sideswiping 
  vehicle and the target both take damage as if they 
  had collided (see Collisions and Ramming), except 
  that the collision multiplier is 1/4, and the target (or 
  Pilot of the target vehicle) can make a Reflex save 
  (DC 15) to reduce the damage to both by half. If 
  
   
  105
  the target is another vehicle the Pilot must succeed 
  at a Pilot check (DC 15) at the beginning of his or 
  her next action or lose control of the vehicle. 
  The DC for a sideswipe is 15. It’s modified by 
  the relative size and speed of the target. 
   
  Table 6-6 : 
  Sideswipe Target Condition 
  DC 
  Modifier 
  Each size category larger 
  –5 
  Each size category smaller 
  +5 
  Each speed category of difference 
  –2 
   
  On a failed check, both vehicles take damage 
  as though the sideswipe attempt was a success. 
  However, the other Pilot does not need to make a 
  check to retain control. 
   
  Collisions 
  A collision occurs when a vehicle strikes 
  another vehicle or a solid object. Generally, when a 
  vehicle collides with a creature or other moving 
  vehicle, the target can attempt a Reflex save (DC 
  15) to reduce the damage by half. 
   
  Resolving Collisions 
  The base damage dealt by a vehicle collision 
  depends on the speed and size of the objects 
  involved. Use the highest speed and the smallest 
  size of the two colliding objects and refer to Table: 
  Collision Damage. 
   
  Table6 –7 : Collision Damage 
  Highest Speed Damage Die Type 
  Alley speed 
  d2 
  Street speed 
  d4 
  Highway speed 
  d8 
  All-out 
  d12 
   
  Object or Creature Size 
  Number of Dice 
  Large 
  8 
  Medium-size 
  4 
  Small 
  2 
   
  After finding the base damage, determine the 
  collision’s damage multiplier based on how the 
  colliding vehicle struck the other vehicle or object. 
  (For vehicles moving in reverse, consider the back 
  end to be the vehicle’s “front” for determining the 
  collision multiplier.) Consult Table: Collision 
  Direction for a multiplier. 
  Once the damage has been determined, apply 
  it to both vehicles (or objects or creatures) involved 
  in the collision. Both vehicles reduce their speed by 
  two speed categories. If the colliding vehicle moved 
  the minimum number of squares for its new speed 
  category before the collision, it ends its movement 
  immediately. If not, it pushes the other vehicle or 
  object aside, if possible, and continues until it has 
  moved the minimum number of squares for its new 
  speed category. 
   
  Table 6-8: Collision Direction 
  Colliding Vehicle’s Target 
  Multiplier
  A stationary object 
  x 1 
  striking from head-on 
  x 2 
  A vehicle being sideswiped 
  x 1/4 
  The Pilot of the vehicle that caused the 
  collision must immediately make a Pilot check (DC 
  15) or lose control of the vehicle (see Losing 
  Control, below). The Pilot of the other vehicle must 
  succeed on a Pilot check (DC 15) at the beginning 
  of his or her next action or lose control of his or 
  her vehicle. 
   
  Damage to Vehicle Occupants 
  When a vehicle takes damage from a 
  collision, its occupants may take damage as well. 
  The base amount of damage depends on the 
  cover offered by the vehicle. 
  Table 6-9: Cover modifiers to damage 
  Cover 
  Damage 
  None 
  Same as damage taken by vehicle 
  One-
  quarter 
  One-half damage taken by vehicle 
  One-half 
  One-quarter damage taken by 
  vehicle 
  Each of the occupants may make a Reflex save 
  (DC 15) to take half damage. 
   
  Losing Control 
  A collision or a failed stunt can cause a Pilot 
  to lose control of his vehicle. In these cases, the 
  Pilot must make a Pilot check to retain control of 
  the vehicle. If this check is successful, the Pilot 
  maintains control of the vehicle. If it fails, the 
  vehicle goes into a spin. If it fails by 10 or more, 
  the vehicle rolls. Remember that the check/roll 
  modifier from Table: Vehicle Speeds and 
  Modifiers applies to all Pilot checks. 
  An out-of-control vehicle may strike an object or 
  other vehicle. When that happens, a collision 
  occurs (see Collisions and Ramming, above). 
  Spin: The vehicle skids, spinning wildly. 
  the vehicle moves 1 square and ends its 
  movement. Roll to determine its new facing as 
  indicated above. Once it stops, roll 1d8 to 
  determine its new facing: 1, no change; 2, right 45 
  degrees; 3, right 90 degrees; 4, right 135 degrees; 
  5, 180 degrees; 6, left 135 degrees; 7, left 90 
  degrees; 8, left 45 degrees. Reorient the vehicle 
  accordingly. 
   
  102
  
   
  106
  Roll: The vehicle tumbles, taking damage. 
  The vehicle rolls one square before stopping and 
  reorienting., a vehicle takes damage equal to 2d6 x 
  the character scale turn number for its speed (use 
  the turn number from character scale even at race 
  Scale). The vehicle’s occupants take damage equal 
  to 2d4 x the character scale turn number for its 
  speed (Reflex save, DC 15, for half damage). 
   
  Damage effects on Swoop 
  A swoop that has taken damage will have its 
  performance severely affected and may have 
  difficulty continuing in the race. The effects of any 
  damage listed are applied to all skill Checks, 
  attacks, and other checks that are attempted while 
  the swoop is in motion. 
  Table 6-10: Damage Effects 
  Hull points 
   
  Effects 
  Full 
  Normal 
  - 
  Bellow 1/2 
  Damaged
  -5 
  bellow ¼  
  Crippled 
  -10 
  0  
  Immobile 
   Can’t move 
  - HP total 
  destroyed 
  No longer repairable 
   
  Swoop Bike Stats 
  Every Swoop bike has a series of statistic like a 
  character, these are combined to determine how it 
  does in a race, and under certain conditions that 
  occur during the race, 
   
   
  Building an Modifying Racers 
  Use the point buy method like in character 
  creation to develop or build a swoop, on page 18 of 
  the Revised Core Rule book. Each stat. Top speed, 
  Accleration, Turing, Traction, and Durablity has a 
  stat of 8 to start, use the point buy method and 25 
  points to spend to raise a stat, to get the bikes 
  modifiers.   
   
  Example: Nico wanted to give the bike a good 
  Initiative or a good Top Speed so he give it a 16 
  ToS, for a +3, and spends 10 points on it, leaving 
  him with 15. 
   
  Hull points are generated by rolling 3Xd6, 
  adding the durability rating each time 
  A part can be purchased for 1000 credits per 
  point improvement over the old stat for Top speed, 
  Acceleration, Turing, and Traction. Hull points are 
  purchases ad 200 credits per point of HP.  Items 
  can be down graded and sold off, earning 500 
  credits per point change. 
  Rolling 2d6 –4, generates cooling capacity.  
  This is the Energy resistance the cooling unit 
  provides, the number generated can be a negative 
  number and indicates an engine that always runs 
  hot. 
   
  Engine Temperatures 
  Engine temperature has five degrees of 
  severity, none, low, high, dangerous and critical.  
  For each full phase in the turn order spent at All 
  out speed (10+ movement) the swoop bike takes 
  damage from the wear on the engine.  The 
  damage and severity rises with each phase spent 
  at all out speed.  So for two phases at all out, the 
  engine would go from none to low severity, and 
  take 1d6 points of damage – the energy 
  resistance.  While at All out speed the engine and 
  swoop suffer the damage of the current category, 
  and take the negative listed to Pilot checks.   The 
  pilot can spend an action to reduce the category 
  by making a repair check at the listed DC.  If it 
  succeeds reduce the category by one.  A pilot can 
  also drop down a speed category to bellow All out 
  and allow the engine to cool.  If the engine 
  temperature ever rises above critical it explodes 
  doing 3d6 points of damage to the swoop and 2d4 
  to the pilot.  If the swoop survives it comes to a 
  stop.  
    
  Table 6-11: Engine Damage 
  Condition 
  Low 
  High 
  Danger 
  Critical 
  Check Mod 
  -1 
  -2 
  -4 
  -8 
  Damage 
  1d6 
  2d4 
  2d6 
  2d8 
  Repair DC 
  10 
  15 
  20 
  25 
   
  Generating a Race randomly 
  The easiest way to generate a race course is 
  take a piece of graph paper and plot out from 100 
  to 200 squares in a line, by 5 or 6 squares wide, 
  each of these will be one square of movement.  
  This now represents your total track, it is best to 
  divided the track up into 2 or three sections to 
  work on easily.  Now take this long line of grided 
  squares and divided it up into smaller groupings 
  Stat 
  Effect 
  Racer 
  Swoop 
  Total 
  Top speed 
  Initiative 
   
   
   
  Acceleration 
  Acceleration 
   
   
   
  Turning 
  Turning 
   
   
   
  Traction 
  Regain 
  Control 
   
   
   
   
  Durability 
  DR 
   
   
   
  Hull Points 
  Damage 
  Threshold 
   
   
   
  Cooling 
  Energy 
  Hesitance 
  Heat 
  damage 
   
   
   
  
   
  107
  these become the individual movement squares, 
  typically making the track sections into square 
  segments as deep as the track is wide.  
   
  Placement of items on track 
  For each segment do the following 
  1. Roll 1d3 for the number of booster pads 
  2. Use grenade scatter to determine where in the 
  square it will go 
  3.  roll 1d4-1 for pieces of junk 
  4. use grenade scatter to determine where in the 
  square it will go. 
  5. If a piece of junk ends up being on a Boost pad, 
  your roll the grenade scatter again and move it 
  one square in that direction. 
  Ice Track 
   
   
   
  Square 1 = 3 boosts, the scatter from the center 
  puts them at 2, 3, and 6 
  Trash is a 2 at 5 and 7 
   
   
   
   
  Swoop Bike 
  Craft: Generic bike; Class: Ground (Speeder); 
  Cost: 5.00 kCr; Size: Medium (2m length); 
  Initiative: +0; Crew: Unique (1);  Passengers: 0; 
  Cargo Capacity: 2.5 kilograms (Gear); Speed: 
  80m (max. speed 240 km/h, 4 squares/action); 
  Altitude: Up to 20 m; Maneuvers: +0; Defense: 
  10; Hull Points: 10 (DR 5). 
   
  * The Swoop Bike provides no cover to its passengers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stat 
  Effect 
  Racer
  Swoop 
  Total 
  Top speed 
  Initiative 
   
   
   
  Acceleration 
  Acceleration 
   
   
   
  Turning 
  Turning 
   
   
   
  Traction 
  Regain Control 
   
   
   
   
  Durability 
  DR 
   
   
   
  Hull Points 
  Damage Threshold 
   
   
   
  Cooling 
  Energy Resistance 
  form Heat damage 
   
   
   
  104
  
   
  108
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Taris Track 
  Generic Track 
  
   
  109
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tatooine Track 
  Mannan Track 
  106
  
   
  110
   Starships  
  All star ships are provided with out a pilot for 
  easy use, just drop in your own pilots, be they NPC’s 
  or player Characters.  Their Dex will effect the 
  Initiative their Pilot skill Modifiers will affect the 
  Maneuvers, and the Gunner will affect the Weapons 
  Attack rolls.   
   
  The names of the ships are derived from the 
  Aurbesh names for the closets alphabetical 
  designation, Aurek for the A-shaped fighter, Besh for 
  the B- or blade type fighter, Grek for the G wing, and 
  Senth for the S or Sith Fighter.  
   
  a Attack Craft 
  The a-attack craft are small fast single man 
  fighters, they are used both by the republic and the 
  Jedi.  Lightly armored, and carrying two side 
  mounted laser cannons they carry a good mix of 
  speed and fire power that makes them the stock 
  fighter of the Old Republic. 
   
  Craft: Republic Shipyards' Aurek Attack Craft; 
  Class: Starfighter; Cost: 225.00 kCr; Size: Tiny 
  (15m length); Initiative: +2 (+2 size); Crew: 1 
  (Unique); Passengers: 0; Cargo Capacity: 5 
  kilograms; Consumables: 2 Days; Hyperdrive: x2 
  (backup x5); Maximum Speed: Ramming 
  (Excellent, 9 squares/action); Atmospheric Speed: 
  300 km/h (5 squares/action); Maneuvers: +2 (+2 
  size); Defense: 22 (+2 size, +10 armor); Hull 
  Points: 100 (DR 5); Shield Points: 100 (DR 5). 
   
  Weapon: Laser Cannon [Heavy] (2, 1 fire-
  linked in sets of 2); Fire Arc: Front; Attack 
  Bonus: +2 (+2 size); Damage: 4d10x2; Range 
  Modifiers: PB +0, S -2, M/L N/A. 
   
  b Attack Craft 
  The b-attack craft is 
  the Republic’s slower, 
  heavier  star-fighter. It’s not 
  capable of landing on the 
  surface of a planet and has 
  no hyper-drive. It requires a 
  carrier vessel for support 
  and to move it to and from 
  battle locations. The b-
  attack craft has powerful 
  engines mounted under the 
  cockpit on wing struts. It supports a small energy 
  weapon and 2 torpedo launchers, mounted just 
  below the engine struts, that carry a full load of 
  powerful torpedoes. The b-attack craft are 
  manufactured and designed by Mandell Motors, 
  based on ships confiscated in after the 
  Mandalorian Wars, and just recently introduced 
  into the Republic fleet.” 
  Notes: The long body of the craft, running 
  from bellow the wing struts to the small cannon 
  has a set of torpedo launchers, one on each side 
  of the ship, each tube can carry a total of 4 
  torpedoes. Each torpedo tube can carry 4 
  torpedoes. A fully loaded b-attack craft has 8 
  torpedoes. 
   
  b Attack Craft 
  Craft: Nessem Shipyards' Besh-Attack Craft; 
  Class: Starfighter; Cost: 5.22 mCr; Size: Tiny 
  (20m length, 20m length); Initiative: +2 (+2 size); 
  Crew: 1 (Unique); Passengers: 0; Cargo 
  Capacity: 5 kilograms; Consumables: 2 Days; 
  Hyperdrive: x2 (backup x5); Maximum Speed: 
  Attack (Average, 8 squares/action); Maneuvers: 
  +2 (+2 size); Defense: 22 (+2 size, +10 armor); 
  
   
  111
  Hull Points: 180 (DR 5); Shield Points: 200 (DR 5). 
  Weapon: Laser Cannon [Light] (0); Fire 
  Arc:  Front; Attack Bonus: +2 (+2 size); Damage: 
  3d10x2; Range Modifiers: PB +0, S -2, M/L N/A. 
   
  Weapon: Proton Torpedo Launcher [Small] (0); 
  Fire Arc:  Front; Attack Bonus: +2 (+2 size); 
  Damage: 9d10x2; Range Modifiers: PB +0, S/M/L 
  N/A. 
   
   
  g-wing Fighter 
  The g-wing fighter is some what miss-named, it is a 
  very small, lightly armored and even more lightly 
  armed ship.  It is typically used more as a small one-
  man transport than a fighter.  It however is of the 
  size and speed that it can serve the roll of a fighter 
  and many who regularly fly the craft have been 
  forced to do so.  The craft derives it’s named from 
  the Grek’s shape of it’s body.  It has no hyperdrive, 
  befitting it’s role as a ship to ship armed transport.  
   
   
  Craft: Grek-wing Fighter; Class: Starfighter; Cost: 
  82.00 kCr; Size: Diminutive (10m in diameter); 
  Initiative: +4 (+4 size); Crew: 1 (Unique); 
  Passengers: 0; Cargo Capacity: 20 kilograms; 
  Consumables: 3 Days; Hyperdrive: None; 
  Maximum Speed: Ramming (Good, 8 
  squares/action); Atmospheric Speed: 500 km/h 
  (8 squares/action); Maneuvers: +4 (+4 size); 
  Defense: 24 (+4 size, +10 armor); Hull Points: 70 
  (DR 5); Shield Points: 20 (DR 5). 
   
  Weapon: Laser Cannon [Twin] (1); Fire Arc: 
  Front; Attack Bonus: +4 or +0/+0 (+4 size); 
  Damage: 2d10x2; Range Modifiers: PB +0, S -2, 
  M/L N/A. 
   
  s − Sith Fighter 
  The s−Sith fighter is a very small fast ship 
  with no shielding, it’s speed and maneuverability 
  make up for it’s lack of energy shielding, all of the 
  power generated by it’s power core goes to the 
  engines and weapons.  Produced by the star forge 
  in staggering numbers they were intended to be 
  almost disposable, there ease of construction and 
  ready availability of pilots was considered to be 
  greatly outweigh the fragility of the ship, a trend 
  that will continue in sith mentality for generations 
  to come. 
   
  Craft: Star Forge Senth Fighter; Class: 
  Starfighter; Cost: 109.00 kCr; Size: Diminutive 
  (10m in diameter); Initiative: +4 (+4 size); Crew: 
  1 (Unique); Passengers: 0; Cargo Capacity: 5 
  kilograms; Consumables: 2 Days; Hyperdrive: 
  x4; Maximum Speed: Ramming (Excellent, 10 
  squares/action); Atmospheric Speed: 400 km/h 
  (7 squares/action); Maneuvers: +4 (+4 size); 
  Defense: 24 (+4 size, +10 armor); Hull Points: 
  160 (DR 5); Shield Points: 0 (DR 5). 
   
  Weapon: Blaster Cannon [Light] (2, 1 fire-
  linked in sets of 2); Fire Arc: Front; Attack 
  Bonus: +6 or +2/+2 (+2 size, +4 or +0/+0 crew); 
  Damage: 2d10x2; Range Modifiers: PB +0, S -2, 
  M/L N/A. 
   
   
  108
  
   
  112
  Transports 
  Transports are the stock and trade of many 
  civilizations, the Sith in their transport copied a 
  similar design already in production.  The t-
  transport, a light freighter was used as a model. 
  t (Trill) Transport  
   
  Craft: Golden Nyss Shipyards' Trill Light Hauler; 
  Class: Space transport; Cost: 165.00 kCr; Size: 
  Medium (75m in diameter); Initiative: +0; Crew: 3 
  (Unique); Passengers: 6; Cargo Capacity: 100 
  Metric tons; Consumables: 3 Months; Hyperdrive: 
  x3 (backup x8); Maximum Speed: Cruising 
  (Average, 4 squares/action); Atmospheric Speed: 
  200 km/h (3 squares/action); Maneuvers: +0; 
  Defense: 20 (+10 armor); Hull Points: 180 (DR 10); 
  Shield Points: 100 (DR 10). 
   
  Weapon: Laser Cannon [Twin] (2, 1 fire-linked 
  in sets of 2); Fire Arc: Front; Attack Bonus: +0 or -
  4/-4; Damage: 2d10x2; Range Modifiers: PB +0, S 
  -2, M/L N/A. 
   
  Weapon: Laser Cannon [Light] (1); Fire Arc: 
  Front; Attack Bonus: +0; Damage: 3d10x2; Range 
  Modifiers: PB +0, S -2, M/L N/A. 
   
   
   
   
   
  Ebon Hawk 
  The Ebon hawk is a ship with a mysterious 
  past, rumored to be haunted or cursed; it is in fact 
  just an ordinary ship.  Or perhaps its better said 
  that the Ebon Hawk is an extraordinary ship, fast, 
  maneuverable, and well armed for its size. The 
  legends of a curse spring from the fact that many 
  of its former owners were smugglers or fringe 
  members of society that, due to their professions, 
  came to a dark end. The Ebon Hawk is legendary 
  among smuggling circles, having spent the last 
  decade being used to shuttle goods for the Taris 
  underworld boss, Davik Kang. Through careful 
  piloting and a ridiculously overpowered drive 
  system, the ship has outrun Republic and Sith 
  patrols alike, making deliveries to any number of 
  shady characters along the galactic rim. Davik 
  would joke that it was the best thing he had ever 
  stolen, and for the number of times it saved his 
  life, he had good reason to make the claim. 
   
   
  It's not clear exactly where Davik acquired the 
  Ebon Hawk. The primary systems have been 
  modified so many times that the original 
  classification and even the company that built it 
  are hard to determine.  
   
  It's possible the ship was a developmental 
  prototype from some showroom floor, cobbled 
  together from several different models. Key 
  components are obvious retrofits, from the stolen 
  navigational computers to the uncommonly 
  powerful hyperdrive. A number of smuggler-
  specific customizations have been made as well, 
  though only Davik knows where or how to access 
  them all. 
  
   
  113
   
  Ebon Hawk 
  Craft: Feree Shipyard's Free Range Light Transport; 
  Class: Space transport; Cost: 1.26 mCr; Size: 
  Medium (55m in diameter); Initiative: +0; Crew: 4 
  (Unique); Passengers: 4; Vehicle Compliment: 1 
  Swoop Bike; Cargo Capacity: 4.00 Metric tons; 
  Consumables: 3 Months; Hyperdrive: x1 (backup 
  x4); Maximum Speed: Attack (Average, 8 
  squares/action); Atmospheric Speed: 500 km/h (8 
  squares/action); Maneuvers: +6 (+4 engine quality, 
  +2 maneuvering system); Defense: 20 (+10 armor); 
  Hull Points: 200 (DR 20); Shield Points: 200 (DR 
  20). 
   
  Weapon: Laser Cannon [Twin] (2); Fire Arc: 
  Front; Attack Bonus: +4 or +0/+0 (+4 equipment 
  bonus); Damage: 2d10x2; Range Modifiers: PB +0, 
  S -2, M/L N/A. 
   
  Weapon: Laser Cannon (1); Fire Arc: Any; 
  Attack Bonus: +8 (+4 fire control, +4 equipment 
  bonus); Damage: 4d10x2; Range Modifiers: PB +0, 
  S -2, M/L N/A. 
   
  Sith Transport 
  Based off the plans of the Trill transport the Sith 
  transport is designed to carry either a small cargo or 
  troops, but typically acts as a shuttle. 
   
   
   
  Craft: Star Forge Personal Transport - Thren; 
  Class: Space transport; Cost: 570.00 kCr; Size: 
  Medium (75m in diameter); Initiative: +4; Crew: 4 
  (Skilled +4); Passengers: 250; Cargo Capacity: 
  250 Metric tons; Consumables: 6 Weeks; 
  Hyperdrive: x4; Maximum Speed: Cruising 
  (Average, 4 squares/action); Atmospheric 
  Speed: 350 km/h (6 squares/action); Maneuvers: 
  +4 (+4 crew); Defense: 20 (+10 armor); Hull 
  Points: 250 (DR 10); Shield Points: 150 (DR 10). 
  Weapon: Blaster Cannon [Light] (2, 1 fire-linked in 
  sets of 2); Fire Arc: Front; Attack Bonus: +6 or 
  +2/+2 (+2 size, +4 or +0/+0 crew); Damage: 
  2d10x2; Range Modifiers: PB +0, S -2, M/L N/A. 
   
  Capital Ships 
  Interdictor – Class Sith Cruiser 
  These ships are with 4 gravity well generators that 
  simulate planetary gravity wells.  The interdicting 
  gravity wells where not built into every model of 
  the Sith Fleet.  Typical Sith Cruisers have the 
  same statistics but remove the Gravity well 
  projectors.  The head of the Sith Fleet Admiral 
  Saul Karath had an Indictor flagship he 
  commanded, the Leviathan.  The normal Sith 
  Cruiser and Interdictor ships are typically 
  employed along know smuggling routes to 
  maintain peace and order. 
   
  Leviathan 
  Craft: Sienar Fleet Systems' Interdictor - Class 
  Cruiser; Class: Capital Ship; Cost: 54.41 mCr; 
  Size: Gargantuan (600m length); Initiative: -4 (-4 
  size); Crew: 2,784 (Unique); Troop Compliment: 
  2000 Soldiers, 1000 droids; Starship 
  Compliment: 2 Trill Shuttles; Starfighter 
  Compliment: 2 squadrons of Senth fighters (24 
  110
  
   
  114
  ships); Cargo Capacity: 5,000 Metric tons; 
  Consumables: 8 Months; Hyperdrive: x1 (backup 
  x2); Maximum Speed: Cruising (Average, 4 
  squares/action); Maneuvers: -4 (-4 size); Defense: 
  16 (-4 size, +10 armor); Hull Points: 500 (DR 25); 
  Shield Points: 250 (DR 25). 
   
  Weapon: Gravity Well Projector (4); Fire Arc: 1 
  Front, 1 Left, 1 Back, 1 Right; Attack Bonus: +4 (-4 
  size, +8 fire control); Damage: Special; Range 
  Modifiers: PB/S/M/L N/A. 
   
  Weapon: Tractor Beam Projector (1); Fire Arc: 
  Front/Left/Right; Attack Bonus: +4 (-4 size, +8 fire 
  control); Damage: Special; Range Modifiers: PB -6, 
  S -4, M/L N/A. 
   
  Weapon: Turbolaser (20); Fire Arc: 1 Battery 
  Front, 1 Battery Left, 1 Battery Back, 1 Battery Right; 
  Attack Bonus: +8 (-4 size, +8 fire control, +4 
  battery fire); Damage: 7d10x5; Range Modifiers: 
  PB -6, S -4, M -2, L +0. 
   
  Weapon: Ion Cannon [Heavy] (10); Fire Arc: 1 
  Battery Left, 1 Battery Right; Attack Bonus: +5 (-4 
  size, +5 fire control, +4 battery fire); Damage: 
  Special; Range Modifiers: PB -6, S -4, M -2, L N/A. 
   
  Sith Cruiser 
  Craft: Sienar Fleet Systems' Interdictor - Class 
  Cruiser; Class: Capital Ship; Cost: 53.96 mCr; Size: 
  Gargantuan (600m length); Initiative: -4 (-4 size); 
  Crew: 2,784 (Unique); Troop Compliment: 2000 
  Soldiers, 1000 droids; Starship Compliment: 2 Trill 
  Shuttles; Starfighter Compliment: 2 Squadrens 
  (24) Senth Fighters; Cargo Capacity: 5,000 Metric 
  tons; Consumables: 8 Months; Hyperdrive: x1 
  (backup x2); Maximum Speed: Cruising (Average, 4 
  squares/action); Maneuvers: -4 (-4 size); Defense: 
  16 (-4 size, +10 armor); Hull Points: 500 (DR 25); 
  Shield Points: 250 (DR 25). 
   
  Weapon: Gravity Well Projector (4); Fire Arc: 1 
  Front, 1 Left, 1 Back, 1 Right; Attack Bonus: +4 (-4 
  size, +8 fire control); Damage: Special; Range 
  Modifiers: PB/S/M/L N/A. 
   
  Weapon: Laser Cannon [Quad] (20); Fire Arc: 
  5 Left, 5 Right, 5 Front/Left, 5 Front/Right; Attack 
  Bonus: -4 or -10/-10/-10 (-4 size); Damage: 
  6d10x2; Range Modifiers: PB -2, S +0, M/L N/A. 
   
  Republic Cruiser 
  The bulk of the Republic fleet is made up of these 
  heavy cruisers.  The command deck is in the lowest 
  decks of the ship, with the upper decks containing 
  the crew quarters and the fighter decks.  There are 
  pairs of guns on the bow, and two Massive 
  cannons mounted on the engines near the aft. 
   
  Craft: Republic Shipyards' Cruiser; Class: Capital 
  Ship; Cost: 6.53 mCr; Size: Huge (500m length, 
  120m length); Initiative: -2 (-2 size); Crew: 700 
  (Unique); Passengers: 20; Troop Compliment: 
  600; Starship Compliment: 1 shuttle; Starfighter 
  Compliment: 2 squadrons; Cargo Capacity: 
  5,000 Metric tons; Consumables: 10 Months; 
  Hyperdrive: x2 (backup x4); Maximum Speed: 
  Cruising (Average, 4 squares/action); Maneuvers: 
  -2 (-2 size); Defense: 18 (-2 size, +10 armor); Hull 
  Points: 300 (DR 20); Shield Points: 200 (DR 20). 
   
  Weapon: Laser Cannon [Point] (14); Fire 
  Arc: 5 Left, 5 Right, 2 Front/Left, 2 Front/Right; 
  Attack Bonus: -2 (-2 size); Damage: 2d10x2; 
  Range Modifiers: PB +0, S -2, M/L N/A. 
   
  Weapon: Turbolaser Cannon [Double, 
  Heavy] (2); Fire Arc: Front; Attack Bonus: -2 or -
  6/-6 (-2 size); Damage: 4d10x5; Range 
  Modifiers: PB -2, S/M +0, L -2. 
   
  Weapon: Turbolaser [Heavy] (2); Fire Arc: 
  Front; Attack Bonus: -2 (-2 size); Damage: 
  10d10x5; Range Modifiers: PB -6, S -4, M -2, L 
  +0. 
   
  Weapon: Laser Cannon [Twin] (8); Fire Arc: 
  4 Front, 2 Left, 2 Right; Attack Bonus: -2 or -6/-6 
  (-2 size); Damage: 2d10x2; Range Modifiers: PB 
  +0, S -2, M/L N/A.  
     
  Troop Carrier 
  The republic trooper carrier is a small capital ship 
  and is used to ferry troops and important 
  personnel. 
  
   
  115
   
  Craft: Republic Shipyards' Troop Transport; Class: 
  Capital Ship; Cost: 2.21 mCr; Size: Large (250m 
  length, 120m length); Initiative: -1 (-1 size); Crew: 
  150 (Unique); Passengers: 10; Troop 
  Compliment: 500; Starfighter Compliment: 1 
  squadron; Cargo Capacity: 500 Metric tons; 
  Consumables: 6 Months; Hyperdrive: x2 
  (backup x4); Maximum Speed: Attack (Average, 
  6 squares/action); Maneuvers: -1 (-1 size); 
  Defense: 19 (-1 size, +10 armor); Hull Points: 
  200 (DR 20); Shield Points: 200 (DR 20). 
   
  Weapon: Turbolaser Cannon [Double, 
  Heavy] (2); Fire Arc: Front; Attack Bonus: -1 or -
  5/-5 (-1 size); Damage: 5d10x5; Range 
  Modifiers: PB -2, S/M +0, L -2. 
   
  Weapon: Turbolaser [Heavy] (2); Fire Arc: 
  Front; Attack Bonus: -1 (-1 size); Damage: 
  10d10x5; Range Modifiers: PB -6, S -4, M -2, L 
  +0. 
   
  Weapon: Turbolaser [Light] (2); Fire Arc: 
  Front; Attack Bonus: -1 or -7/-7/-7 (-1 size); 
  Damage: 4d10x5; Range Modifiers: PB -2, S/M 
  +0, L 
  112
  
   
  116
   
  References and Acknowledgements 
   
  A number of bits and pieces of the text describing various worlds, swoop racing and the named NPC’s 
  were taken or derived from Information at the Lucas arts web page 
  Knights of the Old Republic, Product Home page, 2004, Lucasarts.com, 
  <http://www.lucasarts.com/products/swkotor/index.html> 
   
  Some information on creatures and planets was derived from the Star Wars Databank. 
  <http://www.starwars.com/databank/>, < http://www.starwars.com > 
   
  Text for the Shasa Prestige classes and Skelkath, Some information about Yavin, it’s creatures, Darth 
  Malik, HK-47, the Rakghoul, and Korriban came from the Wizards of the Coast Star Wars web page. 
  < http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg > 
  Herndon, Cory. Darth Malik. October 9, 2003. 
  <http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg.> 
  <http://www.wizards.com/default.asp?x=starwars/article/sw20031009malak > 
  Herndon, Cory. HK-47. January 5, 2004. <http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg.> 
  < http://www.wizards.com/default.asp?x=starwars/article/sw20040105hk47> 
  Herndon, Cory, Korriban: Planet of Lost Souls. October, 2003, 
  <http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg.>, 
  http://www.wizards.com/default.asp?x=starwars/article/sw20031002korriban 
  Herndon, Cory. Manaan: Depths of History, Part 3: The Order of Shasa. February 19, 2004. 
  <http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg.>  
  <http://www.wizards.com/default.asp?x=starwars/article/sw20040219manaan3 
  Herndon, Cory. Yavin: The Big Red One.  August 2004, 
  <http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg.>. 
  <http://www.wizards.com/default.asp?x=starwars/article/sw20040812yavin4> 
  Quick, Jeff. Rakghoul. October 2, 2003. < http://www.wizards.com/default.asp?x=starwars/mainrpg/rpg,> 
  <http://www.wizards.com/default.asp?x=starwars/article/sw20031002rakghoul> 
   
  Information on the Movement in Swoop racing and tables was derived from the d20 Modern SRD  
  D20 Modern System Reference document. 2004. 
  <http://www.wizards.com/default.asp?x=d20/article/msrd> 
   
  The Galaxy map was derived from a DeAgostino Fact File 
  The Era symbol comes from Darkhorse Comics <http://www.darkhorse.com/zones/starwars/timeline.php> 
  The background picture was derived from E. Sacchi <http://www.emass-web.com/> 
   
  The Race tracks where developed using the cartography program Dungeon Crafter 
  <http://www.dungeoncrafter.com/> 
   
   
  
   
  117
   
   
   
   
   
   
   
   
  Long before the Galactic Civil War, an epic period of the galaxy.  
  This is source book based on the LucasArts/BioWare Xbox/PC Video game, 
  Star Wars: Knights of the Old Republic, this covers the Era of that saga 
  during the Golden Age of the Republic - over 4,000 years before the first 
  Star Wars film, when both Jedi and Sith number in the thousands.... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Star Wars [multi]/SWD20/SWD20 - Sourcebook - Knights of the Old Republic.pdf