The Star of Calimban - A Star Wars 2nd Edition scenario
I originally made this scenario for a mini-Con that was arranged by Hexagon, the gaming club in Trondheim, Norway. This scenario was played in 1995, and had a rather startling conclusion - though the PCs got through it with the Star in their possession, there were some unanticipated problems (aren't there always). Nevertheless, I thought it was a pretty good scenario, and decided to put it on my Web-pages. Note that the references to "PCs", individual player characters and so on are referring to the pregenerated player characters also thoughtfully provided by me. Those characters are the characters that solved the scenario the last time.

Jens-Arthur Leirbakk


The Star of Calimban

Plot | Introduction | Handouts | NPCs | PCs | Ships
Scene 1 | Scene 2 | Scene 3 | Scene 4 | Scene 5 | Scene 6 | Scene 7 | Scene 8
The Star of Calimban, which is a powerful Force artifact, have been found again after it was believed lost forever. Several different factions and alliances want the Star, many of them powerful. The New Republic is one of them, the other is the Pentastar Alignment, a splinter faction of the old Empire. In addition to this, the Pentastar Alignment has in some strange way gotten High Inquisitor Laplaski to help them recover the Star of Calimban. The player characters have a small initial advantage over the Pentastar Alignment, since they first was offered to buy the information pertaining to the Star of Calimban, but the Pentastar Alignment is still in the race - even though it might be just that little step behind. Some of the player characters are, after the destruction of the second Death Star, members of the Alliance. The Alliance is slowly reshaping itself to the New Republic during this time period. Two of the player characters are members of the Jedi Academy, however, that Master Luke Skywalker has founded.

The reappearance of the famous Star of Calimban is actually information provided by Master Luke, and he is the one to convince the leaders of the Alliance to commit resources to try and recover the Star of Calimban. The coordinates for sale, where the Star of Calimban is reputedly located, is of course offered up by an independent tradesman (smuggler).

The Star of Calimban is named after the famous Master Calimban, which was a Jedi Master from the race Schnorr' Spr'tt. It created many fabulous items, but the work it became the most famous for, was the Star of Calimban.

The Star of Calimban is a powerful Force-artifact, whose powers and potency is reputedly enormous. The exact nature of these powers and their potency is unknown, since the Emperor hunted and destroyed information and rumours of Force-artifacts with great dilligence.

The information about the Star of Calimban is known by the Jedis at the beginning, so they should be given the relevant player handout to read. However, much of this information will also be given in Scene 1: The Briefing, so the player characters will basically start with the same information.

At some stages in the scenario, the players may be in bad situations, for instance the encounter with the Longsword fighters. Be tough - if they don't make it, it's because they are unwilling to be Heroic and use Force Points, so there. Besides, the Alliance can always use martyrs.


Where the player characters get the information given in the Introduction, and get some resources to help fulfill the mission. Master Luke himself makes a brief appearance, and wishes the player characters good luck.

"You (the commandoes) have been ordered to a tiny briefing-room on Coruscant. When you arrive there, you find that someone's already there (the Jedi) peacefully contemplating nothing. After a while, Major Vrix enters the briefing room, and the briefing starts."

(Read the information given about the Star of Calimban, and give the relevant player handout to one of the Jedi, in case you haven't already done so.)

"For this mission you have been allocated a pretty big strike force - up to three Y-wing fighters have been put at your disposal. You have been given 10 000 credits for the purchase of the information, and your contact will meet you on Kullasic, in the bar "Blue Blue Grass of Home". Three days from now, at midday local time (12.00PM), you will be sitting around table eight, and you will all drink Bluegrass cocktails. Good hunting. May the Force be with you all."

(Just then the door into the briefing room opens, and a Galaxy-wide known, fair haired person pokes his head into the room.) "Major, I think that was my line." (The person smiles - and it's Luke Skywalker!) (The Jedi should greet their master properly - a solemn bow is more than enough.) "I just thought I'd pop by and give you my best wishes before you hit hyperspace. See you all later." (He leaves again.)


This bar-scene is where arrangements have been made to meet the smuggler. After some small distractions, the smuggler appears, and a data tape and some money are exchanged. Some indications that everything isn't going perfectly is when one of the player characters perhaps notices that a Kubaz leaves the bar, and comes back again later, at the exact time the bartender quietly leaves through a hidden door after having seen something that makes him decide he had something important to do somewhere quite a long way away from the bar.

Pentastar Alignmet-troops pops up, and a general free for all firefight is a fact. When the characters leave the place, a black Juggernaut without any marks or distinguishing features appears, and the Force-boys will sense the evil disturbance in the Force from High Inquisitor Laplaski. After the player characters have been in hyperspace a while, cooped up in the tiny compartments of their Y-wing fighters, all the fighters will come out of hyperspace in formation above the planet Kullasic, a fairly insignificant planet as planets go. A Planetary Systems (10) gives the information about Kullasic, a Planetary Systems (15+) gives the information about the Pentastar Alignment. One check for each of the player characters with any skill in Planetary Systems.

The rates for landing and refueling and stuff are the usual ones. 200 credits per fighter ought to stock it up with consumables, and pay for the parking the two days left to the meeting.

Some checking of the place where they will meet their contact reveals the "Blue Blue Grass of Home" as a relatively shady dive conveniently close to the space port; conveniently close, that is, for people that don't expect to be groundbased for too long. The usual assortment of strange aliens, which seem to be the norm for this kind of dive is of course present. A Rodian both owns and runs the bar. His name is Gsheedo, and isn't afraid of using the sawed-off Riot gun he has placed conveniently under the desk (8D Stun, 6D skill, no ranges to speak of). Gsheedo is, like all Rodians, a coward, and will not be of any help when the brown stuff hits the fan.

The Great Day arrives, and the group goes to the bar to drink bluegrass cocktails. The bluegrass cocktail is quite nauseating - anyone not a Duros (i.e., everyone in the group) must roll a Stamina (9) to avoid getting sick (-1D on all skills for a couple of hours - i.e., the penalty goes away when the GM feels like it).

After a while, the Duros with the information for sale appears at the table where the player characters are sitting with a bluegrass of his own. She sits down, and takes a long pull of her cocktail. After a satisfied sigh, she explains that she wants 11 000 credits for the informaiton. (Bargain 4D, normal rules for getting the amount down. It will not increase.)

A Perception (14) check will let one of the characters notice that a Kubaz (the same kind of longsnouted alien that showed the stormtroopers where our heroes were in A New Hope) leaves the bar about the same time that the "female" Duros sat down at the table. (By the way, a Duros is a blue humanoid with very red, bulbous eyes, no nose, and long, dexterous fingers.)

While the bargaining is going on, a Perception (12) check will let one of the characters know that the Kubaz comes back into the bar a little while later. A Perception (15+) on the same check will additionally let the character know that Gsheebo, the Rodian behind the bar, has decided to be someplace else quite soon, and is quetly leaving the bar through a hidden backdoor that of course locks itself after Gsheedo has left.

If nobody notices anything (poor Perception checks), the stormtroopers will get off a round of shots and warnings against the group, as the group is considered "surprised" that round. The female Duros will panick completely, and if it is at all possible she will be stunned by the stormtroopers while the group try to escape. If the female Duros is somehow rescued by the group, she will demand that she'd be taken to her own ship, which will subsequently be ionized by the Longsword fighters in a later Scene.

A while after the stormtroopers (equal to twice the size of the group) have crashed the party, a black, featureless Juggernaut will come driving up the street and stop in front of the bar. All force sensitive characters will have a bad feeling about that Juggernaut, and a successful Sense Force will reveal that an extremely evil person is seated inside.

This is of course the personal Juggernaut of High Inquisitor Laplaski. Accompanying him in the Juggernaut are at least twenty stormtroopers, not to mention that the Juggernaut itself is quite formidable (use the stats given for an AT-AT if you haven't got the stats for a Juggernaut); any combat between the High Inquisitor's forces and the player characters at this stage will probably be quite brief and quite brutal.

When the player characters are trying to take off with their fighters, the real fun starts. After some stalking and fighting with a stormtrooper platoon (5) which just happens to be in the vicinity of the landing pads, the player characters will now try to get away with their data tape. Which is probably easier said than done.


The formerly neutral planet, now a Pentastar Alignment allied world, is in an uproar. Some distractions and general failures (who is this General Failure and why's he reading my harddisk) have prevented the Pentastar Alignment troops from achieving a total lockdown.

After the incident with the stormtroopers that popped up a little while before blastoff, the group blasts off into space, trying to get away. Some TIE-fighters have been detailed to prevent this from happening, but because of the frantic planet-wide activity that started after the Pentastar Alignment troops landed, things are a little hectic.

In addition to the TIE-fighters, Longsword fighters are also zooming around. The Longsword fighters are fighters specially built for disabling starfighter-scale ships. Interestingly enough, the TIE fighters don't fire to kill - they fire mostly to keep the attention off the Longsword fighters with the Ion cannons. However, this will probably change after the first couple of TIE fighters have been converted into metal scrap and space dust. If noone tries to make a Sensors check when they blast of and rabbit into space, all the following tests will be at a +5 penalty, since they are flying strictly seat-of-pants and visual aids only. After someone has made a Sensors check (excepting a mishap, of course), the +5 penalty will be negated for that fighter only.

After this, the fighters have left the atmosphere, and the safe, black emptiness of space opens around them. However, a few wicked howls alerts the characters to the fact that they have pursuers - TIE/In. There are 6 TIE/In, with three Longsword fighters as backup. The Longswords are trying to line up shots for ionizing the Y-wings - the TIE fighters are shooting warning shots across the bow of the fighters (this isn't immediately obvious to the player characters - describe the shooting as "just misses", "that could've been nasty" and so on). The Longswords and the TIE fighters will get serious once either two TIE fighters have been destroyed, or one Longsword fighter has been destroyed. Disabled ships do not count as destroyed.

A successful Astrogation (17) check is needed to plot the course to the system the data tape has the coordinates to. Normal rules for how long it takes to plot a course and so on.

At the end everyone will be relieved when they can shake their boots of space dust and jump into hyperspace. A Planetary Systems (16) check will make the information about Yamari available.


The system where the Star of Calimban is reputed to be, is the Yamari system, more specifically Yamari four. Or so the data tape says, anyways. Yamari 4 is a relatively primitive planet, but at least has got a space port with the tools and parts necessary to fix the ships if they have been shot to pieces.

Interestingly enough, the Star of Calimban isn't on Yamari 4, but on one of the moons of Yamari 4, known as "Small". The other moon of Yamari 4 is known as "Big". Is it necessary to add that the Yamarites are quite unimaginative?

Through various means (and perhaps through a little Force-sensing and stuff like that), the player characters find out that the Star of Calimban (or at least something that is a major disturbance in the Force, anyways) is on Yamari 4b (i.e., "Small"), and perhaps that Yamari 4b used to be the huntin lodge of a rich alien, which also owned the hunting rights on Yamari 4. The Yamarites will not volunteer any information, but hints that can be dropped if the player characters are totally clueless go along the lines of "are you here to hunt?" and that sort of thing. The Yamarites can also tell that the alien last was there 78 local years ago, which translates to 43 Standard years.

When the player characters come into the system, the Jedi should roll a Sense (12) check. If the Jedi also possess the power Sense Force, the difficulty is only Sense (7). If any or all of the Jedi succeed in this check, they are certain that the Star of Calimban (or some other, powerful Force-imbued artifact) is in-system.

Yamari 4 is a jungle planet, with only one town with something that is even close to a space port. It will actually be smart to shoot away some of the undergrowth growing over the landing dock area before touching down, a fact that a Starship Piloting (7) check will reveal. The plants are easily destroyed without any Starship Gunnery - nonmoving targets are pathetically easy to burn away, especially when you can take your time doing it.

The Yamarites will deny any involvement with anything even vaguely similar to the phrase "the Star of Calimban", and will only be politely interested in whether the player characters are there to hunt. That's the only question popping up - even at the bar. There are only two other off-worlders on Yamari 4 for the time being - it is obvious that a whole lot of nothing is happening here.

If anyone asks a Yamarite why they're so interested in hunting, a Persuasion (15), Con (15) or Bargain (15) (or any other relevant skill at a 15 difficulty, adjucated by the gamemaster) will reveal the following:


Small is perhaps small, but is still quite large. Sensor scans will show that there're some energy sources on the moon, but the largest is one particular place, and even has a transponder code going. "Private Villa", interestingly enough. The automatic defense systems can make it somewhat hairy to land on the villa, but they will not attack when the ship(s) have touched down.

Soldiers will try to stop the player characters inside the villa, but will not (in the beginning, at least) kill the player characters. If any of the guards are killed, the guards will get serious. The Force users will find that their ability to control and manipulate the Force is more random here than other places - their dice in Control and Alter will fluctuate wildly. The servants are still in stasis, but not the guards.

The simple fix is to wake one of the servants to ask where the Star of Calimban is, the difficult one is to search through the entire villa to find the Star. Force-users have difficulty pinpointing the location of the Star, because (1) there are other Force-active items here, and (2) even though it is powerful, the Star of Calimban is quite random and fuzzy in how it disturbs the Force.
Special: Every time someone's using the Force inside the villa, the Star of Calimban will affect the Control and Alter-dice rolled. Sense-powers aren't really affected. The following table simulates this, on 3D:

ResultEffect
3 -2D
4 -1D-1
5 -1D
6-9 -2
10-14 +0
15-16 +2
17 +1D
18 +2D

The villa is more or less the way one can expect - spaceous and expensive - except that the stasis generators need a lot of energy to operate. There are 10 servants in the house, in addition to 12 Barabel guards.

The villa has a simple layout - at the bottom the power generators are, at the next higher level the stasis chambers are located, and airlocks, dining hall and servants' quarters are located at the level where the player characters enter (through two powerful blast doors which "Boom" probably will get to sing and dance before they fold up). At the top level, a lot of stuff and things are located. A Search (24) per hour will find the Star of Calimban after a while. A lot easier way to find the Star will be to wake one of the servants and ask the servant where the Star of Calimban is.

Note that it isn't necessary to kill or incapacitate all of the guards - if the guards can be convinced that at least one of the player characters are Jedi, they won't want to fight the player characters any more. An Alien Races (17) will give this information, given in the Handouts section.


Perhaps surprisingly, the Pentastar's soldiers and High Inquisitor Laplaski will enter the villa a while later, and follow the trail through the villa to where the player characters are, and will achieve total surprise unless the player characters have been placing guards or taken other precautions. This will of course happen when the player characters have come into the room where the Star of Calimban is situated.

High Inquisitor Laplaski and a number (2-3*number of player characters) of stormtroopers will crawl out of the woodwork after a while, and demand that the player characters hand over the Star of Calimban. Unless a guard has been posted, the bad guys will achieve total surprise - a good tactic for the bad guys is to place some soldiers outside the elevator, and wait until the player characters come down. If anyone makes a Search (30) check, this indicates that they looked outside just when the assault shuttle landed, and saw High Inquisitor Laplaski and the stormtroopers disembark.

High Inquisitor Laplaski is wearing a Kyaat armour, which is similar to a somewhat alienized traditional samurai armour, but with a blank, featureless faceplate in the helmet. High Inquisitor Laplaski will often use Affect Mind to project various horrifying visages on his faceplate - his opening gambit may be to project Darth Vader on his face plate, and command the player characters to give him the Star of Calimban. A variant, and particularly nasty one at that, is to make High Inquisitor Laplaski mask himself as Luke Skywalker, and demand that they hand over the Star. Of course, the stormtroopers may make that trick a little difficult to pull off.

The gamemaster is encouraged to come up with his own dirty tricks, and use them with abandon. Since this is the next to last fight in this scenario, it ought to be memorable. Perhaps some even will die. The opposing forces are not pushovers, at least. If the GM feels that the odds are too much against the PCs, he may have the Barabels pop up and fight the stormtroopers when they learn that High Inquisitor Laplaski is a Dark Jedi. Or Luke Skywalker may even come to help - or at least neutralize High Inquisitor Laplaski while the other player characters fight the stormtroopers.


Instead of fighting through innumerable opponents, the group has other problems, namely Interdictor class Star Destroyers, in addition to a wing of Longsword fighters. If the player characters get through this, they have made it. If they have big trouble, a certain X-wing can pop up in-system and help out by blowing away a few Longsword fighters, and perhaps even confuse the Interdictor class SDs through the Force. This is of course Luke Skywalker that have found out (through Jedi Farseeing) the group might be in big trouble, and decided to investigate. A certain R2 unit may come with a snappy reply through the comlink, along the line of "Hello boys, here we are to save your bacon..."

Use the same setup as in Scene 3: Run Away, but with the following exceptions: there are 6 Longsword fighters, and one Interdictor class Star Destroyer preventing jumps in-system. When all the other opponents are destroyed, the player characters must get a fair distance away from the Interdictor to jump into the relative safety of hyperspace. And if everything seems to go the wrong way, Luke Skywalker could come to help.

Luke will be happy that the Star of Calimban is in the hands of the group, and will of course wish that he'll get an opportunity to study the artifact. The Alliance High Command will declare the operation a success, and everyone packs up to be ready to the next run.

Basically, that was it. Everyone will hopefully be happy, and another powerful blow struck against tyranny. This scenario is probably worth 6 or so Character Points.


Template Type: Tech/Demo, Character Name: Tch'kk ("Boom"), Species: Verpine (insect), Age: 21, Height: 2.02m, Weight: 67kg
Physical Description: Tch'kk is, like all Verpine, a tall, bipedal insectoid. He has a thin, stick-like body with oddly angular joints, and his entire body is covered by a flexible exoskeleton. "Boom" has two large, black eyes, a short snout, and a small, toothless mouth. An antenna pokes out at each side of his head.
Background: Tch'kk is a technical genius, like all Verpine. He always placed in the top ten percent in all the classes he took, but he had a somewhat scary (for a Verpine) tendency to be better at dismantling things than putting them together again. Even worse, he often showed pleasure in having dismantled the item (it is hard to permanently destroy anything in a Verpine colony). Interestingly enough, the Verpine channeled this knack for destroying things into useful work as a demolitions expert. The Empire refused to employ Tch'kk as a demolitions expert purely because of racism, and Tch'kk decided to show them exactly how stupid that was... except that he never had felt really comfortable about the Empire anyways. Boom joined the Rebellion, and blew things up to his heart's content.
Personality: Tch'kk, or "Boom" as Tch'kk is also known as, is a happy Verpine when he's fiddling with something. He's talented as a demolitions expert, but isn't out to destroy anything out of pure malice. Actually, malice is relatively unknown to "Boom". On the other hand, "Boom" has developed a taste for practical jokes that more often than not use small amounts of plastic explosive to achieve the desired effect. The rest of the team has at least learnt to watch where they're going when they open doors or get something to drink from the cooling unit.
Dexterity 2D+1Knowledge 2DMechanical 3D+2
- Dodge 4D- Languages 3D- Communications 4D+2
- Grenade 4D- Law Enforcement 4D- Repulsorlift Operation 4D
- Melee Combat: Hydrospanner 4D+2- Streetwise 4D - Swoop Operation 4D+2
- Melee Parry: Hydrospanner 4D+2- Willpower 4D
- Thrown Weapons: Hydrospanner 4D+2
Perception 3D+1Strength 3DTechnical 4D+2
- Bargain: Explosives 4D+2- Climbing/Jumping 4D - Computer Programming/Repair 5D
- Hide 4D+2- Stamina 4D- Demolition 7D
- Search 5D - Droid Programming 5D+1
  - Droid Repair 5D
  - First Aid 5D
  - Security 6D
  - Starship Weapon Repair 5D
Special Abilities:
Body armor (+1D physical)
Microscopic sight (+1D search/small objects)
Organic Telecommunication (to other Verpine only)
Technical bonus (+2D when using Technical skills)
Character Points: 5, Force Points: 3, Force Sensitive: Yes, Move: 10 _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Uniform, medpac, vacuum suit, 1000 creds, tool kit, heavy-duty hydrospanner (Str+1D), 10kg Detonite, various detonators, datapad, heavy blast vest (+2 energy, +2D physical, -1 all Dex skills), blast helmet (+1 energy, +1 physical, no Dex penalty), 2 thermal detonator (10D damage), 4 grenades (5D damage)

Template Type: Brash Pilot, Character Name: Da'nil Inosanto, Species: Near Human (Vril), Age: 23, Height: 1.81m, Weight: 76kg
Physical Description: Tall, slim, lithe. Almost too tall to be a fighter pilot, but passed by the skin of his teeth. He has an extra finger on each hand, and one joint more on both fingers and toes. His skin is bluegreen, while his hair is long and white. His eyes are very human-looking and sky blue - very surprising in the somewhat inhuman face.
Background: Descendant of a Vril-clan (Inosanto-clan, to be exact) who was wiped out by Imperial troops on suspicion of harboring a Jedi knight. (They were "guilty" of that, but that isn't very important.) Only the Vrils out on a trading venture in a nearby system survived the complete obliteration of the Vril colony. Da'nil was one of them. Angry and sad, Da'nil swore that he would avenge this atrocity, and joined the Rebel Alliance. At the battle of Endor both the Empire itself and the Emperor was effectively destroyed, but Da'nil discovered that it wasn't enough. Now, Da'nil is hunting every Imperial ship within range and destroys it.
Personality: Happy and gay, usually, but gets cold and grim when battle is joined. He grins triumphantly when he destroys something that formerly was Imperial. He has a predisposition versus shiny objects, and can be a little bit naive when it comes to the value of such shiny, nice things (also known as plastic junk).

Dexterity   3D                              Knowledge 2D                                 Mechanical 4D
- Blaster: Blaster Pistol 5D+2              - Intimidation 3D+2                          - Astrogation 6D
- Melee Parry 4D+1                          - Planetary Systems 4D+2                     - Communications 5D
- Dodge 4D+1                                - Languages 3D                               - Sensors 5D
- Melee Combat: Vibro Blade 5D              - Willpower 4D+1                             - Space Transports 6D+1
- Vehicle Blasters 3D+2                     - Alien Species 2D+2                         - Starfighter Piloting 7D+2
                                            - Survival 3D+1                              - Starship Gunnery 5D+2
                                                                                         - Shields 4D+2
Perception 3D+2                             Strength 3D+2                                Technical 2D+2
- Command 4D                                - Brawling 4D                                - Blaster Repair 3D
- Hide 4D+1                                 - Stamina 4D+1                               - Droid Repair 3D
- Persuation 4D+1                           - Swimming 4D                                - Starfighter Repair 3D+2
- Search 4D                                                                              - Starfighter Repair: X-wing 4D+2
- Sneak 4D

Character Points: 5, Force Points: 2, Force Sensitive: No, Move: 10, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Uniform, medpac, vacuum suit, 1000 creds, chromed blaster pistol (4D Stun/Normal), chromed vibroblade (Str+3D),
survival kit, flashy shimmersilk clothes, blaster vest (+1 energy, +1D
physical, no Dex penalties), comlink
Template Type: Weapons Specialist, Character Name: Bakall, Species: Mon Calamari, Age: 31, Height: 1.52m, Weight: 62kg
Physical Description: Bakall is a Mon Calamari, one of the race of salmon-colored humanoids of which Admiral Ackbar probably is the best known member. Bakall is relatively short, but incredibly powerfully built compared to other Mon Calamari - Bakall is actually so powerfully built that even humans seem puny compared to him. The scars criss-crossing his domed head makes him stick out even more from other Mon Calamari, and shows that Bakall has been in a hot spot before. Bakall is usually in full combat gear, with his own, specially built blaster rifle at his side (Bakall calls it "Bottrukk'cha", or "doorbuster" in Basic).
Background: Bakall joined the Rebellion mainly because the Imperial interdiction of Mon Calamar ticked him off. Instead of signing on as technical personell or ship's pilot, Bakall joined the infantry. And loved the life as a grunt. After a while, he stood out with his battle prowess, and was taken out for a special assignment in a team similar to the famous Page's Commandos. Together with Boom, Da'nil and Yagga, Bakall kicks the ass of anyone even thinking about messing with him. Bakall is backup-pilot for Yagga.
Personality: Noisy, big-mouthed and always makes his views clear to others. Looks out for his friends, and kicks everyone else's ass.
Dexterity 3D+1                              Knowledge 3D                                 Mechanical 2D+2
- Blaster 5D                                - Intimidation 6D                            - Beast Riding 3D
- Blaster: Light Repeating Blaster 7D+2     - Streetwise 5D                              - Ground Vehicle Operation 3D
- Dodge 5D                                  - Survival 6D                                - Starfighter Piloting 4D+2
- Melee Combat 5D                           - Willpower 6D+2                             - Starship Gunnery 3D+2
- Melee Parry 4D+2
- Missile Weapon 5D+2
- Vehicle Blasters 4D
- Thrown Weapon 5D
Perception 3D                               Strength 4D                                  Technical 3D
- Command 3D+2                              - Brawling 5D+2                              - Armor Repair 5D
- Gambling 3D+2                             - Climbing/Jumping 4D+1                      - Blaster Repair 3D+2
- Hide 3D+2                                 - Stamina 4D+2                               - First Aid 4D+2
- Search 3D+1
- Sneak 4D+1

Character Points: 5, Force Points: 2, Force Sensitive: Yes, Move: 9, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Camo outfit, medpac, vacuum suit, 1000 creds, "Bottrukk'cha" (Light Repeating Blaster m/7D damage), knife (Str+1D, in
boot), 3 throwing knives (Str+1D, in belt), blaster carabine (5D, in belt), 4 fragmentation grenades (4D+2), Vibroblade (Str+3D,
shoulder sheath), bounty hunter armor (+1D energy, +2D physical, no Dex penalty) with sensors, garotte (hidden in right sleeve), power
crossbow (5D damage, ranges as blaster carbine, 6 shots), 5 extra clips for power crossbow (bandolier).
Template Type: Medic/Scout, Character Name: Yagga, Species: Human, Age: 32, Height: 1.75m, Weight: 75kg
Physical Description: Average human, with brown hair, average build and an average face. Everything average, except the eyes - the eyes are large, green, and very, very deep. The eyes are the mirror of the soul, the saying goes, and if that is true, then this human has a great soul. Fine crow's feet signifies deepfelt empathy with people in pain - people of any race. Even so, one must sometimes defend oneself to survive. The clothing of Yagga indicates this - lightly armored, and with ample pockets for both medicine and weaponry.
Background: A medic is trained to protect and save lives. When an entire organization doesn't respect the intrinsic value of any life, a medic may put down her weapons against illness and disease, and pick up other weapons - weapons of death and destruction, to stop the wanton death and destruction of the war. This is Yagga in a nutshell. Yagga was once a doctor at the Outer Rim, but got tired of fixing the symptoms and decided to try exercising the evil at its root. Yagga became a soldier in the Alliance, and is trying with all her skill and power to destroy all war in the galaxy - with weapons, if it comes to that.
Personality: Yagga prefers a peacable solution, and never gets conned into a pissing contest to find out who's the king of the hill. Minimum Force, that's Yagga's way. But if it is the only way to go, Yagga will use her weapons to defend herself and her friends.
Dexterity 3D                                Knowledge 2D+2                               Mechanical 2D+1
- Blaster: Blaster Pistol 5D+2              - Alien Species 5D+2                         - Beast-riding 3D
- Dodge 4D+1                                - Scholar: Xeno-flora 4D+1                   - Starfighter Piloting: Y-wing 6D
- Melee Combat: Knife 4D+2                  - Survival 5D+2                              - Starship Shields 5D+1
Perception 3D                               Strength 4D                                  Technical 4D
- Persuasion 4D+1                           - Climbing/Jumping 4D+2                      - First Aid 6D
- Search 4D+2                               - Swimming 4D+1                              - Medicine (A) 3D
                                                                                         - Droid Programming 5D
                                                                                         - Droid Programming: Medical Droids 6D+2
Character Points: 5, Force Points: 3, Force Sensitive: Yes, Move: 10, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: 5 medpacs, BlasTech DL-18 Blaster Pistol (4D damage), knife (boot sheath, Str+1D damage), Blast vest (+1 energy, +1D
physical, no Dex penalty), Blast helmet (+1 energy, +2 physical, no Dex penalty), 1000 credits, vacuum suit           Dramatis Personae:
Template Type: Minor Jedi, Character Name: Couchon, Species: Near Human (Nassassi), Age: 142, Height: 2.2m, Weight: 98kg
Physical Description: An enormous alien in brown Jedi-robes with a gnarled, blue staff in his hand. That's Couchon, Nassassi Jedi. His enormous physical presence hides a green-skinned alien with a mild, smooth face, that despite certain differences (no lips, no outer ears, no hair) is surprisingly mild and calming.
Background: The Nassassi Couchon timed his reemergence from stasis badly. Couchon had heard about the Jedi knights, and decided to go from his home system to the Jedi Academy. Unfortunately the Nassassi Homeworld was within a stellar nebula, and therefore normal hyperdrive was useless within the nebula. Couchon slept in stasis, and started his 200 year long journey, a long voyage even for the longlived Nassassi. When Couchon came out of stasis, the Nassassi was surprised to learn about the enormous changes that had happened while he was in stasis. Mildly amazed Couchon accepted the offer from Luke Skywalker to train in the newly formed Jedi Academy. He has volunteered for this mission.
Personality: Mild, enormous alien with great personal strength, and an anger late in coming but awesome in its terrible power. However, he do try to control his anger, as that is of the Dark Side. Couchon likes history, and is mildly interested in learning as much as he can about what has happened the years while he lay sleeping in stasis.
Dexterity 3D                                Knowledge 3D                                 Mechanical 1D+1
- Melee Combat: Staff 7D+2                  - Alien Races 5D                             - Archaic Starship Piloting: T'Gornac 3D+1
- Melee Parry: Staff 6D+2                   - Scholar: Galactic History 5D               - Astrogation 4D+1
- Dodge 4D+1                                - Intimidation 5D
Perception 2D+1                             Strength 5D+2                                Technical 2D
- Persuasion 3D+2                           - Brawling 6D+1                              - Primitive Weapon Repair 4D+1
- Search 3D+1                                                                            - Archaic Starship Repair 2D+2
                                                                                         - First Aid 3D+2
Force Skills: Control 4D+2, Sense 4D+2, Alter 2D
Force Powers: Control: Accelerate Healing, Control Pain, Hibernation Trance, Sense: Life Detection, Control and Sense: Strengthen
Object (Moderate roll in both control and sense, can strengthen one object with up to Control dice, to enable parrying of lightsabers
with a staff or other object), Control and Alter: Accelerate Another's Healing, Control Another's Pain
Character Points: 5, Force Points: 3, Force Sensitive: Yes, DSP: 1, Move: 8, _ Wounded, _ Incapacitated, _ Mortally Wounded
Equipment: Brown Jedi robe, staff (Str+1D), 213 credits, datapad with historical chips, religious pendant.
Template Type: Young Jedi, Character Name: Fiorent Chade, Species: Human, Age: 21, Height: 1.78m, Weight: 71kg
Physical Description: A young, fit person in a brown Jedi robe, but with a shock of blue metallic hair in a mohawk under his hood, which by the way usually is off. Fiorent is energic, and usually bounces around being enthusiastic about something. Fiorent also usually wears a utility-belt in the same way his hero - Luke Skywalker - wore his.
Background: Fiorent comes from a water planet, but still had Luke Skywalker as his hero for the last years. After Fiorent acknowledged that disciplin for mastering the Force isn't inborn, but must be trained, Fiorent started with his own breed of disciplinary exercises, with a secret hope of one day becoming a Jedi knight. One day Fiorent felt a light touch against his mind while meditating. "Fiorent Chade, this is Luke Skywalker. I have a proposition for you - are you willing to discuss this with me?" That day most of Fiorent's dreams were fulfilled. The Jedi Academy was everything Fiorent had dreamt about, and even more.
Personality: Naive, trusting and very enthusiastic about whatever has seized his attention. Fiorent usually tries his best to look "Jedic", but usually fails after a little while.
Dexterity 3D                                Knowledge 3D                                 Mechanical 2D
- Lightsaber 5D+2                           - Alien Races 4D                             - Starfighter Piloting 4D
- Dodge 4D                                  - Planetary Systems 4D                       - Shields 3D
Perception 3D                               Strength 3D                                  Technical 2D
- Search 4D                                 - Swimming 4D+2                              - Lightsaber Repair 4D+2
- Gambling 3D+1                                                                          - First Aid 3D+2

Force Skills: Control 4D, Sense 4D, Alter 2D+2
Force Powers: Control: Hibernation Trance, Emptiness, Resist Stun, Sense: Life Detection, Life Sense, Magnify Senses, Sense Force,
Control and Sense: Lightsaber Combat
Equipment: Brown Jedi robe, lightsaber (dark blue blade, 5D damage), 870 credits, datapad with various music and entertainment chips,
among others "Boba Fett and the Assassin Droids: We're Coming For You
Tour" music chip.
Luke Skywalker, X-wing, R2D2 (from Dark Force Rising): Dex 3D+2 (Blaster 6D+2, Brawling Parry 6D+2, Dodge 8D+2, Melee
Combat 5D+2, Melee Parry 10D+2, Lightsaber 10D+2), Kno 3D (Alien Species 5D, Bureaucracy 5D+2, Languages 4D, Planetary
Systems 5D, Scholar 4D+2, Streetwise 6D+1, Survival 7D+2, Value 5D, Willpower 8D), Mec 2D+1 (Astrogation 7D, Beast Riding
5D+1, Beast Riding: Tauntaun 6D+1, Communications 3D+1, Repulsorlift Operation 8D+1, Sensors 4D+1, Starfighter Piloting 8D+1,
Starfighter Piloting: X-wing 10D+1, Starship Gunnery 8D+1, Starship Shields 7D+1), Per 3D (Bargain 5D, Command 8D, Con 4D,
Hide 7D, Persuation 5D+1, Search 6D, Sneak 7D), Str 3D+2 (Brawling 6D+2, Climbing/jumping 7D+2, Lifting 5D+2, Stamina 8D+2),
Tec 2D+1 (Computer Programming/Repair 5D+1, Droid Programming 6D+1, Droid Repair 6D+1, Droid Repair: Astromech 7D+1,
Lightsaber Repair 9D, First Aid 5D+1, Repulsorlift Repair 7D+1, Security 5D+1, Starfighter Repair 6D+1), Force skills Control 13D,
Sense 11D, Alter 10D, Force Powers (ikke komplett) Control: Absorb/dossopate energy, accelerate healing, control pain, detoxify
poison, emptiness, enhance attribute, hibernation trance, reduce injury, remain conscious, resist stun, short-term memory enhancement,
Sense: Combat sense, danger sense, life detection, life sense, magnify senses, receptive telepathy, sense force, Alter: injure/kill,
telekinesis, Control and Sense: Farseeing, lightsaber combat, projective telepathy, Control and Alter: Control another's pain, inflict pain,
Control, Sense and Alter: Affect mind, telekinetic kill, Sense and Alter: Dim other's senses, Force Sensitive: You bet, Force Points:
30, Dark Side Points: 0, Character Points: 65, X-wing: Maneuverability: 3D, Space: 8, Atmosphere: 365; 1050 kmh, Hull: 4D,
Shields 1D, Weapons: Four laser cannons (fire linked), fire arc front, fire control 3D, space range 1-3/12/25, atmosphere range 100-
300/1.2km/2.5km, damage 6D, two proton torpedo launchers, fire arc front, fire control 2D, space range 1/3/7, atmosphere range 30-
100/300/700, damage 9D, R2D2: 1D in all stats except Mechanical 4D (Astrogation 6D+1, Starfighter Piloting 4D), Technical 4D
(Computer Programming/Repair 6D, Starfighter Repair 6D, Starfighter Repair: X-wing 7D, Droid Repair 5D), Standard equipment:
Three wheeled legs, retractable heavy grasper arm (lifting skill at 2D), retractable fine work heavy grasper arm, extendable .3m long
video sensor (360 degree rotation), small circular saw (4D damage, .3m range), small electric arc welder (1D to 5D damage (as fits
situation), .3m range), video display screen, holographic projector/recorder, fire extinguisher, small (20cm by 8cm) internal "cargo" area.

High Inquisitor Laplaski: Dex 3D (Archaic guns 5D, Brawling Parry 3D+2, Dodge 6D+2, Lightsaber 8D+1, Thrown Weapons 6D+1), Kno 4D (Alien Species 8D, Bureaucracy 5D, Bureaucracy: Pentastar Alignment 6D+2, Intimidation 6D, Languages 6D, Law Enforcement 5D, Streetwise 4D+2, Willpower 6D+1, Scholar: Torture [Information Retrieval] 9D+2), Mec 2D (Repulsorlift Operation 3D+2, Hover Vehicle Operation 3D+2), Per 2D+2 (Bargain 5D, Command 4D, Command: Pentastar Alignment 6D, Con 4D, Investigation 4D, Persuation 4D, Search 6D+2, Sneak 4D), Str 3D+2 (Brawling 5D, Stamina 4D+2, Swimming 4D+2), Tec 2D (Armor Repair 5D+2, Armor Repair: Kyaat armor 7D, Computer Programming/Repair 4D, First Aid 5D, Medicine (A): Surgery 3D, Security 4D), Force skills Control 6D, Sense 6D, Alter 6D, Force Powers: Control: Absorb/Dissipate Energy, Accelerate Healing, Control Pain, Hibernation Trance, Reduce Injury, Sense: Life Sense, Magnify Sense, Receptive Telepathy, Sense Force, Alter: Injure/Kill, Telekinesis, Control and Sense: Projective Telepathy, Control, Sense and Alter: Affect Mind Force Sensitive: Yep, Force Points: 6, Dark Side Points: 23, Character Points: 8. Lightsaber with yellow/black two-color blade (4D+2), archaic gun (Sahraa Kyaat powder gun, 5D+2 damage, 5 charges (clip), ranges as per bowcaster.) Kyaat Armor: +2D+1 Str to resist both energy and physical, -2 all Dexterity skills, Built-in sensor suite and com-link, Built-in computer terminal, torturer's field kit by left side,
Pentastar Alignment Stormtrooper: All stats 2D, unntatt Dex 3D, Str 3D. Skills: Blaster 5D (Blaster Rifle 6D), Brawling Parry 4D, Dodge 4D+2, Brawling 4D. Check up Stormtrooper Armor, p. 157-158 SWRPG, especially MFTAS. Remember Dex penalty due to armor. Equipment: Blaster Rifle (5D Stun/Normal damage), 1 Stun grenade (4D stun), 1 survival knife (Str+1D damage). Pentastar Alignment emblem on the left side of the armor (are we talking a made to order target, or what?)

Longsword - ship and pilots: Craft: Sienar Fleet Systems: Longsword, Type: Space superiority/Vessel disabling fighter, Scale: Starfighter, Length: 15.3m, Skill: Starfighter Piloting: Longsword fighter, Crew: 1, Crew Skill: Starfighter Piloting 5D, Starship Gunnery 5D, Cargo Capacity: 250kg, Consumables: 2 days, Maneuverability: 1D+1, Space: 9, Atmosphere: 295; 850 kmh, Hull: 5D, Sensors: Passive 20-0D/Scan 40-1D/Search 60-2D/Focus 3/3D, Weapons: Two Laser Cannon (fire linked), fire arc front, fire control 2D, space range 1-3/12/25, atmosphere range 100-300/1.2km/2.5km, damage 4D+2, Two Ion Cannon (fire linked), fire arc front, fire control 2D, space range 1-3/7/36, atmosphere range 100-300/700/3.6km, damage: 5D

TIE fighters - ship and pilots: Starship Piloting 5D, Starship Gunnery 4D+2, Hull 2D, Maneuverability 2D, Space 10, Atmosphere 415 (1200 kmh), two laser cannons (fire linked): Fire arc front, fire control 2D, Space range 1-3/12/25, Atmosphere range 100- 300/1.2km/25km, Damage 5D.

Interdictor-cruiser: Capital Ship Piloting 5D, Capital Ship Gunnery 4D, Gravity Well Projector 4D, Shields 4D, (blah blah), 10 Quad Turbolaser Batteries (fire arc 5 left/5 right, fire control 3D, Space range 3-15/35/75), 4 Gravity Well Projectors (fire arc turret/2 top/2 bottom, fire control 2D, Space range 3-15/20/35, Dam: No hyperspace travel possible)

"Small" guards: Race: Barabel, all stats 2D except Dex 3D Str 4D. Skills: Willpower 4D, Blaster 4D+2, Melee 5D, Melee Parry 4D+2, Brawling 5D+2. Special Abilities: Natural Body Armor (+1D energy, +2D physical), Radiation Resistance (+2D resistance to most forms of radiation not blasters!), Vision (can see into the infrared). Story Factors: Jedi Respect (Barabels have a deep respect for Jedi Knights, though they have little ability in the Force. They almost always yield to the commands of a Jedi Knight), Reputation (Barabels have a reputation as fierce warriors and great hunters. They are often feared, and always given a wide berth by all except the most fierce individuals). Blaster Pistol (4D+2), 2 Stun grenades (5D Stun), Sword (Str+1D+2).


The Star of Calimban is named after the famous Schnorr' Spr'tt Jedi Master Calimban. It created many fabulous artifacts, but the work it became most widely known for was the Star of Calimban. The Star is a powerful artifact known to be able to manipulate and influence the Force. Exactly what its powers are is not known, because of the Purge of the Emperor.
The Pentastar Alignment is one of the largest splinters of the Empire. The symbol of the Pentastar Alignment is a five-spiked star which in turn is made out of five stars. The Pentastar Alignment is built from five sector fleets, and controls a handful of sectors between the Core and the Mid-Rim. This is an enormous amount of resources, but because of their isolationist politics the New Republic has little information beyond this. They have conquered some Sienar/Santhe installations, and probably have their own R&D programs for new weapons. The Pentastar Alignment is considered competent and very dangerous.
Kullasic Prime is a blue giant, and as a result only Kullasic IV is livable without extensive terraforming or hostile environment life support. Some stations are spread around the system, but Kullasic IV is where most of the commerce is handled. It is a non-aligned world, even though it is close to the sectors of the Pentastar Alignment.
The Yamari system is best known for its hunting trips, which only Yamari 4 can offer. Yamari 4 has twoo moons, one large and one small, and is even home to an indigenous sentient species. Yamari 4 is a jungle planet. Neither of the two moons is large enough to retain an atmosphere of its own.
Barabel are very respectful towards Jedi, or persons they believe are Jedi. They will almost always follow any commands of a Jedi knights, no matter what their former orders were.
Upgraded Koensayr BTL-S3 Y-wing Attack Starfighter
Scale: Starfighter                                     Length: 16m
Skill: Starfighter piloting: Y-wing                    Crew: 2 and Astromech Droid (can coordinate)
Cargo Capacity: 100 kg, .4 cubic meters                Consumables: One week
Hyperdrive Multiplier: x1                              Hyperdrive Backup: None
Nav Computer: None (uses Astromech Droid)              Maneuverability: 2D
Space: 8                                               Atmosphere: 350; 1000 kmh
Hull: 5D                                               Shields: 1D+2
Sensors:
           Passive: 20/0D        Scan: 35/1D           Search: 40/2D          Focus: 2/3D
Weapons:
           Two Laser Cannon (fire linked)
           Fire Arc: Front                             Skill: Starship Gunnery
           Fire Control: 2D                            Space Range: 1-3/12/25
           Atmosphere Range: 100-300/1.2km/2.5km       Damage: 5D
           Two Proton Torpedo Launchers (four torpedoes altogether)
           Fire Arc: Front                             Skill: Starship Gunnery
           Fire Control: 2D                            Space Range: 1/3/7
           Atmosphere Range: 50-100/300/700m           Damage: 9D
           Two Light Ion Cannon (fire linked)
           Fire Arc: Turret (can be fixed forward to be fired by pilot at 1D fire control)
           Skill: Starship Gunnery                     Fire Control: 3D
           Space Range: 1-3/7/36                       Atmosphere Range: 100-300/700/3.6km
           Damage: 4D Ionizing damage

R2-units (D4 (deefour), F1 (fone), H8 (height)): All stats 1D, Mec 2D (Astrogation 5D, starfighter piloting 3D, transport piloting 3D),
Tec 2D (Computer programming/repair 4D, starfighter repair 5D), Move 5, various implements.



Upgraded Koensayr BTL-S3 Y-wing Attack Starfighter
Scale: Starfighter                                     Length: 16m
Skill: Starfighter piloting: Y-wing                    Crew: 2 and Astromech Droid (can coordinate)
Cargo Capacity: 100 kg, .4 cubic meters                Consumables: One week
Hyperdrive Multiplier: x1                              Hyperdrive Backup: None
Nav Computer: None (uses Astromech Droid)              Maneuverability: 2D
Space: 8                                               Atmosphere: 350; 1000 kmh
Hull: 5D                                               Shields: 1D+2
Sensors:
           Passive: 20/0D        Scan: 35/1D           Search: 40/2D          Focus: 2/3D
Weapons:
           Two Laser Cannon (fire linked)
           Fire Arc: Front                             Skill: Starship Gunnery
           Fire Control: 2D                            Space Range: 1-3/12/25
           Atmosphere Range: 100-300/1.2km/2.5km       Damage: 5D
           Two Proton Torpedo Launchers (four torpedoes altogether)
           Fire Arc: Front                             Skill: Starship Gunnery
           Fire Control: 2D                            Space Range: 1/3/7
           Atmosphere Range: 50-100/300/700m           Damage: 9D
           Two Light Ion Cannon (fire linked)
           Fire Arc: Turret (can be fixed forward to be fired by pilot at 1D fire control)
           Skill: Starship Gunnery                     Fire Control: 3D
           Space Range: 1-3/7/36                       Atmosphere Range: 100-300/700/3.6km
           Damage: 4D Ionizing damage

R2-units (D4 (deefour), F1 (fone), H8 (height)): All stats 1D, Mec 2D (Astrogation 5D, starfighter piloting 3D, transport piloting 3D),
Tec 2D (Computer programming/repair 4D, starfighter repair 5D), Move 5, various implements.