Star Wars - The Adventures of Alex Winger 1 - Turning Point

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by Charlene Newcomb


  Both worlds have been involved in inter-system trade for the 4,000 years since their colonization. Sundari, a hot, arid mining colony, is dependent on Garos IV for foodstuffs and other necessities. Relations were good between the two planets until Sundars began emigrating en masse to Garos IV about 200 years ago. Most of the Sundar settlement took place in Northlan in the Upper Moreur Valley — the heart of Garos’ agricultural and manufacturing districts where more than one-third of goods produced were destined for Sundar markets.

  Problems began when the Sundar colonists established their own farms, businesses and factories to support workers who stayed behind to tend the mines on Sundari. As one Garosian business after another suffered from the new competition, tempers began to flare. Isolated incidents — destruction of property, threats against persons — were soon in evidence.

  Civil war erupted after an accident (which the Garosians claimed was intentional) at a grain processing facility in the city of Garan. The explosion killed 25 people, including the owner of the facility — a man who was quite outspoken about his feelings toward this ‘Sundar plot’ to take over Garos. Radical Garosians retaliated, destroying a Sundar microelectronics plant, and a vicious cycle ensued, continuing almost unabated for 82 years.

  Under the leadership of then Assistant Minister of Defense Tork Winger and noted Sundar engineer Tionthes Turi, a truce was finally struck. The city of Garan, which had seen the majority of the fighting, was rebuilt while Sundar and Garosian leaders began the lengthy peace negotiations. But there was evidence that some of Winger’s own compatriots within the government had tried to sabotage attempts to end the war.

  Minor violations of the truce occur regularly, though only two incidents stand out in recent history: the now infamous Whahalla Massacre, and the assassination of key business leader and advocate of peace, West Haslip. Haslip’s wife also died in that attack and Tork Winger was wounded.

  But Winger continues to work to end the violence. Now with the might of the Empire behind him, he feels that peace is inevitable.

  Dair Haslip

  Type: Student

  DEXTERITY 3D

  Blaster 4D, brawling parry 4D, dodge 3D+2

  KNOWLEDGE 3D

  Alien species 3D+2, bureaucracy 4D, languages 3D+2, planetary systems 4D, survival 4D, value 3D+1

  MECHANICAL 3D+1

  Astrogation 3D+2, repulsorlift operation 4D

  PERCEPTION 3D

  Bargain 3D+2, command 4D

  STRENGTH 3D+2

  TECHNICAL 2D+2

  Force Points: 1

  Character Points: 4

  Move: 10

  Capsule: Dair Haslip is an idealistic young man who has the entire galaxy at his feet. A member of Garos’ wealthy, politically connected Haslip family. Dair is naive about the ways of the Empire. He feels that Garos will benefit from Imperial influence. Raised by his grandmother since the deaths of his parents six years go, Dair’s lifelong ambition has been to attend the Raithal Academy. But as the dream becomes a reality, and he waits to leave Garos IV for the first time, a chain of events unfolds that forever affects his view of everything, and everyone, around him.

  Tork Winger

  Type: Diplomat

  DEXTERITY 2D+1

  Blaster 5D

  KNOWLEDGE 3D+2

  Alien species 7D+1, bureaucracy 8D+2, cultures 8D, languages 7D+2, planetary systems 8D, survival 5D, value 5D

  MECHANICAL 3D

  Astrogation 5D, repulsorlift operation 5D, space transports 5D+2

  PERCEPTION 4D

  Bargain 9D, command 9D+1, con 8D

  STRENGTH 2D+2

  TECHNICAL 2D+1

  Force Points: 1

  Character Points: 4

  Move: 10

  Equipment: Datapad

  Capsule: Tork Winger is an extremely distinguished gentleman, the model diplomat. He was one of the first Garosians to enter the service of the Old Republic almost 40 years ago. After serving five years in the army, Winger returned to Garos, and thanks to his family’s position, he moved up quickly through the diplomatic ranks.

  Winger discovered very early in his career that he had a natural talent in the world of diplomacy. He is respected by his peers and by his enemies as well. The leading authority on the conflict between native Garosians and colonists from the neighboring planet Sundari, he has been involved in negotiations between the warring factions for years. Both sides have found him to be a just man. capable of sorting through all the intrigue that seems to dominate politics.

  But Winger is torn apart by his inability to reach a true and lasting peace on Garos IV. He is hopeful that the Empire’s involvement in local politics will expedite the peace process.

  Keriin Haslip

  Type: Business woman

  DEXTERITY 3D

  KNOWLEDGE 4D

  Alien species 4D, bureaucracy 5D, business 7D+2, cultures 4D, languages 4D, planetary systems 4D

  MECHANICAL 2D+2

  PERCEPTION 3D+1

  Bargain 6D+2, command 5D, persuasion 6D

  STRENGTH 2D+1

  TECHNICAL 2D+2

  Force Points: 2

  Character Points: 8

  Move: 10

  Capsule: Keriin Haslip is 80 years old, a woman of regal bearing. The only daughter of the powerful Rees Haslip, entrepreneur extraordinaire and founder of RH Mining Corporation. Keriin was groomed from an early age to assume control of the Haslip fortune.

  A brief marriage to her childhood sweetheart produced one child. Her husband, Trenar Stilijan, was the adventurous type — he left Garos, joined the army, and died an untimely death on a battlefield far from Garos IV.

  Keriin was an astute businesswoman, taking over her father’s company at the age of 40. She also was involved in planetary politics, serving on numerous committees and advisory councils throughout the years. And because the civil war directly affected her business ventures, she was constantly in the forefront, meeting with Sundar businessmen and leaders, trying to work out a peaceful settlement between the radicals on both sides. Even after her son and daughter-in-law were killed by radical Sundars, Keriin continued to call for peace. But her suspicions that the Empire was ultimately responsible for their deaths led her to join the Garosian underground.

  Like her good friend and fellow underground leader. Magir Paca, Keriin sees the Empire for what it is. For years, the Empire tried to persuade her to sell the mining company. When her grandson Dair decided he wanted to join the Imperial Army, she finally relented and sold the mines, realizing it was only a matter of time until the Empire merely took what it wanted. And she feared that without her cooperation, Dair’s military career would be doomed even before it got off the ground.

  Magir Paca

  Type: Government official

  DEXTERITY 4D

  Blaster 5D+1, brawling parry 5D, dodge 5D, grenade 5D, melee 5D, melee parry 5D

  KNOWLEDGE 4D

  Alien species 4D+1, bureaucracy 6D, cultures 5D, languages 10+2, planetary systems 5D+2, streetwise 5D+2, survival 5D, value 6D

  MECHANICAL 3D+2

  Astrogation 4D, beast riding 5D, repulsorlift operation 6D

  PERCEPTION 3D

  Bargain 6D, command 6D, con 5D, hide 4D, search 5D+1, sneak 4D

  STRENGTH 3D+2

  TECHNICAL 3D+1

  Force Points: 1

  Character Points: 5

  Move: 10

  Equipment: Blaster pistol (4D), datapad

  Capsule: Magir Paca has been in government service for more than 10 years. He began his career as an aide to then Assistant Minister of Defense Tork Winger. Winger has always taken a special interest in Paca who is the son of one of Winger’s good friends. Winger has served as the younger Paca’s mentor, guiding him these last few years through the diplomatic service. He envisions Paca by his side, as they serve the Empire together.

  But Paca has never agreed with the Empire’s New Order. He became involved with the Garosian underground after realizing that the Em
pire was a greater threat to peace and justice on Garos IV than any Sundar bomb. He is one of the original underground leaders known as the Committee of Seven for Garosian Unification (COSGU). COSGU is working to end the violence and has been successful in convincing a few radical Sundars that the Empire is their common enemy.

  Garos IV

  Type: Terrestrial

  Temperature: Temperate

  Atmosphere: Type 1 (breathable)

  Hydrosphere: Moderate

  Gravity: Standard

  Terrain: Forests, mountains, valleys

  Length of Day: 25 standard hours

  Length of Year: 382 local days

  Sapient Species: Humans

  Starports: 2 standard class

  Population: 17 million Garosians, 3 million Sundars

  Planet Function: Agriculture, manufacturing

  Government: Planetary parliament

  Tech Level: Space

  Major Exports: Foodstuffs, metals, minerals

  Major Imports: High technology

  Capsule: Garos IV is the fourth planet of six in the Garos system located near the Nyarikan Nebula. It was settled by Humans more than 4,000 years ago. Because of its isolation by the nebula, it has been a self-supporting planet. Garos has established inter-system trade (which is haphazard at best because of the Garosian civil war) with the neighboring world of Sundari. Intergalactic trade has been insignificant, free-traders preferring less volatile and more easily reachable, markets.

  However, the Empire has begun to take a greater interest in the planet and is taking over mining operations south of Ariana, the government seat, on Garos’ western coastline. To protect its interest in the mines, the Empire is making its presence “official” by appointing Garos’ first Imperial governor Additional troops are being assigned to deal with the radicals involved in the civil war that has plagued the planet for almost 100 years.

  Adventure Idea

  The characters are members of the resistance on Garos IV. They have been assigned to enter the restricted area near the old mines and retrieve some weapons that are hidden in caves there. They must dodge scout trooper patrols in the area and return to Ariana through Imperial checkpoints before bringing the weapons to the underground command center.

  Adventure Idea

  Imperial activity on Garos IV has greatly increased in recent weeks. As a member of Garos’ underground, the characters are assigned to watch the spaceport for Imperial traffic. Underground leaders are interested in the movement of troops and materiel between the spaceport and the mines south of the city. The characters have heard that one of the spaceport techs is sympathetic to the resistance movement — they must seek him out, being careful to avoid undercover Imperial spies.

  From Star Wars Adventure Journal 5 (02-1995)

  11.6.18.15.14.5-1

 

 

 


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