Star Wars - Credit Denied - Unpublished
Page 5
“I don’t like it,” Nopul said. “The colors don’t match.”
“It was either this or stay in the detention center for the rest of our lives,” Rendra said, for what she guessed was the hundredth time.
“Yeah, I know. But why do we have to have the symbol of the Houk-Weequay Alliance painted across the side of our ship? It’s not going to help us carry out these missions.”
“Aaregil said something about establishing a reputation, having a presence… the usual political stuff.”
Nopul grunted as he smoothed back the twin lines of hair running across his scalp. Over the years, Rendra had learned that the gesture meant he’d accepted what he’d been told, but still wasn’t happy about it. “So what’s our first mission? Escort duty for a fruit transport?”
Rendra eyed the datapad in her hands. “Not exactly.”
“I just gave you a perfect shot!” Rendra screamed into her headset as she rolled the Zoda to evade a line of incoming laser fire. “What happened?”
“Missed,” was Oro’s simple response. If he’d been in the cockpit with her, she’d have smacked him on the back of the head. Luckily for him he was an entire deck away in the belly turret.
“They’re coming around again. Two fighters at… one-twenty mark forty-four,” Nopul said, his eyes glued to the sensor console in front of him. He turned toward her. “How long does this agreement with the Houk-Weequay Alliance last, anyway?”
Before she could answer, the Zoda shuddered as the pirate ships battered her with a barrage of laser bolts. Rendra responded to the attack by pulling up into a new vector, ninety degrees divergent from the last. “You don’t want to know.”
“That long, huh?”
“Oro, Vakir!” Rendra shouted over the headset. “It’d help me out a lot if you’d hit something!”
“Pirate starfighters, pyramid formation,” Nopul announced. “Ninety-two mark seven and coming in fast.”
“All shields to starboard flank. Oro and Vakir, fire at will!” She took the Zoda into a dangerous maneuver, heading straight for the enemy fighters. “And boys, I really mean it this time.”
Roleplaying Game Information
Rendra Maex
Type: Mercenary
DEXTERITY 4D
Blaster 6D+2, blaster: heavy blaster pistol 8D, dodge 5D+2
KNOWLEDGE 3D
Business 4D, languages 4D, streetwise 5D, value 5D, willpower 6D
MECHANICAL 3D
Astrogation 4D, space transports 6D+2
PERCEPTION 3D+1
Bargain 4D, command 5D, con 5D, sneak 6D
STRENGTH 2D+2
TECHNICAL 2D
Blaster repair: blaster pistols 4D
Force Points: 2
Dark Side Points: 1
Character Points: 13
Move: 10
Equipment: Comlink, heavy blaster pistol (5D), hold-out blaster (3D)
Capsule: Arrogant, self-centered, cold—these are the words used after meeting Rendra Maex for the first time. There is a lot more to this 26-year-old than first appears, however. Raised by her father on the unforgiving world of Reuss VIII, she watched as the Reuss Corporation encroached closer and closer to the small town she lived in. Her father—a worker at one of the factories—spent his time and most of his money on the poorer residents of the town. He tried to help the rust rats—orphan children who lived outside, breathing in the contaminated air. She always heard him tell how wonderful her life was and how good it was to sacrifice oneself for the good of all. She didn’t care about that: all she wanted was to leave the planet.
She finally left at the age of 18, knowing her father was dooming himself. He was beginning to steal Imperial foodstuffs and water to help feed the poor. In a large yelling match, she announced she was leaving, and accused him of loving everyone but her. She left her father in shock and boarded the first ship she could buy passage on. It was a week later that she heard her father had been caught and executed for stealing Imperial property. That was the last time she allowed herself to cry.
During her travels she picked up several skills, some of which could be considered unsavory. She found she had a talent for blaster-play. An old pirate she was cooking for noticed this and showed her how to take care of a blaster and make it her own. It wasn’t long before he was hiring her out for both entertainment and business purposes. Rendra Maex was 20 when she shot down her first target for money. Soon she was making a fair amount of money as a cheap assassin and mercenary.
After buying her ship, the Zoda, Rendra found herself working harder and harder to make ends meet. She took on a partner—Nopul—for a job in the Core and found she liked working with the Kerestian. Nopul agreed to stay on and help her pay off GalactiCore. While Nopul reminds Rendra strongly of her father, the two have become best friends.
Nopul Etrefa
Type: Kerestian Mercenary
DEXTERITY 3D+1
Blaster 5D, brawling parry 4D, dodge 5D
KNOWLEDGE 3D
Languages 6D, streetwise 5D, value 5D
MECHANICAL 2D+1
Astrogation 5D, space transports 6D
PERCEPTION 3D+2
Forgery 6D, gambling 4D, hide 4D+2, persuasion 6D, search 5D, sneak 5D+1
STRENGTH 3D
Brawling 5D, stamina 5D
TECHNICAL 2D+2
Computer programming 7D+1, security 5D Force Points: 2
Character Points: 11
Move: 10
Equipment: Blaster rifle, code slicer (provides +1D security bonus in attempts to bypass or break through security measures), hololocket, slicer’s box (provides +1D computer programming/repair bonus in attempts to break into computer systems and alter files)
Capsule: When people meet Nopul Etrefa, they expect the cool, merciless killers seen in the employ of Hutts and Imperials. Nopul, however, is a Kerestian of practically another world. Long before the Kerestian sun began to cool, several sunspace colony ships were launched; the Kerestians aboard were placed in suspended animation.
After several hundreds of years of sailing through the galaxy, one of the few surviving colony ships was stumbled across by a passing merchant freighter. On this particular ship were, among others, a Kerestian couple, the female heavy with a litter of young. Two young survived the cryotank—Nopul and his sister, Forisa. As Nopul grew he learned the fate of those Kerestians who were left on Kerest—how they became barbaric bounty hunters and body guards. When the time came for him to leave the nest, he was given a hololocket which shows a picture of the planet Kerest as it once was.
He decided that he would dedicate his life to technology and education and defy the stereotype his savage cousins created. Although he did learn much in his course of study, his dream of becoming a scientist was not meant to be. The Empire was taking Kerestians in as personal servants and Nopul chose at that time to disappear.
Due to the expectations of his species, he found work mostly in criminal locations. Eventually he hooked up with a young mercenary, Maex, who was trying to make a name for herself. After several adventures with the cocky sharpshooter, he signed onto her ship for good.
Vakir’sa’jaina
Type: Nikto Mercenary
DEXTERITY 4D
Blaster 5D, blaster: blaster pistol 5D+2, dodge 5D, grenade 5D
KNOWLEDGE 3D
Languages: Dresselian 4D
MECHANICAL 2D
PERCEPTION 2D+2
Gambling 4D, hide 4D, sneak 5D
STRENGTH 4D
Brawling 5D, stamina 4D+2
TECHNICAL 2D+1
Special Abilities:
Vision: Nikto have natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.
Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls.
Force Points: 1
Char
acter Points: 8
Move: 10
Equipment: Blaster pistol (4D), thermal detonator (10D)
Capsule: Vakir’sa’jaina is a “Red Nikto,” of the Kajain’sa’Nikto race. He was born in the dark caverns of a Hutt-controlled Nikto enclave on the world of Nal Hutta. Raised completely subservient to Hutts, he was more or less freed of the their influence when he was given, along with several others, to the Empire to serve it and—more importantly—spy on it. Having left Nal Hutta, his eyes were opened to the galaxy. He wanted more.
Not long after being transferred to Dressel—an Imperial-held planet—he escaped with several other beings on an outbound dry goods freighter. The Dresselian who helped them all escape was about to go his own way when Vakir asked that he be allowed to follow. At first, the Dresselian was negative, even threatening, but allowed Vakir to follow. After many years of invaluable help to each other, they decided to admit to their friendship.
Oro Memis
Type: Dresselian Mercenary
DEXTERITY 4D
Blaster 5D, blaster: hold-out blaster 6D, brawling parry, dodge 5D, firearms 5D, melee combat 5D, melee party 5D
KNOWLEDGE 3D
Languages: Nikto 4D
MECHANICAL 2D
PERCEPTION 3D+1
Gambling 6D, hide 5D, sneak 4D+1
STRENGTH 3D+2
Brawling 4D+1
TECHNICAL 2D
Force Points: 1
Character Points: 8
Move: 10
Equipment: Hold-out blaster (3D), sabacc deck
Capsule: Oro had many misgivings when the Red Nikto he helped escape asked to join him. After all, he hated other beings. Completely. He was a loner, and wanted it to stay that way. Vakir, however, was insistent. The two fought in broken Basic for three hours before Oro finally went to a cantina in disgust.
His elders insisted he go and find the Rebel Alliance, in order to learn better fighting techniques from them, then he was supposed to return and help fight the Imperials in guerilla warfare. Oro was to meet his contact in the cantina. Unfortunately when he arrived he found himself in the middle of a blaster fight. The Nikto jumped forward and knocked out one being who was about to level his blaster on Oro. After the fight, Oro found his contact dead in a corner.
With no way to continue his mission, he finally agreed to let Vakir join up with him, for one mission only, to get enough money to go away.
Several hundred missions later, Oro finally had to agree that what started out as a barely tolerable relationship was now a firm union. They still have their moments, however, as they are both very independent.
“Scrud”
Type: MerenData RM-2020 Espionage Droid
DEXTERITY 3D
Blaster 4D, dodge 6D, melee combat 3D+1
KNOWLEDGE 3D
MECHANICAL 2D
Repulsorlift operation 3D, sensors 5D
PERCEPTION 4D
Investigation 6D, search 5D
STRENGTH 4D
TECHNICAL 2D
Security 5D
Equipped with:
• Espionage hardwired module
• Humanoid body (two arms, two legs, head)
• Information recording/coded broadcast system
• Repulsorlift engine
• Ultraviolet, infrared and analysis sensors
• Visual/audio sensor package (human range)
• Vocabulator speech/sound system
Move: 10
Size: 1.0 meters tall
Cost: 160,000 (new), 100,000 (used. Black Market only)
Capsule: Scrud was a very disgruntled droid. Despite GalactiCore’s efforts and numerous memory wipes, they still couldn’t change its basic programming. Scrud was designed for gathering data on the battlefield, not spying and playing holocam for meetings. It was made for war, not illegal actions. Its weapon arms were removed long ago. Scrud was, if anything, bored.
Then he was paired with a Nimbanel who was chasing a wayward client of GalactiCore. Unfortunately. the client was fast and dangerous. Realizing it would lose if it fought, Scrud instead ran for safer ground. Surprisingly, it found itself on the same ship as the deadly human. The human later proved to be safe and, for the first time, he was used in a covert mission of major import. Scrud received its new name from the Dresselian, Oro.
Ambassador Uli Aaregil
Type: Weequay Ambassador
DEXTERITY 3D
Blaster 5D, brawling parry 5D, dodge 4D, grenade 4D, melee combat 5D, melee parry 5D+2
KNOWLEDGE 2D+2
Alien species 5D, bureaucracy 4D, bureaucracy: Weequay clans 6D+2, bureaucracy: Dnalvec Militia 6D, cultures 4D, languages 6D+2, law enforcement 6D, planetary systems 4D+2, streetwise 4D, survival 4D+2, survival: desert 7D, value 4D
MECHANICAL 3D
Beast riding 4D+1, repulsorlift operation 4D, space transports 4D, survival: desert 6D
PERCEPTION 3D+1
Bargain 4D+2, command 6D, hide 4D, investigation 5D, persuasion 6D+2, search 4D, sneak 4D
STRENGTH 3D+2
Brawling 5D, climbing/jumping 4D, lifting 4D+2, stamina 4D
TECHNICAL 2D+1
Computer programming/repair 3D+2, demolition 4D, first aid 4D, repulsorlift repair 3D, security 6D
Special Abilities:
Short-Range Communication: Weequays of the same clan are capable of communicating with one another through complex pheromones. Aside from Jedi sensing abilities, no other species are known to be able to sense this form of communication. This form is as complex and clear to them as speech is to other species.
Force Points: 2
Character Points: 13
Move: 10
Equipment: Datapad, personal shield.
Capsule: Head of the Dnalvec Mllltia for several years, it was unsurprising that he became a Weequay clan leader. As his popularity grew, he became recognized as the ambassador for all the Weequay clans. All his life, he spoke of an end of the Weequay-Houk conflict. Soon after he was made ambassador, he insisted the war between Weequays and Houks be ended. It was Aaregil who proudly shook the hand of the Speaker for the Lijuter Congress—administration of the Houk—after the signing of the Weequay-Houk Alliance Pact.
Minister Pon Svale
Type: Weequay Minister
DEXTERITY 2D+2
Blaster 6D, brawling parry 5D, dodge 5D, grenade 4D+2, melee combat 5D, melee combat: force pike 6D, melee parry 5D, vehicle blaster 4D
KNOWLEDGE 3D
Alien species 4D+1, bureaucracy 3D+2, bureaucracy: Weequay clans 5D, bureaucracy: Dnalvec Militia 4D+1, intimidation 3D+2, languages 4D, law enforcement 4D+1, planetary systems 4D, scholar: dark wolf training 5D, streetwise 4D+1, survival 4D+2, survival: desert 6D+2
MECHANICAL 3D
Beast riding 4D, repulsorlift operation 5D, space transports 5D
PERCEPTION 2D+2
Command 4D+2, con 5D, forgery 4D+2, persuasion 5D, hide 4D, search 4D+1, sneak 4D+2
STRENGTH 3D+2
Brawling 4D+2, climbing/ jumping 4D+1, lifting 5D, stamina 4D+1
TECHNICAL 3D
Computer programming/repair 4D, demolition 4D+2, security 5D+1
Special Abilities:
Short-Range Communication: Weequays of the same clan are capable of communicating with one another through complex pheromones. Aside from Jedi sensing abilities, no other species are known to be able to sense this form of communication. This form is as complex and clear to them as speech is to other species.
Force Points: 1
Dark Side Points: 2
Character Points: 8
Move: 10
Equipment: Crescent-symbol pendant.
Capsule: Svale was one of Aaregil’s few friends in the Dnalvec Militia. When Svale look the job of being his leader’s personal assistant, he had a different agenda in mind than just copying Aaregil’s notes and keeping him company—he wanted power, any power. With a large amount of patience he proved his friendship again and again. When Aaregil accepted
a bid to become Clan Leader for the Weequays near the Houk Territories, Svale followed. When Aaregil began working on the peace treaty with the Houks, Svale supported it. When other clan leaders threatened to remove Aaregil from office, Svale did everything in his power to persuade them otherwise. It was Svale who first suggested Aaregil become the ambassador, essentially the Leader of all Clans. And Svale saw everything occur the way he wanted it to.
He didn’t support Aaregil out of friendship, he wanted to become the puppet master; essentially, make Aaregil trust in him like no other. He wanted to be the real power behind a figurehead. He found his answer in the bounty listings from the local Weequay hunter enclave. A mercenary-for-hire by the name of Rendra Maex owed a lot of money to GalactiCore. Quick, deadly, with few or no ethics, she would be the perfect weapon to assure Aaregil would never doubt Svale’s word again. He did not want Aaregil to die, of course: then he would have to become the ambassador himself—a target for all to see. This way, he would merely be a savior of the ambassador, to be adored and respected by all.
Zoda
Craft: Ghtroc Industries class 720 freighter
Type: Modified light freighter
Scale: Starfighter
Length: 35 meters
Skill: Space transports: Ghtroc freighter
Crew: 1, gunners: 1
Passengers: 10
Cargo Capacity: 135 metric tons