Star Wars - The Final Exit

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by Patricia A. Jackson


  Over the polished shoulders of several stormtroopers, Brandi watched Grendahl’s retreating back. Sneering behind the Imperial officer, the Jedi sniffed disdainfully as he led the smuggler into the corridor. “Are you a superstitious man, Captain Ross?”

  Preoccupied by the armed escort behind them. Ross whispered. “My grandfather used to say that superstition was the foundation of a weak mind.”

  “Then we are surely doomed, for the basis of our civilization lays in the hands of high priests, shamans, and monks.” Brandl laughed with genuine good nature. There was a spark of emotion betrayed by the brilliance of his eyes and Ross noted the deepening of the laugh lines framing his mouth. Adalric Brandl was in good spirit. “Your grandfather was a wise man.”

  Ross shrugged off the compliment. “Just another smuggler who found himself on the wrong end of Imperial justice.” He sniffed, recalling Grendahl’s threat. “That’s why I became a bounty hunter, hoping to avoid what happened to him.”

  “And then?”

  “And then I got bored. Guess it wasn’t meant to be.”

  “We spend nearly the whole of our lives searching for the appropriate role that will mark the end of our existence with some moment of glory, ignoring the fact that fame and reputation are but mere perfumes of virtue. They never last.”

  “Is that another line?” Ross teased.

  “Acting is a profound education in human nature and that is why I became so obsessed; but as my intellect improved, my morals failed and I became the very thing I most despised.”

  “And what was that?”

  “Human. I was not a king, not a hero, not a god. Just a man trapped in the passion of the play.”

  “So what happens now?” Ross probed.

  “My life has been one continuous drama,” Brandl whispered, “a tragic one, I’m afraid. And I have stumbled through it, scene by scene, act by act, like some terrified neophyte. Tonight, Fortune calls for the final exit. I can no longer live the lie.”

  “You’re going back to the Emperor, aren’t you? After what he’s done to you?”

  “He did nothing but point in a general direction. I chose to go and do his bidding.”

  “What about your family? Your boy? What if the Emperor ever found out?”

  “I assure you; no harm will befall them.” Euphorically, he sighed, “They will be safe.”

  Ross believed him. There was a certainty about the Jedi that went beyond the sinister shadows that had once kept the two men at odds with each other. But the smuggler’s conscience demanded a bit more for security. “How can you be sure?”

  “I’ve never been more certain in my life.” Placing a credit chit in the smuggler’s hand, he closed Ross’s fingers over it. Ross noticed another object in Brandi’s hand, one which the Jedi tried to conceal when he folded his hands together over it. “The chit is the remainder of what I owe you and the Emperor’s compulsory fee for capturing a dangerous renegade.” He grinned malevolently, amused by his own sarcasm.

  Slipping the chit in his duster pocket. Ross noticed the spherical, metallic shape beneath Brandl’s hands, and noted the raspy acid erase etched into the explosive where the serial trace markers had been removed. Eyes wild with the revelation, he stared into Brandl’s tranquil face.

  “Consider all debts paid,” the Jedi whispered. Turning curtly on his heels, he retreated in the hangar corridor with the escort in tow.

  Ross hurried up the ramp, rush sealing the corridor hatch. “Kierra!” he hissed, sprinting through the access tunnel into the flight cabin. “Kierra, wake up!”

  “What do you mean wake up!” she snapped. “The engines have been on-line and waiting for the last hour. I even managed to knock one of the ion coils in place by popping the shield housing.” She snorted, causing an erratic hiccup over the comm. “What’s the rush? The main databanks were clean and according to this little astromech they had on board —”

  “Never mind!” Ross shouted, strapping himself into the acceleration chair. “Brandl has one of my thermal detonators and I think he plans to —”

  A muffled explosion reverberated through the docking corridors, blowing smoke and debris into the auxiliary bay. Piercing, high-pitched alarms began to blare, alerting medics and technicians to the area. Amid the chaos of shouting voices, the klaxons, and the sound of armored feet rushing to secure the area, the Kierra momentarily hovered above the flight pad. Several smaller explosions echoed from the passage, rattling TIE fighters and shuttlecraft in the nearby racks.

  Bewildered, Kierra gasped, “What would ever possess him to pull such a stunt?”

  “He had to protect his family,” the smuggler replied wearily.

  “But with him dead, there’s no guarantee the Empire won’t find them. Then again,” she mused aloud, “there’s no guarantee the Empire will even look for them.” Flustered by the infinite innuendoes, she quipped, “I’m just glad it’s over.”

  “But it’s not,” he whispered. Banking sharply over an array of TIE fighters and ejector racks. Ross guided the Kierra out of the launch bay, repeatedly throttling the labored engines. “Brandl might have made his final exit; but the play is far from over … for us … or his family.” The Corellian grinned nostalgically. Mesmerized by the verdant face of Trulalis, he watched the planet rotate before him, physically unmarred, innocently unaware, momentarily unchanged. He sighed, his smuggler’s sense oddly at peace. There were no more shadows.

  Casually resetting the astrogation system for Najiba, he braced himself as the Kierra stuttered across the open void and then vanished into the translucent brilliance of hyperspace.

  Thaddeus Ross

  Type: Ex-bounty hunter and smuggler

  DEXTERITY 3D+1

  Blaster 6D, dodge 5D, grenade 4D, melee combat 3D+2, melee parry 3D+2, running 4D

  KNOWLEDGE 2D+1

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

  MECHANICAL 3D+2

  Astrogation 5D, beast riding 4D, space transports 6D, space transports: YT-1300 7D+2, starship gunnery 4D, starship shields 5D

  PERCEPTION 3D

  Command 4D+2, investigation 4D+2, search 3D+2, sensors 6D, sneak 3D+1

  STRENGTH 3D

  Brawling 6D, climbing/jumping 3D+1, lifting 3D+1

  TECHNICAL 2D+2

  Blaster repair 4D, space transports repair 5D+2

  Special Abilities:

  Investigation: Gains +2 when his investigations involve any Imperial business.

  Force Points: 3

  Character Points: 16

  Move: 10

  Equipment: Heavy blaster (5D), comlink

  Capsule: Thaddeus Ross is a handsome, easy-going spirit of 28 who comes from a long line of smugglers. A non-traditionalist, he broke free of the family legacy and became a bounty hunter. His ability to capture particularly dangerous criminal personalities quickly gained him a reputation as a good enforcer. However, the notoriety quickly wore off and he returned to the family tradition of smuggling.

  Despite a ruthless, occupational edge. Ross is easily provoked by senseless violence. Cynical and self-righteous, he has a weakness for protecting the underdog and often interferes to even the odds, ignoring any possible endangerment to himself.

  Adalric Brandl

  Type: Dark Jedi

  DEXTERITY 3D

  Blaster 4D, lightsaber 7D, melee combat 5D+2, running 4D

  KNOWLEDGE 4D

  Alien species 4D+2, bureaucracy 5D, business 5D, cultures 5D+1, intimidation 6D, languages 5D+1, planetary systems 5D, survival 5D, willpower 6D+2

  MECHANICAL 3D

  Astrogation 3D+1, beast riding 4D, communications 5D+1

  PERCEPTION 3D+2

  Command 5D+1, investigation 5D+2, persuasion 4D, search 5D

  STRENGTH 3D

  Brawling 4D, stamina 5D+2

  TECHNICAL 3D

  First aid 5D

  Special Abilities:

  Force Skills: Control 4D, Sense 3
D+2, Alter 4D+1

  Control: Absorb/dissipate energy, accelerate healing, resist stun

  Sense: Combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force

  Alter: Injure/kill

  Control and Alter: Inflict pain

  Control and Sense: Far seeing, lightsaber combat, projective telepathy

  Control, Sense, and Alter: Affect mind, control mind

  This character is Force-sensitive.

  Force Points: 5

  Dark Side Points: 9

  Character Points: 17

  Move: 10

  Equipment: Lightsaber (5D). dark robes, comlink, transponder link

  Capsule: Adalric Brandl is a highly intelligent, self motivated individual whose grim obsession with tragedy stems from his career as a tragic actor. Even before his seduction by the dark side, he was a callous, moody man preoccupied with the visage of the next star-crossed character he was meant to play.

  An apathetic murderer, he kills without remorse and moves on to his next target, which has made him an invaluable resource to the Emperor.

  Kierra

  Type: Droid intelligence

  DEXTERITY 0D

  KNOWLEDGE 3D

  Alien species 6D, cultures 6D+1, languages 7D, law enforcement 7D+1, planetary systems 6D+2, value 6D

  MECHANICAL 3D

  Astrogation 7D, communications 8D+2, sensors 8D, starship shields 7DD+1

  PERCEPTION 3D

  Bargain 5D, con 4D+1, gambling 4D, investigation 4D

  STRENGTH 0D

  TECHNICAL 3D

  Computer programming/repair 7D, droid programming 7D, droid repair 6D+2, security 8D, space transports repair 7D, starship weapon repair 6D+1

  Character Points: 7

  Capsule: How and why Kierra got into the onboard systems of the light freighter are not known. |However, it is certain that she either was trapped inside the ship or hidden there sometime after the construction of the freighter. While inspecting the ship, Ross accidently awakened her and thus began a long partnership with the eccentric droid. While Kierra can manipulate certain ship functions like sensors and communications, she had to learn astrogation and shields from her Human mentor. She is continually learning new functions by way of self-programming and additional input from Ross.

  Her uncanny ability to imitate Human behavior is disarming to strangers and has been heavily influenced by Ross and prolonged contact with other intelligent (often eccentric) species.

  The Kierra

  Craft: Modified Corellian Engineering YT-1300 Transport

  Type: Modified light freighter

  Scale: Starfighter

  Length: 26.7 meters

  Skill: Space transports: YT-1300 transport

  Crew: 1 or 2

  Passengers: 10

  Cargo Capacity: 135 metric tons

  Consumables: 3 months

  Hyperdrive Multiplier: x1

  Hyperdrive Backup: x10

  Nav Computer: Yes

  Maneuverability: 2D

  Space: 4

  Atmosphere: 260: 750 kmh

  Hull: 3D+2

  Shields: 2D+1

  Sensors:

  Passive: 15/0D

  Scan: 30/1D

  Search: 50/3D

  Focus: 2/4D

  Weapons:

  One Double Laser Cannon

  Fire Arc: Front

  Skilll: Starship gunnery

  Fire Control: 1D+2

  Space Ranges: 1-3/12/25

  Atmosphere Range: 100-300/1.2/2.5 km

  Damage: 4D

  One Laser Cannon

  Fire Arc: Turret

  Crew: 1

  Skill: Starship gunnery

  Fire Control: 2D

  Space Range: 1-3/12/25

  Atmosphere Range: 100-300/1.2/2.5 km

  Damage: 4D+2

  Capsule: The Kierra is Thaddeus Ross’ modified YT-1300 freighter. As one of the previous modifications it was given a droid intelligence to monitor ship’s systems. The intelligence, also named Kierra, has developed its own personality.

  Najiba

  Type: Terrestrial

  Temperature: Temperate

  Atmosphere: Type 1 (breathable)

  Hydrosphere: Saturated

  Gravity: Standard

  Terrain: Wetlands, limited forest regions

  Length of Day: 18 standard hours

  Length of Year: 215 local days

  Sapient Species: Humans, Najib (N)

  Starport: Limited services

  Population: 3 million

  Planet Function: Agricultural, homeworld, limited natural resources

  Government: Tribal democracy

  Tech Level: Space (around starport), feudal

  Major Exports: Low technology, minerals, foodstuffs

  Major Imports: Mid technology, agricultural innovations

  Capsule: Najiba is a remote world, relatively isolated from its neighbors. An extended, elliptical orbit offers a long growing season and shortened days. However, due to the mysterious asteroid belt which the planet passes near during one half of the orbital cycle, the planet is unreliable for continuous space traffic and is often bypassed by all except the most curious tourists and of course, smugglers.

  The inhabitants of Najib are superstitious and wary of outsiders — but only the warmest reception can be expected from the locals who value their reputation for hospitality. Easily adaptable and hardy workers, the Najib are renown for their loyalty. Despite their own lack of technology, they are quite knowledgeable and adept at using and repairing high-tech weaponry and spacecraft. This is partially due to a constant influx of illegal goods being smuggled to the surface.

  Trulalis

  Type: Terrestrial

  Temperature: Temperate

  Atmosphere: Type 1 (breathable)

  Hydrosphere: Moderate

  Gravity: Standard

  Terrain: Forests, grasslands, lakes, mountains and oceans

  Length of Day: 23 standard hours

  Length of Year: 310 local days

  Sapient Species: Human

  Starport: Landing fields

  Population: 1 million

  Planet Function: Homeworld, theatrical training/entertainment

  Government: Participatory democracy

  Tech Level: Information (remains largely agricultural and communal)

  Major Exports: Mid technology, entertainers

  Major Imports: None

  Capsule: While the system’s core planets, Issor and Cadezia, have become thriving centers of technology and commerce, Trulalis remains isolated and remote. Sanctioned as a low-tech world, Trulalis is protected by Issori laws forbidding middle or high technology, which is generally shunned by the communal inhabitants. However, the planet is not closely monitored and many infractions go unmentioned.

  In the Republic’s golden age, Trulalis boasted one of the finest schools of liberal arts education. Lavish theater productions, dramatic performances and other fine arts made this now rural, backwater world a thriving center of cultural literacy. All that remains now a few abandoned theaters, with a few dusty classrooms, dilapidated stages and a few holovids advertising faded glory.

  Adventure Idea

  The characters experience engine trouble that forces them to land on the isolated world of Trulalis, near the Kovit Settlement. While scavenging for repair materials, the group experiences a sense of foreboding among the humble community members, as if they are being shunned by the natives. The reason for their distress becomes clear. A dark Jedi has seized the local theater and is terrorizing the settlement inhabitants. His aim is to gain more power from the dark side by slowly tormenting the townsfolk and planning the murder of several residents. When the characters arrive, the dark Jedi’s intentions take on a new motive, the seduction of a Jedi within the characters’ party.

  From Star Wars Adventure Journal 4 (11-1994)

  11.6.18.15.14.5-1

  Patricia A. Jackson, Star Wars - The Final Exit

 

 

 


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