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Of all the billions of beings populating Elrood sector, a few tend to stand out in the history of the Freespirit's crew. From the smallest back-alley dweller to the greatest political and military leaders, here are those notable individuals whose influence has been felt in the Tales of the Freespirit...

Anybody

Working as an information broker is a dangerous life. Spying, building the trust of others, getting one's way into restricted areas, verifying facts, and having one's entire professional reputation dependant upon snippets of whispered conversation overheard in spaceport back alleys and smoky cantinas. It is certainly not a life for everyone, but perhaps, more so than anyone in the galaxy, that creature insiders know as Anybody is perfectly suited to the job.

A Shi'ido, Anybody (an alias) has been born with the ability to assume the physical appearance of other lifeforms. This has made it possible for the crafty individual to collect inside information on the sector's industry, military, government, and even enabled him to spend a couple recent months in the employ of the vile pirate lord Dorok Zalaster.

Anybody is a cunning spy, and a charming, if slightly arrogant, person to talk to. However, no one, possibly not Anybody himself, knows where the Shi'ido's loyalties lie. It is understood, among those who know him, that he would be a phenomenal asset to whatever side of the galactic civil war he chose to fight for, if any at all. 

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Anybody
Type:
Shi'ido Infochant
DEXTERITY 2D
blaster 5D, brawling parry 4D, dodge 7D, melee combat 3D+2, melee parry 4D+2
KNOWLEDGE 2D
alien species 6D, bureaucracy 5D, cultures 4D, languages 6D+1, streetwise 9D
MECHANICAL 1D
beast riding 4D+1, repulsorlift operation 5D
PERCEPTION 2D
bargain 4D, command 5D+1, con 6D, gambling 4D+2, mind-disguise 6D+1, sneak 5D
STRENGTH 3D
brawling 4D, (A) shape-shifting 6D swimming 4D+1
TECHNICAL 2D*
computer programming/repair 5D+2, droid programming 4D+1
Special skills and abilities: 
Details regarding the Shi'ido's shape-shifting abilities can be found on page 139 of Star Wars: Alien Encounters by West End Games.
Force points:
2
Dark Side points:
1
Character points:
8
Move:
10
Equipment:
hold-out blaster (3D), datapad.

* This species' attribute minimums, as published by West End Games, add up to 13D, one D more than the 12D allocated the being. In the interest of maintaining balance, I have chosen to lower Anybody's Technical attribute by 1D.

Avery Kranzt

Avery's life began simply. Growing up on a backwater world, there is only so much trouble a young man can get into. Avery grew up in the town of Bent alongside his good friend Stav, from the age of ten on into their twenties. When the pair had graduated from general education, they went to work in the planet's bodrite quarries, in the service of Radell Mining Ltd. This was expected of most of the town's citizens, a career in space commonly regarded as a childish dream.

Avery and Stav didn't keep their feet entirely on the ground, however. As soon as they were able, they began training as quarry defense pilots, necessary in the defense of the planet's bodrite yield as it was transferred to bulk freighters in orbit. However, it was during one of these training flights that Avery's life was irrevocably changed. 

The pair was attacked by scout ships in the employ of the notorious pirate Dorok Zalaster, and during the battle Avery experienced a period of 'missing time'. Seemingly instantaneously (though actually a day later, as it turned out), Avery found himself back at the quarry, custodian of a strange, finger-shaped, seemingly alien jewel, and pursued by two of his superiors. A violent chase erupted, ending with Avery's pursuers dead and he himself a fugitive.

Avery soon came across the Wookiee Grakkata, and the pair became fast friends. After helping his new ally repair her ship, Avery, with strange jewel in tow, joined the Wookiee female as a crewman on her ship, and left his world to see what adventure awaited him among the stars.

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Avery Kranzt (as of Episode XXV - Tale's End)
Type:
smuggler, adventurer
DEXTERITY 4D
blaster 5D, blaster: blaster rifle 8D, brawling parry 4D+1, dodge 5D, thrown weapons: Binoshi vibroglaive 6D
KNOWLEDGE 2D
bureaucracy: commerce 3D, languages 2D+1, survival 3D, willpower 3D, willpower: Terataphobia 3D
MECHANICAL 2D
starfighter piloting 5D, starship shields 2D+1, starship gunnery: laser cannon 5D, starship gunnery: ion cannon 2D+2, starship gunnery: proton torpedo 2D+2, starship gunnery: triple blaster 3D
PERCEPTION 3D
command 4D, command: Pike Squadron 4D, con: disguise 3D+1, hide 3D+1, persuasion: flirt 4D, sneak: forest 5D, sneak: urban 5D
STRENGTH 4D
brawling: martial arts 5D, stamina: Trandoshan mead 4D+1
TECHNICAL 3D
computer programming/repair 5D, demolitions 4D, first aid 4D
Force points:
5
Character points:
13
Move:
10
Equipment:
Binoshi vibroglaive, modified Herloss HBt-4 hunting rifle (6D+1), Y-wing starfighter (Pike Leader), flight suit.

Binoshi Assassins

Few beings in the galaxy have ever heard of, let alone seen, a Binoshi Assassin. This is because, if one sees a Binoshi, it is probably because the assassin is coming after them. Very few targets of these fearsome trackers have ever survived to tell the tale.

It is not known where the Binoshi come from, or why they have chosen to devote their lives to their particular unsavory line of work. It is presumable that, on the Binoshi homeworld, there are beings of this species engaged in other professions. However, due to the Imperial rollbacks in galactic exploration, this world has not yet been uncovered. Given the Binoshi's lack of any space travel skills, however, it can be assumed that these deadly assassins were brought to the galactic community by some forgotten individual or organization, for reasons unknown. 

The Binoshi are not large beings (approximately 1.5 meters tall), and seem disproportionately thin for their size. This appearance is deceptive, however, for the Binoshi are strong enough to hold their own against larger beings. Their hair, completely white, hangs in thick, unruly clumps around their bluish faces. Apart from this the Binoshi are completely hairless, lacking even eyebrows. Because of this, and their lack of much physical definition, it can be difficult at first to tell the Binoshi females from the males.

The Binoshi uniform is always the same. A drab, tight black jumpsuit covers their bodies, and they always appear, curiously, without footwear of any kind (it is suspected that regular boots might interfere with the Binoshi's impressive coordination). A dull, gold belt hangs around their waists, upon which rests the warrior's fearsome Binoshi vibroglaive

Binoshi are never seen speaking to one another, or anyone else, though it makes sense that they must communicate with their employers, somehow. They do, however make noise when commanding their trained Almaran Bloodflies, in the form of simple whistles and chirps. Apart from this, the Binoshi never seem to make noise of any kind, even when in extreme pain.

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Binoshi Assassins
Type: Binoshi Assassin
DEXTERITY: 3D
brawling parry 6D, dodge 7D, grenade 4D+1, melee combat 5D+1, running 6D, thrown weapons: vibroglaive 6D+1
KNOWLEDGE: 1D
survival 2D+2
MECHANICAL:
1D
beast riding 5D, ground vehicle operation 4D, hover vehicle operation 3D+2, repulsorlift operation 5D, swoop operation 4D+1
PERCEPTION: 3D
command: Almaran bloodflies 5D+2, command: Binoshi 7D, hide 9D+1, search 6D, sneak 8D+2
STRENGTH: 3D
brawling 6D, climbing/jumping 5D+2, swimming 5D+1
TECHNICAL: 1D
computer programming/repair 6D+1, first aid 5D+2, security 6D+1
Force points: 1
Dark side points: 2
Character points: 7
Move: 11
Equipment: Binoshi vibroglaive (STR+2D+1), hold-out blaster (3D), grenade.

Note: In a game of West End's Star Wars Miniatures Battles, Binoshi Assassins may not be played as regular squads - these characters may appear as Heroes only.

Boss Kaggle

The premier crime boss on Lanthrym, Boss Kaggle has earned his formidable reputation through a combination of tenacity, ruthlessness, deception and command skills. Starting out as a petty thief in Capital City, Kaggle often found himself in the company of simpleminded thugs, layabouts and ne'er-do-wells: people of the type most individuals would have described as a tragic waste. Young Kaggle, on the other hand, viewed these ruffians as a valuable, untapped resource. Soon, the little alien was bossing these beings around, and organizing more daring raids and heists. As their successes mounted, Kaggle was approached by other street bandits, eager to work their way into such a successful group. Security specialists, forgers, black marketeers, and a healthy helping of the always-valuable brawling thug came to the little alien for employment, who delighted in being able to pick his own team, and assemble the most fearsome criminal gang in town.

Of course, there were sometimes problems. Due to his diminutive size, Kaggle was often picked on, his authority challenged on plenty of occasions. Would-be gang leaders only tried this once, however - for the Boss had a ferocious temper, and a terrifying, alternate physical form to match it.

A member of the Dazouri species, Boss Kaggle, when provoked, would transform into a giant, mindless, rampaging killing machine. Any people trying to oust the little being from his position and take over the operation were in for a sobering surprise, and were lucky if they escaped with their lives. The Boss's other underlings quickly accepted that Boss Kaggle was here to stay, and set about doing their best to keep him happy.

Today, Boss Kaggle is the undisputed underworld king of the planet, and is doing his best to expand his reach to encompass the entire sector. He has agents working on some of the neighboring worlds, but is mostly interested in getting a piece of the space lanes between each of the planets of the sector. His first step has been to amass his own modest pirate fleet, comprised of a command ship, the Mighty Kaggle, and eight support craft. It was the second step that proved more difficult.

If Kaggle was going to become the biggest pirate lord in Elrood sector, then that meant taking out Dorok Zalaster, who already held that title, and Grakkata, a Wookiee up-and-comer of considerable reputation. Aware that these two individuals already hated each other, and having just been informed about an ill-defended Imperial cargo hauler making its way through the sector, Kaggle plotted a fiendish scheme that, he hoped, might have the two pirates do his own dirty work for him. Through pure chance, he was able to meet with Grakkata and her crew, and hired them to hit the Imperial ship. Then, through his numerous contacts throughout the sector, Kaggle was able to let the same information fall into the lap of Dorok Zalaster, who was never one to pass up an easy mark. Both pirates converged on the ship, Grakkata's vessel the Treespirit unfortunately escaping before much harm could be done to either side.

Not wanting to abandon such a beautiful plan, Boss Kaggle hired Grakkata to attack a Thalassian slave ship, which existed only in his own imagination. Using the same ruse, he allowed Zalaster to be given the same bogus information, and sure enough, the two pirates converged on one another. Faced with The Last Thing and all five of Dorok's scout ships, there appeared little hope for the Treespirit. Boss Kaggle, in his own ship, raced through hyperspace with two priorities on his mind: to see who had emerged victorious in the battle, and to eliminate them.

However, as often happens, his vessel reached the area too soon. The Mighty Kaggle dropped out of hyperspace before a single shot had been fired between the pirates, and instead of leaving the area before he could be identified, Kaggle became impatient and ordered his smaller craft to attack. It was a foolish response, paid for by the little Dazouri's loss of three of the four 'Kaggle fighters' he'd brought with him, at the hands of all the pirate ships combined.

Enraged and at his wit's end, Kaggle decided (after nearly killing the Treespirit crew in a rampage back at his office), that if he couldn't get rid of the pirates, he could perhaps work out a truce with one of the sides. Grakkata and her fellows grudgingly agreed, looking forward to the bigger contracts the Boss would be able to provide. And leaving Boss Kaggle, never one to throw away a valuable resource, looking forward to having such a tough, effective crew as part of his 'talent roster'.

Boss Kaggle's original entry can be found on page 112 of The Star Wars Planets Collection by West End Games.

Deladra Hessist

One of the most well-known smugglers in Elrood sector would have to be Deladra Hessist. An alien of uncertain parentage, Deladra's career began when she ran away from a fairly prestigious university in the galactic core. A close school chum named Dami had recently been given a light freighter as a reward for her good grades, and the pair set off in search of an exciting life of smuggling cargoes, and to escape the world of dry academics.

After a long series of betrayals and bum deals, the pair found themselves beached in the very unglamorous Elrood sector, their pockets empty and their ship dangerously lacking in consumables. The disillusioned young women limped their way to Lanthrym, winding up in the filth of Capital City. It wasn't long before the pair were discovered by agents of Dorok Zalaster, and were kidnapped and delivered to the pirate lord.

Dorok was pleased with the look of them, and announced his intention to sell them to a band of slavers that had recently entered the area. Angry and desperate, Dami and Deladra viciously attacked their captors, and a violent firefight erupted. Deladra was able to narrowly escape out a broken window, but her good friend was not so lucky - Dami lay behind, killed by a blaster wound delivered by one of Dorok's men.

Now completely alone, Deladra was left with little choice but to turn her tragedy around. She set herself to the task of succeeding where she and Dami had failed, and making a career for herself in Elrood sector. She quickly gained a reputation as a capable cargo hauler, and one not to be trifled with, at that. Numerous altercations with other members of her trade made it clear that this was a woman who could give as good as she got, and then some.

It was by pure luck that Deladra happened to be on Kidron when news of Dorok's downfall came. Asking around, she discovered who was responsible for the pirate's death, and quickly introduced herself to young Avery Kranzt. At the moment, Deladra is trying to decide if her attraction to the handsome human is legitimate, or if it springs from her hatred for the late Dorok Zalaster...

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Deladra Hessist (as of Episode XXV - Tale's End)
Type: Fun lovin' smuggler
DEXTERITY 4D
blaster 6D, dodge 5D, running 5D
KNOWLEDGE 3D
planetary systems: Elrood sector 5D, survival 5D+1, cultures 6D
MECHANICAL 4D
beast riding 5D, space transports 5D+1, space transports: Ghtroc 720 6D, starship gunnery 5D+1
PERCEPTION 3D
gambling 5D, persuasion 4D+2
STRENGTH 2D
brawling 3D+1, stamina 4D
TECHNICAL 2D
computer programming/repair 4D+1, space transports repair 4D+2
Force points: 1
Character points: 13
Move: 10
Equipment: blaster pistol (4D), blast vest (+1D physical, +1 energy).

Dorok Zalaster

No name has struck more fear into the hearts of freighter crews in Elrood sector than that of Dorok Zalaster. This fearsome pirate has been responsible for more death, destruction and loss than all of the other pirates in Elrood sector combined. He's vicious, unscrupulous, devious, heartless, and is now, thankfully, dead.

In fact, only a criminal of Dorok's cunning could have orchestrated his own demise so effectively. In an ironic twist, Dorok's end came about because of his involvement in what he perceived to be an 'honest deal'. 

When his vessel, The Last Thing, was captured by the Imperial Star Destroyer Thunderflare in the Merisee system, Zalaster was escorted to a secret meeting with her Captain, Tanda Pryll. Pryll told Zalaster of a vessel, Treespirit, which had escaped the Bodrin system under fire, carrying what she believed to be an important archeological artifact of some kind. Aware that Dorok's formidable spy network would be a lot more likely to find the craft than she would, Pryll proposed that Zalaster locate and capture the Treespirit, steal the artifact (even she didn't seem to know quite what it was), and deliver it to her. In return, the Thunderflare would turn a blind eye to all of Dorok's dealings in the sector. 

It was a deal too juicy to pass up. Dorok had his own reasons to want Treespirit and her captain, Grakkata, out of the way, and the promise of Imperial disinterest in his affairs only served to sweeten the pot. Visions of captured passenger liners dancing in his head, Zalaster left the Thunderflare and returned to his home base on Lanthrym to concoct a plan.

Surprisingly, upon his return to Deadsville, Dorok found that his plan had been made for him. Through his spy network, Dorok learned that Grakkata the Wookiee, his number one nemesis, had been killed by his own Binoshi Assassins, who'd been working in the employ of Imperial Mining Ltd. at the time. Now, locating the Treespirit wasn't even an issue. Zalaster could, through the spy network, send a taunting message to the vessel's remaining crew, and let them come to him for vengeance. 

Grakkata's naive friends took the bait, and soon arrived at Zalaster's base as expected. What the pirate lord didn't expect, however, was that they would arrive in the company of thirty-one angry, salt addicted Arcona, bent on getting revenge on the man whose agents had hooked them in the first place. The enraged aliens attacked his men with terrifying ferocity, and Dorok fled the planet in The Last Thing, with only a handful of surviving cronies in tow. 

Retreating to Korad to lick his wounds, Zalaster was surprised to eventually see a Ghtroc 720 named Freespirit appear on his sensor sweeps. Dorok was, naturally, not fooled by the name. Whoever had told them where he could likely be found, there was not a doubt in Dorok's mind that the crew of the descending craft were the same individuals who had chased him out of Deadsville. Locking The Last Thing up tightly, Zalaster and his men shot off across the landscape in a speeder, taking a roundabout route to the Freespirit.

Arriving there, they found the craft deserted, its crew obviously off investigating his own ship. His men had an easy time of breaking in, and a search of the vessel revealed (apart from two deactivated droids), a strange, alien finger shaped crystal, which seemed almost to glow with its own light. Confident that this was the very artifact his Imperial ally was looking for, Dorok sent a message to the Thunderflare via the Freespirit's subspace transceiver, then he and his men made ready to ambush the vessel's returning crew.

Avery, Itar and Resh walked right into the trap, and soon found themselves chained to a pile of burned out, rusted starships, awaiting their fates at the hands of Korad's gruesome wildlife. Meanwhile, Zalaster and his men sped back to The Last Thing, anticipating a meeting in orbit with the approaching Thunderflare. Unknown to Dorok, the Freespirit crew had managed to escape his trap, and two of them were able to stow away aboard his craft. 

When The Last Thing and Thunderflare met in orbit, Dorok triumphantly produced the strange crystal, showing it to Captain Pryll over the monitor. Unexpectedly, Pryll's demeanor turned instantly to ice, and she shut off the comm channel, ordering her vessel's turbolaser batteries to pound The Last Thing to slag. Enraged, Dorok began to order his crew to make calculations for hyperspace when he was confronted by young Avery Kranzt, brazenly demanding his jewel back. Given a solid target for his anger, Zalaster rolled up his sleeves, intent on beating the young man to death. The pair fought brutally, while Resh, the other stowaway, took on any other pirates who weren't already busy trying to keep the ship from cracking up around them. 

Ultimately, it was a punch from Avery that could only have been guided by The Force itself that ended the fight. Dorok was killed by the force of that punch, and moments later The Last Thing was completely destroyed by the Thunderflare's turbolasers. Avery and Resh were able to abandon the vessel in an escape pod and, thanks to a timely rescue by Itar in the Freespirit, all were able to escape the Star Destroyer unharmed.

All told, the pirate empire of Dorok Zalaster, which had taken over ten years to build, was destroyed in under forty eight hours.

Dorok Zalaster's original entry can be found on page 116 of The Star Wars Planets Collection by West End Games.

Grakkata

After three years of smuggling and piracy in Elrood sector, it became painfully clear to this Wookiee woman that, if she was going to survive to see prosperity, she was going to need a crew. One of the top placeholders on the Empire's most wanted list for the sector, and the hated rival of Dorok Zalaster and his pirate gang (not to mention being a free member of an enslaved species), time was clearly running out for Grakkata and her vessel, the Treespirit.

The first problem, of course, was the language barrier. Grakkata was able to solve this problem quite by accident, when a raid on an IML supply vessel produced, among its crew compliment, an RO series servant droid, politely asking to be spared in fluent Wookiee. Grakkata snatched the droid, designation RO-6, and kept the chrome, female-voiced robot in her employ, to aid the Wookiee in her dealings with other beings. 

Three such beings were the individuals Grakkata came to know as Avery Kranzt, Mirren Anjivar Resh, and Itar Grendling. Each was met through pure chance, though each turned out to be a perfect complement to the others, and to the Wookiee herself. Joined by the blasting droid LIN-D0T, Grakkata and her newly formed crew were now ready to face the dangers of Elrood sector, and to find their fortunes.

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Grakkata (as of Episode V - Six Degrees)
bowcaster 5D, dodge 4D+1, running 1D+2
starship shields 1D+2
brawling 7D, 
Character Points: 4
Equipment: 1763 credits

Grakkata's original entry can be found on page 113 of The Star Wars Planets Collection by West End Games.

Itar Grendling

When asked about his past, Itar Grendling might say something like, "Oh, I've flown around a bit, done a little cargo loading, you know...". However, the plain truth is that Itar had been working as a traveling shiphand for eleven years, since the age of seventeen. Perhaps it is just that humble nature that kept the young man employed in one of the bleakest, most thankless and cutthroat industries in the galaxy. Watching his contemporaries fight over lucrative hauls, fall victim to substance abuse, and resort to petty thievery, Itar Grendling was somehow able to keep his head above water, and to carve out an existence for himself among the stars. 

It is quite possible Itar might never have moved on to other paths, if not for his fateful haul aboard a transport bound for Elrood sector. The vessel quickly became lost among the Degan Gas Clouds, and attacked by agents of Dorok Zalaster, with whom the vessel's captain seemed to have some sort of history. The transport and her crew were put in jeopardy, and it came down to Itar, with the help of his new ally Grakkata, to bail them out. The young man performed admirably, saving the ship and leaving himself wondering if perhaps he weren't meant for better things. The Wookiee Grakkata seemed to be thinking along similar lines, and in short order Itar was asked to join the crew of the Treespirit. He accepted, eager for the chance to find his own place in the universe.

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Itar Grendling (as of Episode XXV - Tale's End)
Type:
smuggler, starship captain
DEXTERITY 3D
blaster 4D+1, blaster: blaster pistol 5D, dodge 5D, dodge: energy weapons 6D+1, melee combat: vibroblade 5D
KNOWLEDGE 2D
survival 3D
MECHANICAL 3D
astrogation 3D+1, astrogation: E-D Run 4D+1, space transports 4D, space transports: Ghtroc freighter 5D+1
PERCEPTION 3D
STRENGTH 4D
TECHNICAL 3D
droid repair 4D, droid repair: astromech 5D, first aid 4D, space transports repair 4D, space transports repair: Ghtroc freighter 6D, space transports repair: YT-1300 5D
Force points:
4
Character points:
0
Move:
10
Equipment:
blaster pistol (4D), vibroblade (STR+3D, max 6D), knife (STR+1D), legal owner of the Freespirit.

LIN-D0T (Dot)

Demolition droids have never been known for their dynamic personalities, and that droid commonly known as 'Dot' is certainly no exception. However, a conversation with the robot (by way of electronic translation - Dot is not capable of speaking Basic) would reveal that over sixty years in the quarries of Bodrin have given the domed mechanical his own philosophies on life:

  1. Sleep when you can - Dot is quite proud of his lengthy term of service with Elrood Quarry Corp., and attributes this longevity to his taking care to get plenty of rest. This behaviour has carried over to his new position among the Freespirit's crew; if left out of a discussion or activity for any length of time, Dot will promptly shut down to preserve energy, and to avoid the unpleasantness of idleness and inactivity (it will take one combat round to wake him - characters need only call out his name, or give him a good kick).

  2. Don't waste words - although Dot is an exceedingly friendly droid, he's not in the habit of shooting his mouth off - "leave that to the droids who're programmed that way", he'll reply, if asked. Often enough in the quarry, stumped workers would ask his advice about how best to approach a certain blasting situation, and by the time they got his advice translated they would have either figured it out for themselves or, worse yet, the translator droid would tell the workers that it had thought of the solution. Dot will keep his thoughts to himself until asked, whereupon he'll reply in his customary monotone drone, "Rrrr-hr-hrrr."

  3. Nice droids finish last - LIN-D0T understands intuitively that other droids are faster, smarter, taller, shinier, and friendlier than he. Dot doesn't mind playing second kloo horn to others, for he also understands that, if not treated with the simple courtesy and respect any droid deserves, he can also blast any offending robots to kingdom come. It's petty, but it's true... in Dot's own words, "You gotta be good at somethin'!"

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LIN-D0T (Dot) (as of Episode XXI - The Emissary)
Type: Demolition droid
DEXTERITY 1D
dodge 3D, running 4D, vehicle blasters 3D+1
KNOWLEDGE 1D
MECHANICAL 1D
PERCEPTION 3D
STRENGTH 6D
TECHNICAL 3D
demolition 5D
Equipped with:
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video recorder/projector

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dual tread locomotion

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fine manipulator arm

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cybot acoustic signaller (droid language only)

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armoured housing (STR+2D)

Force points: 1
Character points:
9
Move:
3

Mirren Anjivar Resh

The first thing people who meet Resh notice is his voice. The Gotal species enjoys a kind of limited telepathy, and have never relied on vocal inflection to communicate emotion, leaving their speaking voices dull and flat. Resh, the exception to the rule, never grew up in the company of others of his species, and so ended up adopting a sort of 'imitation' vocal lilt, which can be off-putting when first encountered.

An orphan, Resh was picked up off the streets of Capital City at the age of three by one Gren Vost, who cared for the young Gotal, and kept him out of harm's way. To this day, Resh has no real memories of who left him on the planet, or why.

Growing up, Resh learned much from the eccentric, middle aged Vost, who subtly coached the young orphan in the areas of meditation, visualization, and an obscure form of wizardry the older man called 'The Force'. Resh was able to gain some rudimentary ability in this area, but was never able to invest the hours required to become a full-time student. And Gren Vost, perpetually consumed by his readings of ancient texts and lore, never seemed able (or willing) to perform the role of full-time teacher. Resh worked long hours as a sensor operator at Capital City Port Control, paying all the living expenses, only occasionally assisted by the meager offerings Gren earned working the occasional odd jobs.

When Gren vanished one fateful day, the young Gotal was left with nothing but to join his new ally, the Wookiee Grakkata, and forge a career among the stars. He's never forgotten his past, however, and intends most of all to one day discover just what happened to the man who saved him from a life on the streets so long ago.

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Mirren Anjivar Resh (as of Episode XXV - Tale's End)
Type:
Gotal Force-student, smuggler
DEXTERITY 2D+2
blaster 4D+2, brawling parry 4D, dodge 4D, lightsaber 5D, melee parry 3D+1, running 3D
KNOWLEDGE 2D
languages: Sethscriba 3D, languages: Wookiee 2D+1, scholar 2D+1
MECHANICAL 2D
sensors 3D+1, starship shields 3D+1
PERCEPTION 2D+2*
bargain 5D, persuasion 3D+2
STRENGTH 3D
brawling 4D
TECHNICAL 2D
first aid 3D
Special abilities:
Energy sensitivity: +2D+1* search while hunting targets within 10 km in open areas, +1* in a crowd (1 km radius). In areas of intense radiation, -1 search.
Mood detection: when interacting with others, Resh makes a Moderate PER roll and applies result to all opposed PER rolls with that individual for the rest of the encounter: 

Roll misses difficulty by:

Penalty

6 or more

-3D

2-5

-2D

1

-1D

Roll beats difficulty by: 

Bonus

0-7

1D

8-14

2D

15 or more

3D

Fast initiative: while not suffering from radiation static, Resh receives a +1* initiative bonus vs. non-Gotal opponents.
Droid dislike: Resh suffers -1* to all PER-based rolls when within 3m of a droid.
Force Skills:
Control 5D, Sense 4D, Alter 3D+1
Force Powers: 
Control:
accelerate healing, concentration, control pain, enhance attribute, remain conscious
Sense: combat sense, danger sense, life detection, life sense, receptive telepathy, sense Force
Alter: injure/kill, telekinesis
Control and Alter: control another's pain, accelerate another's healing
Control and Sense: lightsaber combat, projective telepathy
* Resh's Perception and sensory-related special abilities have been reduced by -2 due to disfiguring wounds suffered at the hands of Marzo Doole. 
This character is Force-sensitive
Force points:
6
Dark Side points:
1
Character points:
12
Move:
10
Equipment:
lightsaber (5D).

Mr. Dast & Fabille

Possibly the strangest duo inhabiting Almar Upside, the forgery specialist Mr. Dast and his street connection Fabille are nonetheless two of the most successful entrepreneurs aboard the space station. A refugee from Derilyn, Mr. Dast (an alias) escaped that doomed world five years ago when it first fell into the iron grip of the Empire. Shaken by his experiences, the little techno-junkie developed a heavy stutter, which most of the few people he interacts with find maddening to listen to. Mr. Dast has elected to put his keen slicing and forgery skills to work fighting the empire, which he achieves by faking dummy ship's licenses and I.D.s for pirates who show an interest in targeting the Empire specifically.

Since Mr. Dast prefers to never leave the comforting confines of his computer lab, it became necessary for him to employ the unique talents of the layabout Bith Fabille. Fabille started out as a promising medical student, charmed into the study by the promise of great material wealth, with which he could buy the fancy fashions he covets. When these scholarly pursuits began to demand too much of the time he wanted to spend drinking and socializing, he left the world of medicine behind. Fabille's parents, enraged, cut the young Bith off from the families' coffers, and he then had little choice but to wander from spaceport to spaceport, always hunting for subsistence, luxury, and a good time. Avoiding regular employment at any cost, Fabille developed a reputation as having a keen ability to introduce 'A' to 'B', particularly in instances when the commodity sought after by 'A' was highly illegal. It was through these shady dealings that Fabille was able to meet Mr. Dast, and went to work for him, leading fugitives and renegades to his employer's hidden computer lab, deep within the bowels of Almar Upside.

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Mr. Dast
All stats are 2D except: bureaucracy: BoSS 6D+2, forgery 9D+2, computer programming/repair 7D+1. Move: 10. Datapad, comlink.

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Fabille
All stats are 2D except: dodge 4D, alien species 4D+2, streetwise 8D, con 3D+1, gambling 4D+2, first aid 6D, (A) medicine 1D+1. Move: 7. Hold-out blaster (3D), hypo, 10 doses Xanefredine, comlink, fancy clothes.

RO-6 (Arro-Six)

The life of an Imperial droid is a thankless existence. It's never easy being a droid in an organic's galaxy, of course, but it takes a special kind of mechanical to endure the unpleasantness that the average Imperial officer is famous for. The servant droid Arro-Six, after only one short year of active duty, proved herself to be just such a mechanical.

Arro began her career as hand servant to one of Imperial Mining Ltd's lower echelons, a Commander Ennistal. Ennistal was a bitter man, frustrated with his relatively insignificant position inside Imperial Mining, and with the company's 'invisible ceiling' that hampered his hopes of advancement. The droid Arro toiled away in the commander's office in Tekar (on Derilyn), performing admirably amid heaps of verbal abuse and the occasional angrily thrown projectile. She took all this in stride, however, although she did eventually adopt a slightly sarcastic tone in her speech patterns, which has been with the chrome droid ever since. 

Then one day, while Arro was monitoring Ennistal's itinerary for his morning briefing, opportunity presented itself in the form of a short memo. It appeared that IML had just been sent a large band of free Wookiees, to be employed as slave labour in the mines of Berea. The labour planet had its own security forces, of course, but it was thought by the upper officers that a droid who could speak Wookiee should be sent to the planet at once to monitor tapes of the slave's conversations. Arro, in her short life, had never spent any time in the company of the hairy brutes, but in her opinion, it seemed far preferable to time spent with the hairless brute whose company she was now forced to share. With a little imagination and some reprogramming, Arro altered the message to read that she herself had been specifically requested for the assignment. In addition to this, she had herself booked into the company's droid laboratories, where she would have herself reprogrammed with a general proficiency in the Wookiee language that afternoon, as ordered by Commander Ennistal. When the Commander finally arrived for work, hangover and surly, he found his office turned utterly upside down. Arro-Six simply held her palms in the air, and told him in her nasal voice, "Sorry, sir. Orders are orders!"

Of course, Arro (quite luckily) never made it to Berea. En route, her transport was attacked by a pirate vessel called the Treespirit, whose Wookiee commander was very pleased to come across a droid who could speak her language. The droid was more than happy to join Grakkata, the Wookiee woman, and the pair went on to become a very effective team. As far as Arro is concerned, it is a 'rags to riches' story, and she is thankful for the new arrangements every day... except when the pair visits the dingier spaceports. Quite often she's been grabbed by petty vagrants and thieves, whereupon the curious took place: Arro discovered she was able to override her programming, and deliver her attacker a good swift smack. Not enough to really hurt anyone, but certainly ample force to dissuade any would-be droidnapper.

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RO-6 (Arro-Six) (as of Episode XXII - Preparations)
Type: Servant droid
DEXTERITY 2D
dodge 3D
KNOWLEDGE 2D
business: Imperial Mining Ltd. 4D, languages 3D, languages: Wookiee 4D, scholar: cook 3D
MECHANICAL 1D
repulsorlift operation 4D, starship shields 4D
PERCEPTION 2D
STRENGTH 2D
brawling 3D+1
TECHNICAL 1D
computer programming/repair 4D, repulsorlift repair 3D, space transports repair 3D
Equipped with: 
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visual spectrum scanners

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vocabulator speech/sound system

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humanoid appendage configuration

Force points: 1
Character points:
6
Move:
9

Rote

Rote has been roaming the Galaxy for years, seeking out and enjoying all the fine things the myriad worlds he visits have to offer. An Amphibor, Rote, like the others of his species, abhors steady work of any kind, preferring simply to charm anything he needs off of the dozens of people he meets every day. He loves gambling (though he always makes sure to spend the money as fast as he wins it), fine wine, opulent surroundings, and beautiful women. Of course, Rote is not genetically compatible with any of the adoring women who seem to flock to him, but in his view, it's all just a part of 'living large'. Rote is always in a party mood, always talks loud and, strangely, never wears a shred of clothing.

When he tires of the cosmopolitan high life, Rote will sever all contacts with nary a word, and disappear to some secluded area in the wild for a period of rest and quiet reflection. This also is common among the Amphibors, who seem to need urban madness and peaceful isolation in equal doses. A Force-user, Rote uses these times to get back in touch with the Force in nature, and to hone his skills. Most recently, Rote has become master to the Gotal Force student Resh, and is dealing with the conflict of wanting to train this most promising student, while at the same time desiring to return to his life of lavish irresponsibility.

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Rote (as of Episode XVII - The Legend of Seppi Luasa)
Type: carefree Force-user
DEXTERITY 4D
dodge 7D+2, running 6D
KNOWLEDGE 4D
alien species 6D, cultures 5D+1, planetary systems 4D+2
MECHANICAL 1D
PERCEPTION 4D
persuasion 5D
STRENGTH 2D
climbing/jumping 6D+2, swimming 6D
TECHNICAL 1D
Special abilities:
Cute: Rote, like all Amphibors, is cute (through no choice of his own), and gains a +2D to all persuasion related rolls.
Skill bonus: Amphibors are adept climbers and swimmers, and may increase the skills climbing/jumping and swimming at 1/2 the normal character point cost.
Yell: Amphibors can yell at deafening levels, making it impossible for others nearby to concentrate on anything. While Rote is yelling, consult the table:

Distance from Rote: Action die penalty
0-2m -4D
4 -3D
6 -2D
10 -1D

Force Skills: Control 4D+1, sense 5D, Alter 3D+2
Force Powers:
Control: accelerate healing, concentration, control pain
Sense: danger sense, life detection, life sense, receptive telepathy, sense Force
Alter: telekinesis
Control and Sense: projective telepathy
Control and Alter: accelerate another's healing, control another's pain, transfer Force
Control, Sense and Alter: affect mind
This character is Force-sensitive
Force points:
4
Character points: 12
Move: 12
Equipment: none

Stav Pollos

Stav Pollos, a Meris, moved from Merisee to the planet Bodrin with his mother and uncle when he was just eight years old. While his guardians set up their own business in the form of the 'Faraway Places' candy store, Stav sought mischief and adventure in the streets and playgrounds of Bent with his new partner in crime, young Avery Kranzt.

The pair kept their friendship alive as they grew older, attending all the same classes and pursuing the same activities. When graduation time came, they gained employment in the town's Bodrite quarries, but soon became disenchanted with the job's tiresome predictability. On a lark, Stav secretly submitted their names to the local Elrood Quarry Corp. air defense training program, and (to Avery's complete surprise), both were accepted in short order.

But then, shortly before they'd gained their starfighter piloting certification, everything changed. Avery, wanted for murder by the town's administrators, had gone into hiding, aided by Stav's own generous offer of his family's cabin retreat, and his Cracian thumper 'Bella'. Stav returned to work at the quarry the next morning, and was strangely never questioned about his friend's disappearance. Returning home, he found that Bella had been returned, but Avery was nowhere to be found. The young Meris then had no choice but to keep living his life as he'd always known it, and to hope that one day, he and his old friend Avery Kranzt might cross paths again.

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Stav Pollos (as of Episode XXIII - The Battle of Derilyn)
Type:
Meris pilot
DEXTERITY 3D
brawling parry 4D, dodge 4D+1
KNOWLEDGE 2D
agriculture 2D, weather prediction 2D
MECHANICAL 4D
beast riding: Cracian thumper 5D, starfighter piloting: Z-95 5D+1
PERCEPTION 3D
STRENGTH 3D
brawling 4D
TECHNICAL 3D
first aid 5D, (A) medicine 1D, starfighter repair: Z-95 3D+2
Special abilities:
Medicine focus: this skill advances at one-half the normal character point cost.
Stealth: +2D bonus when using sneak.
This character is Force-sensitive
Force points:
2
Character points:
1
Move:
19
Equipment:
2,700 credits in savings, Cracian thumper 'Bella'.

Tegok

Soft spoken and mysterious, the Arcona Tegok is one of those beings who, quite by accident, became a reluctant leader of men. 

Tegok first came to Lanthrym years ago to work in Capital City's questionable legal system. Frustrated by the corruption and deceit he found there, the stalwart alien worked long hours to 'clean up' the courts, and was, quite naturally, met with little assistance. Eventually, his own job became in jeopardy, and his office was vandalized on more than one occasion. 

Making matters worse, Tegok had also recently become aware of the Arcona population around town, most of whom had fallen prey to the species' most dangerous of addictions - salt. The compassionate alien lent whatever aid he could, be it money, food, or emotional support, and soon even began to take the unfortunate souls in at his apartment. But of course, it couldn't last forever.

Arriving to work one morning, Tegok was met with the unhappy news that he'd been fired on the grounds of some forgotten, bogus charge. Mere days later, he was evicted from his apartment, his landlord not too happy about the 'alien junkies' Tegok had invited into the building. Suddenly on the street, Tegok had no choice but to attend to his flock full-time, and try to find a way to get them all off-planet, away from Dorok Zalaster's salt pushers. 

Of course, the way came in the form of the crew of the Freespirit. Their words of inspiration, coupled with Tegok's belief in their cause, compelled the desperate beings to rise up and take the fight to their oppressors. The rest, as they say, is history.

Today, Tegok's band reside on Kidron, in the High City of Refuge. They are gainfully employed, and recovering nicely. Tegok himself has since been given a seat on the City High Council, where he has found its policies of honesty and fair punishment most refreshing.

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Tegok
Type: Arcona Wiseman
DEXTERITY 2D
dodge 4D, melee combat 3D, melee parry 4D+1
KNOWLEDGE 2D
alien species 5D, law enforcement 6D
MECHANICAL 1D+1
PERCEPTION 3D
bargain 4D+2, persuasion 4D, willpower 5D+1
STRENGTH 2D+1
brawling 3D+1
TECHNICAL 1D
droid repair 3D+2
Special Abilities:
senses: Arcona are nearsighted (+10 to difficulty for sight related tasks at distances greater than 15 meters), but are very aware of happenings at short range (+1D to all Perception rolls within 15 meters, having to do with movement, heat or smell).
thick hide:
+1D to Strength to resist physical damage.
talons:
+1D to climbing, digging, or Strength damage in a brawling attack.
salt weakness:
If salt is consumed, Tegok must make a Very Difficult willpower roll to avoid addiction. If addicted, he must ingest 25 grams of salt per day or suffer -1D to all actions.
Force points:
5
Character points:
14
Move:
8
Equipment:
datapad, staff (STR+1D).

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