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From the smallest items of food and drink, to the largest
pieces of gear, here are a selection of items found in Elrood sector, and
beyond...
There
are few sounds more frightening than the shriek of an incoming Binoshi
vibroglaive. Thankfully, these fearsome weapons are rare enough that not many
have been faced with them. Fewer still have faced them and survived.
The primary weapon of the mysterious Binoshi
Assassins, the vibroglaive is made of a five-pronged gold metal centre, from
which spring five fearsome blades of razor-sharp steel. At the touch of a
button, the blades emerge, and the tiny vibration and repulsor systems are
engaged (it is these systems which give the spinning vibroglaive its
hair-raising screaming sound). Once thrown, the vibroglaive, if it actually
misses its target, will return to its owner. This is only partially dependant on
skill, however. For though the Binoshi are skilled combatants, the vibroglaive
is aided in its flight by a tiny, primitive guidance system. As long as the
vibroglaive is thrown with at least some rudimentary skill, it will find its way
back to its owner, even if he or she is moving. This, of course, gives rise to
the problem of actually catching the vibroglaive. The Binoshi experts
seem to have no problem with this, however.
Extremely rare in the galaxy, these vibroglaives have only
been seen employed by their Binoshi owners, themselves an extremely rare sight.
Given what little is known of the Binoshi, it is likely that a being from any
other species seen carrying one of their vibroglaives would not be allowed to
live for long.
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Binoshi Vibroglaive
Model: Ceremonial Binoshi
vibroglaive
Type: ranged vibroweapon
Scale: character
Skill: thrown weapons: vibroglaive
Cost: not available for sale
Availability: 4
Range: 2-10/30/60
Damage: STR+2D+1
Game Notes: If the vibroglaive misses its target, it will return to its
owner. The owner may then either catch it (Difficult thrown weapons
check), or dodge (with the difficulty equaling the attack roll).
Both of these choices are defensive actions, and need not be declared at the
beginning of the round. Failure in either one of these events means the
thrower is hit by his own vibroglaive, and takes full damage. If the owner
misses his target by ten or more, the vibroglaive doesn't return - use the
grenade deviation rules on page 92 of The Star Wars Roleplaying Game, Second
Edition - Revised and Expanded to see where it lands. If thrown from a
quickly moving surface, the vibroglaive will not return. |
Most often, people with extraordinarily high skills and aptitudes put their
proficiencies to work to better themselves, their community, or their
environment. There are those few others, meanwhile, who dedicate their
particular talents and abilities to making life miserable for everyone else. Such
is the case with "Killjoy", an appropriately-nicknamed renegade
technician who makes his home somewhere in the Outer Rim. Few have met this
mysterious individual, or even know to what species he belongs. Many, however,
have felt the sting of his particular brand of genius. Killjoy has dedicated his
life to the invention and construction of sabotage devices, for use in many
industries, and many walks of life. His pride in his work is made evident by all
of his creations actually sporting the Killjoy logo, laser-engraved by the
villainous person himself. The most famous (and most widely used) of
his devices is a particular hyperdrive disruptor, small enough to be easily
concealed and yet powerful enough to halt the light drives of any space
transport. The device works by lowering power to the hyperdrives sometime after
their activation, and concurrently sending messages to the vessel's hyperdrive
computer that there is absolutely nothing amiss. The affected ship will
gradually begin slowing down, ultimately dropping back to realspace. Quite
often, the vessel's crew will realize something is amiss before this happens,
when it becomes clear their ship is hours (or even days) overdue to its
destination.
Killjoys are a hot black-market item, and can be found in many shadowports
around the galaxy. Though most types of Killjoys are good only for a single use,
many people find they are worth it, for the sheer delight of having their
enemies find a device with the Killjoy logo, and realize they've been had.
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Killjoy
Model: Killjoy hyperdrive disruptor
Type: light-speed drive sabotage device
Skill: space transports repair
Cost: 600
Availability: 2, X
Game Notes: This particular brand of Killjoy attaches to the hyperdrive
components of any space transport (not starfighters or capital ships). The saboteur
must have access to the inside of the target vessel (and a couple of minutes
to work undisturbed) to apply this device. Roll on the chart below:
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Space Transports Repair roll:
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Killjoy effect:
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Very Easy
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malfunction, Killjoy destroyed
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Easy
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incorrect hookup, try again
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Moderate
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travel time increased by 25%
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Difficult
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travel time increased by 50%
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Very Difficult
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travel time increased by 75%
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Heroic
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travel time increased by 100%
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This device is but one of many designed by Killjoy -
Gamemasters are encouraged to invent their own variety of Killjoys, and
perhaps even find a place for this nefarious individual in their own
campaign...
Short for Laser Dispersal System, the LDS is a very
expensive, yet very effective security measure employed by some corporations and
wealthy individuals around the galaxy.
The system involves a number of small projectors which emit
an energy that, when present in sufficient quantities, will dilute and nullify
blaster bolts. This energy is detectable, in the form of a tell-tale yellowish
glow that can be detected if one looks closely enough.
The LDS is effective in enclosed areas, and is normally
employed only in small offices and chambers - its high price making the system
impractical for use in larger areas.
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LDS
Model: Kragthorn Securities J-405 LDS
Type: Fixed-Position Laser Dispersal System
Cost: 350 per cubic meter, per D (see below)
Availability: 2
Game Notes: The LDS diffuses blaster bolts, reducing their energy to
regular light. This is accomplished through the use of numerous projectors
attached to the walls, ceiling and floor of the area covered (most often,
the LDS is built into the room itself, so that these projectors need not be
visible). The LDS has a STR to resist damage of 1D-5D, depending on what the
system's owner paid for. When shots are fired within its area of effect, use
the cover rules on page 93 of The Star Wars Roleplaying Game, Second
Edition - Revised and Expanded to see how much of the shot's damage is
absorbed - the rest of the damage is absorbed by the target. The yellow
light that is a byproduct of this system can be seen with a successful
Difficult search roll, or a Moderate roll if the characters are
actively searching for an LDS. |
Banned during the era of the Old Republic for its highly
dangerous properties, the 'amnesia drug' Xanefredine can still be found employed
by the various shady organizations who benefit most from its use.
This drug comes in two solutions. The first, Xanefredine 'A',
is introduced into a being's bloodstream via a standard hypo. If applied in the
proper dose, the patient is scarcely aware that anything has happened at all. Up
to thirty minutes later, a dose of Xanefredine 'B' can be applied. When this
happens (and again, if the dose is correct), the patient loses all memory of the
events that took place between the application of solutions 'A' and 'B'.
Though this drug is certainly effective, it has sadly killed
more beings than not, in the hands of medics insufficiently trained in its
use.
 | Xanefredine
Model: Swinto, Inc. Laboratories
- Xanefredine
Type: 2 stage amnesia drug
Cost: 250 credits per 'A' and 'B' combined dose
Availability: 4, X
Game Notes: A successful application of the 'A' and 'B' doses of
Xanefredine will render a patient incapable of remembering any events that
took place between them. To use, the medic first must try and guess the
patient's stamina skill, so that he may apply the correct number of
doses. A Moderate first aid roll is required, modified by the following
factors: if the patient is of a similar, but different species (e.g. a
fellow humanoid), add 5 to the difficulty. If the patient is of a radically
different species, add 10 or more. Consult the table below.
| first aid roll
equals or beats difficulty |
dose = patient's Stamina |
| first aid roll
misses difficulty by 1-5 |
dose = patient's Stamina
+1D |
| first aid roll
misses difficulty by 6 or more |
dose = patient's Stamina
+2D |
The GM should not reveal to the player if
he made the difficulty or not - simply tell the medic player how many dice
to roll to apply the 'A' solution. The GM then rolls opposing dice for the
stamina of the patient. If the dose 'beats' the patient's stamina, the
solution works but the patient must consult the damage table. If the
patient's stamina 'beats' the dose, the solution is applied properly, with
no ill effects. If the patient's stamina beats the dose by 10 or more, the
Xanefredine has no effect. Of course, if the patient suffers no damage,
neither he nor the medic will be aware if the dose worked, or not. Only upon
application of the 'B' solution will it be revealed if the Xanefredine had
its desired effect. Only this time, the medic may simply decide what size
dose to give the patient, based in his reaction to the 'A' solution. If the
'B' solution isn't introduced within thirty minutes, the 'A' solution will
dissipate and leave the patient unharmed.
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