| Display a Printer Friendly Version Escape to Garos IV [comments:(2),
views:(13965), rating:(9.5)] Author: Rodney Thompson Homepage: http://www.starwars-rpg.net/swrpgdatabase/index.html System: Star Wars Type: Scenario Category: Science Fiction Requirements: This module was specifically crafted for a single player and the GM. While it can be adapted for multiple players, it is written in a very specific style. It does come with a good bit of source material, and is an excellent way for a novice player, or GM, to get acquainted with the system.
Escape to Garos IV
Author's Preface
When I first started getting
into the Star Wars Rolepleaying game, I only had one player to
test my GMing skills on. This adventure is designed for any Jedi
character, though the one with whom I test ran this game was a
Minor Jedi. You'll also notice that this adventure uses planets
found in the Star Wars Adventure Journal, and also a rather well
known Imperial from Galaxy Guide 9: Fragments from the Rim.
Anyone with a really sharp eye will notice that the adventure
takes these prefabricated planets and totally messes with their
continuity. I just used them because the names sound the same.
Oh yeah, and the main bad guy might be a little out of
character, because I didn't have Galaxy Guide 9 when I
wrote the adventure. Here's the first of my "home grown"
adventures. Use it if you like. Fix it if it needs it. Just give
me credit if you make money off of it. Thanks!
-Rodney H. Thompson II
Adventure Background
Within the last few months, the remains of the Empire have
slowly been pushed further and further into the Core Worlds,
giving up whole systems with each retreat. The New Republic has
been successful thus far in preventing unnecessary destruction,
but recently the Empire has taken to destroying anything and
everything as it pulls out of a planetary system. The New
Republics most recent target is the Garos System, one of
the few worlds remaining under Imperial control not within the
Core. The fighting has not yet begun, but the storm clouds are
rolling over the horizon. Even now New Republic agents are being
placed on the primary planets, Garos IV and the planet Garqi in an adjacent
system. However, the Jedi, for whom this adventure was written,
does not know of the impending New Republic invasion. And the
Empire has not yet abandoned its Jedi hunting policies....
Begin the adventure by reading this aloud to the player:
"The Galactic Civil War is over, and the remnants
of the Empire continue to retreat further and further into the
Core. On the planet Garqui, however, the Empire retains its
forceful control of the citizens. On Garos IV, Imperial Rule
has yet to slacken; if anything, their iron grip has tightened in
light of the Empires major losses. Here on Garqi, most
of the Imperial presence is being transferred to Garos IV,
leaving scarcer defenses here. It is here that our story opens..."
Episode I: Escape
from Imperial Oppression
The adventure opens on the streets of Peskda, Garqis
largest spaceport and capital city. The character is heading for
the seedier side of the spaceport in hopes of finding
transportation offworld. What the player does not know is that
the Empire has already noticed her and has a substantial price on
her head. In fact, a group of Stormtroopers has landed and docked
in Docking Bay 3, waiting for the character to arrive. GMs
Note: If at any time the character should draw her lightsaber,
automatically subtract 1 from the characters sneak rolls
for the rest of the Episode. Read the following aloud to the
player:
"After having a brush with Imperial authorities,
you have decided to try to find transportation offworld. Since
the commercial transports are rather expensive, and also
controlled by the Empire, you have chosen to try to find passage
with one of the more freelance vessels in the spaceport. As you
head towards the less reputable side of town, you notice
that the Imperial presence diminishes, and the population seems
to grow rougher. You would be advised to watch your back, not
only for the Imperials, but also from
the criminals in this part of the port."
If necessary, give the player
a map of this section of town, opening up his options
Map Key:
A, B, C: Various Shops selling legal and, on occasion, not so
legal wares(all curiously closed at the moment)
D: Main Spaceport Landing Pad
E: Docking Bay 1
F: Docking Bay 2
G: Docking Bay 3
H: Hidden Compartment Cantina
Red Lines: Roads
Should the character choose to visit Docking Bay 2 (the
one nearest to the entrance of the seedy side of town), she
enters to find a ship sitting seemingly empty. The ship is a
light freighter called the Barnburner owned by a smuggler
in the nearby cantina. Its locked up tight, and no one
appears to be around. However, should the character make a
Moderate Perception roll, she will notice that there are
numerous cameras throughout the docking bay. These cameras are
part of the spaceports security system, though no one
monitors them any more. Essentially they remain in place in order
to scare of small-time ship thieves and cargo stealers.
Should the character decide to break into the ship and
steal it, alarms go off all over the docking bay, alerting the
local authorities. The character must either fight his way out,
or roll a Moderate hide roll, or a Difficult sneak
roll to escape capture.
Spaceport Guards (3):
All stats 1D+2 except: Dexterity 3D+2, blaster 5D+2, Knowledge
1D+1, Strength 3D, brawling 4D, Technical 2D+2, law enforcement:Peskda
Spaceport3D. Move: 10. Blaster pistol (4D), Macrobinoculars (+1D
to search greater than 50 meters), comlink.
Should the character choose Docking Bay 3, she will
discover that the door is locked and will not respond to any
password or code she can provide. An Easy Perception roll
reveals that there are muffled voices, some sounding almost
electronic, and the whine of repulsorlifts coming from the other
side. If the character manages to get inside somehow, she finds a
Sentinel-class
Landing Shuttle and ten Imperial
Stormtroopers, led by a single officer. These are part of a unit
which is being transported up to the single Star Destroyer in the
vicinity, the Upon sighting the character, the Stormtroopers open
fire upon the character and the officer rushes aboard the shuttle.
There is no way that the character can get deeper into the
docking bay without being shot, and can escape down the alley
with an Easy sneak roll.
If the character decides to visit the Cantina, she will
see a variety of patrons, mostly human but with a few aliens
scattered within the crowd. Here she can try to seek out the
owner of the Barnburner, who refuses her passage no matter
what. If she tries to pressure the captain into giving her a ride,
he storms out of the bar and goes straight to the Imperials in
Docking Bay 3. From here, several Stormtroopers barge into the
bar, demanding that the character step forward. A Moderate sneak
roll lets the character make it outside without being noticed.
If the character drops the argument after the first
refusal, she will draw the attention of a would-be bounty hunter
working for the Imperials. A Moderate Perception roll lets
the character notice the bounty hunter. If the character should
fail this roll and attempt to exit, the bounty hunter makes his
move and attacks just as the character is leaving. If the
character notices the bounty hunter, she can either approach the
hunter (who immediately starts a fight) or she can actively try
to sneak out by making a Difficult sneak roll.
Novice Bounty Hunter:
All stats are 2D except: blaster 3D+2, dodge 3D+1, melee
combat 3D+1, survival 2D+1, investigation 3D, sneak 3D, brawling
3D+2. Move: 10. Protective vest (+2 physical, +1 energy),
heavy blaster pistol (5D), knife (STR+1D).
If the character chooses to visit Docking Bay 1, she will
discover a Privateer Corvette called the Night Storm guarded by several scruffy looking pirates. They
greet her warily but do not repel her immediately. These pirates are the characters best bet for getting off
the planet, and will gladly allow the character to tag along...if
she can provide something to pay for her passage. After haggling
for a while, they decide to let her ride, and usher the character
into the ship.
If the character makes it out into the street while being
pursued, several of the pirates from Docking Bay 1 will come to
the characters aid. Once inside Docking Bay 1, six Imperial
Stormtroopers burst in and begin shooting. After a brief
lightfight, the character and pirates board the ship and blast
off.
Imperial Stormtroopers
(6): All stats are 2D except: blaster 4D, brawling parry 4D,
dodge 4D, brawling 3D. Move: 10. Stormtrooper Armor (+2
physical, +1 energy, -1D to Dexterity related actions), blaster
rifle (5D), blaster pistol (4D).
Episode 2: Never
Trust a Man With a Gun to your Head
After having escaped Garqui, the Night Storm races
to escape the planetary gravity well created by the Garquis
only moon. This gives the planetary defense forces in the
vicinity, consisting of the Sentinel-class Landing Shuttle
and a pair of TIE Interceptors a chance to catch up. (Note: the
Interceptors are the only ones which actively try to disable the Night
Storm; the shuttle is too slow and weak to effectively attack,
so it leaves the dirty work to the Interceptors) The character
must help fend off the TIE Interceptors by either manning one of
the Quad Laser Cannons or taking up the communications/sensors
post. If the character makes a Modeate communications roll,
she can tell that there is other Imperial traffic in the area. If
she makes a Difficult sensors roll, she can determine
where that the signal is coming from behind the moon, and that it
is a capital ship.
While the TIE Interceptors and Sentinel-class
shuttle approach from the planet, the Imperial II-class
Star Destroyer, the Interrogator, emerges from behind
Garquis moon. As the Interceptors attempt to disable the
ship, the Interrogator tries to bring its tractor beams to
bear. The ship must survive for six rounds (the first round being
within Garquis atmosphere) without major systems
malfunction in order for the navicomputer to make the
calculations for the jump to lightspeed.
TIE Interceptors (2):
Starfighter, starfighter piloting: 6D, starship gunnery: 5D.
Maneuverability: 3D+2, Space: 11, Atmosphere 435, Hull: 3D, 4
Laser Cannons Fire Linked (Fire Arc: front, Skill: starship
gunnery, Fire Control: 3D, Space Range: 1-3/12/25, Atmosphere
Range: 100-300/1.2/2.5, Damage: 6D)
If the ship is captured by the Interrogator, skip
ahead to Episode Three. Otherwise, continue with this episode.
After escaping from Garqi, the captain of the ship tells
the character that Imperial strength is being diverted from Garqi
to Garos IV due to increasing pressure of the New Republic in
surrounding systems. The captain tells the character that rumor
has it that there is some sort of top secret mining project on
Garos IV which the Empire is keeping heavily guarded. If the
character drew her lightsaber in combat against the Stormtroopers
back at the docking bay, the captain warns her that the Empire
has a bounty on her head and that she should watch her step for
the next few weeks. He leads her back to her quarters, and
advises her to get some sleep. Next stop: Prexiar.
During the night, two pirates break into the characters
bunk and try to attack the character, hoping to collect the
bounty on the characters head. If the characters Perception
roll is higher than either of the pirates sneak
rolls, the character is alerted to their presence, and gains a
surprise advantage over the pirates. If her roll is lower than
both sneak rolls, then the pirates get the surprise
advantage over the characters.
Mutinous Pirates (2):
All stats are 2D except: Dexterity 3D+2, blaster 4D, dodge 4D,
melee combat 4D+2, melee parry 4D, Strength 3D+2, brawling 4D+2.
Move: 10. Vibro-knife (STR+1D), hold-out blaster (3D).
After a brief scuffle (lasting no fewer than three rounds),
the captain breaks up the fight. Should the character has
dispatched one or both of the pirates, the captain has the
character escorted to the bridge for the remainder of the journey.
If the character is wounded, she is escorted to the infirmary for
the remainder of the journey. Either way, the pirates who
attacked the character are sent to the brig (or the morgue if
appropriate).
If the character makes it to the bridge, then she gets a
firsthand look at what happens next. Only a few moments after
making it to the characters destination, warning klaxons
begin blaring all over the ship. With a loud moan and a violent
shudder, the ship is suddenly torn out of hyperspace. Ahead of
the ship lies two Imperial Star Destroyers, the Resolve
and the Interrogator, along with the Interdictor
Cruiser the Vengeance. The
captain, knowing he is hopelessly outmatched, doesnt even
bother to bring up his shields and surrenders peacefully. Soon,
the Night Storm lies within the belly of the Interrogator
Episode 3: The
Inquisition
Once the crew and passengers, including the character,
have been escorted to their cells within the Interrogators
brig, the character can take a moment to examine his surroundings.
The cell is small, even by Imperial standards, without windows,
only one single blast door, so thick that it sounds like a solid
wall when rapped on. Her lightsaber was taken from her when the
boarding party from the Interrogator came aboard, and all
that is in the room is a single bunk. However, with a Difficult Perception
roll, the character will discover a loose panel in the floor
where a small holdout blaster has been stashed.
After a few moments alone, the door opens, and in walks Imperial High
Inquisitor Tremayne. One of Lord
Vader's proteges, Tremayne's skill with the Dark Side of the
Force is easily felt as he enters the room. His legendary talent
for hunting down the Jedi Knights is well known, even among the
non-Jedi culture. Read the following to the character:
"As the door slides open, a tall man with
cybernetic enhancements over one half of his face enters without
flourish or sound. The man is easily recognizable as Imperial
High Inquisitor Tremayne, the famed hunter of the Jedi. After
looking you over for a moment, he speaks:
So, this is what has become of the Jedi, eh?
Didnt put up much of a fight. Oh well, less of a hassle, I
suppose."
In the middle of his speech, Tremaynes comlink
beeps, and he looks to the door. It slides open, and a minor
officer steps inside, whispering to Tremayne. A Very Difficult Perception
roll concludes that the young officer was informing Tremayne that
someone named Lord Brandl has arrived on the Judicator and
awaits Tremaynes return. With a nod, the junior officer is
dismissed, and Tremayne returns his attention to the character.
"Youre no Jedi, are you? Where did you get this
lightsaber? Been stealing from the Imperial Archives on Coruscant,
have you? You walk like someone from the Imperial City. Answer me!"
With this, Tremayne takes a step towards the character.
The hidden compartment in the floor falters and Tremayne slips,
his cybernetically enhanced foot catching on the hatch. The
characters lightsaber falls to the floor, inches from the
character.
If the character escapes, he finds he is not in the brig
at all, but in a compartment usually used as a closet just off
the main hangar. Across the way is a Lambda-class shuttle,
with the ramp lowered. However, guards on duty make the journey a
tough job. A Difficult sneak roll allows him to get on the
shuttle, where a single Imperial pilot sits in the cockpit. He
offers no resistance, and should the character not attack him, he
will pilot the ship out of the Star Destroyer down onto the
planet of Garos IV. Along the way, the pilot may attack the
character, or covertly signal for help. It takes a Difficult communications
roll to notice the distress signal.
At the landing pad, four Stormtroopers and an AT-ST await
the shuttle's arrival. The character has one of two options: he
can disguise himself as the pilot and the pilot as the Jedi, or
he can fight his way out. If he chooses the first, it takes a
Moderate disguise roll to fool the troopers. If he picks
the latter option, then he must kill at least three of the four
Stormtroopers, or find a way to destroy the AT-ST. Either one
will result in the Imperials falling back for reinforcements,
allowing for the character to escape.
AT-ST: Maneuverability:
1D, Move: 30, Body Strength: 3D, Twin Blaster Cannon (fire Arc:
Front, Skill: vehicle blasters, Fire Control: 1D, Range:
50-200/1/2, Damage: 4D), Concussion Grenade Launcher (Fire Arc:
Front, Skill: missile weapons: grenade launcher, Fire Control: 1D,
Range: 10-50/100/200, Damage: 3D).
The character then escapes
into a cantina on the opposite side of the street, not to be seen
again until the next adventure....
Award 3 character points for
completing the mission. As a bonus, award 2 character points for
each of the following: Defeating the bounty hunter, discovering a
way into Docking bay 2, destroying 1 TIE Interceptor, wounding
without killing 1 pirate, escaping the cell without killing
Tremayne, and disguising oneself as the pilot.
Escape to Garos IV
Reference Page
Planets
Garqui (from Star Wars Adventure Journal #7)
| Type |
Terrestrial |
| Temperature |
Temperate |
| Atmosphere |
Type I (breathable) |
| Hydrosphere |
Moderate |
| Gravity |
Standard |
| Terrain |
Plains, Oceans, Hills |
| Length of Day |
29 Standard Hours |
| Length
of Year |
388 local days |
| Sapient Species |
Humans |
| Starport |
Standard class |
| Population |
800,000 |
| Planet Function |
Agricultural Colony |
| Government |
Imperial rule |
| Tech Level |
Space |
| Major Exports |
Foodstuffs |
| Major Imports |
Mid Technology, metals |
| Capsule |
Garqui is a very aveage, very
unimportant agricultural world which supplies foodstuffs
to its neighbor, Garos IV in one of the last remaining
Imperial systems outside of the Core. The colony is
officially ruled by an Imperial Governor, but Governor
Tadrin is seldom there. He entrusts the planet to the
military prefect, while he attends to business (or more
than likely is mourning the downfall of the Empire) on
some Core World resort. |
Garos IV (from The Best of the Star Wars Adventure Journal)
| Type |
Terrestrial |
| Temperature |
Temperate |
| Atmosphere |
Type I (breathable) |
| Hydrosphere |
Moderate |
| Gravity |
Standard |
| Terrain |
Forests, mountains, valleys |
| Length of Day |
25 standard hours |
| Length of Year |
382 local days |
| Sapient Species |
Humans |
| Starport |
2 Standard class, one Imperial
class |
| Population |
24 million |
| Planet Function |
Manufacturing, mining |
| Government |
Imperial rule |
| Tech Level |
Space |
| Major Exports |
metals, minerals |
| Major Imports |
Foodstuffs, High Technology |
| Capsule |
Garos IV is the fourth planet of
six in the Garos System. It was settled by humans more
than 4000 years ago. And until recently it was a self-supporting
planet with little contact outside the system. The seat of government is located in Ariana
on the western coast, known for its forboding Tahika
Cliffs, on the larger of the two continents. Ariana is an
intellectual and business center, dominated by the
prestigious University of Garos.
But the Empire had generally left
Garos IV alone since establishing a quiet presence on the
planet 16 years ago. Only in the last few years has the
number of Imperial Troops begun to grow. Their chief
concern seems to be the mining of hybridium in a region
south of the city of Ariana. only a few fleet captains,
and of course High Inquisitor Tremayne and the mysterious
Lord Brandl, under direct orders from the late Emperor
Palpatine, seem to understand the significance of the
Empire's presence on Garos IV. Aside from the tactical
importance of being the last Imperial system outside the
Core, it is obvious to the underground that the Imperials
intend to exploit whatever knowledge they can acquire on
the cloaking properties of the ore which comes from the
mines.
|
Starships
Interdictor Cruiser (from Wanted by Cracken)
Craft: Seinar Fleet
Systems Immobilizer 418
Type: Interdictor-class Heavy Cruiser
Scale: Capital
Length: 600 meters
Skill: Capital ship piloting: Interdictor cruiser
Crew: 1,500 with command 5D; 2,807 Total
Crew Skill: Astrogation 5D, capital ship gunnery 5D,
capital ship shields 4D
Passengers: 30 (troops)
Cargo Capacity: 55,000 metric tons
Consumables: 1.2 years
Hyperdrive multiplier: x2
Hyperdrive backup: x8
Nav Computer: Yes
Maneuverability: 1D
Space: 6
Atmosphere: 390; 1500 kmh
Hull: 5D
Shields: 3D
Sensors:
Passive: 30/1D
Scan: 75/2D
Search: 150/3D
Focus: 5/4D
Weapons:
20 Quad Laser Cannons (fire separately)
Fire Arc: 10 front, 5
left, 5 right
Skill: Capital ship
gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50
km
Damage: 4D
Four Gravity Well Projectors
Fire Arc: turret
Crew: 1
Skill: Capital ship
gunnery
Fire Control: 6D
Space Range: 1-3/12/25
Damage: Blocks
hyperspace travel
Sentinel-Class Landing
Shuttle (from the Star Wars Trilogy
Special Edition Sourcebook)
Craft: Seinar Fleet
Systems Sentinel-class troop carrier
Type: Modified light freighter
Scale: Starfighter
Length: 20 meter
Skill: Space transports: Sentinel-class shuttle
Crew: 2; 2 can coordinate; gunners:3; skeleton 1/+10
Crew Skill: Space transports 5D, starship gunnery 5D,
starship shields 4D
Passengers: 54 (troops)
Cargo Capacity: 180 metric tons
Consumables: 1 month
Hyperdrive multiplier: x1
Hyperdrive backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 7
Atmosphere: 350; 1000 kmh
Hull: 4D+2
Shields: 3D+2
Sensors:
Passive: 20/0D
Scan: 40/1D
Search: 80/2D
Focus: 4/2D+2
Weapons:
8 Laser Cannons (retractable, fire linked)
Fire Arc: front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5
km
Damage: 6D
2 Concussion Missiles Tubes (fire linked)
Fire Arc: Front
Skill: Missile weapons:
concussion missiles
Fire Control: 3D
Space Range: 1/3/7
Atmosphere Range: 50-100/300/700km
Damage: 9D
2 Repeating Blaster Cannons (retractable)
Fire Arc: turret
Scale: Speeder
Crew: 1
Skill: Vehicle blasters
Fire Control: 4D
Atmosphere Range: 1-50/100/250
km
Damage: 3D+2
Ion Canons (retractable)
Fire Arc: Turret
Crew: 1
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6
km
Damage: 4D
Night
Storm
Craft: Corellian
Engineering Corporation Corvette
Type: Modified corvette
Scale: Capital
Length: 150 meters
Skill: Capital ship piloting
Crew: 50; gunners: 12, skelton 20/+5
Crew Skill: Astrogation 3D, capital ship gunnery 4D+2,
capital ship shields 3D, capital ship piloting 3D+2, sensors 3D+1
Passengers: 20
Cargo Capacity: 3,000 metric tons
Consumables: 1 year
Hyperdrive multiplier: x2
Hyperdrive backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 kmh
Hull: 5D
Shields: 3D
Sensors:
Passive: 40/1D
Scan: 80/2D
Search: 100/3D
Focus: 5/4D
Weapons:
4 Double Turbolaser Cannons
Fire Arc: 1 front, 1
left, 1 back, 1 right
Crew: 1-3
Skill: Capital ship
gunnery
Fire Control: 3D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150
km
Damage: 4D+2
Ion Canon
Scale: Starfighter
Fire Arc: Front
Crew: 1-3
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6
km
Damage: 3D
Tractor Beam
Scale: Capital
Fire Arc: Front
Crew: 1-2
Skill: Capital ship
gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3
km
Damage: 3D
Characters
Captain Barker
| Type |
Human Pirate Captain |
| Dexterity |
2D+1; blaster: blaster
pistol 3D+1, dodge 3D, brawling parry 2D+2 |
| Knowledge |
3D+2; streetwise 4D+2, streetwise:
Talon Karrde's Organization 5D+2 |
| Mechanical |
3D+1; capital ship piloting
3D+2, capital ship gunnery 4D |
| Perception |
4D; command: Night Storm
Pirates 5D |
| Strength |
2D; brawling 3D |
| Technical |
2D+2; blaster repair 3D+1, first
aid 3D |
| Special Abilities |
None |
| Force
Sensetive |
No |
| Force Points |
1 |
| Dark Side Points |
0 |
| Character Points |
6 |
| Move |
10 |
| Equipment |
Flashy clothes, gaudy jewelry,
vacuum suit, Modified Corellian corvette, 2,700 credits,
comlink, blaster pistol (4D) |
| Capsule |
Captain Barker has been the head
of the Night Storm Pirates for roughly three years now,
and in that time he has become a menace which the
Imperials will be glad to be rid of. His raids have
slowed their progress in the Garos system, and he always
is one step ahead of Imperial authorities, a fact which
continues to chagrin what is left of the Empire in this
sector. Captain Barker is said to be a former member of
Talon Karrde's organization and has often been seen
purchasing information from Karrde himself. |
High Inquisitor
Tremayne (courtesy of the Mad Rabbit)
| Type |
Dark Jedi |
| Dexterity |
3D+2; blaster 4D, dodge 6D+2,
Lightsaber 7D+1, melee combat 6D+2 |
| Knowledge |
4D; bureaucracy 6D+2, cultures 6D,
Intimidation: interrogation 7D+1, Intimidation: torture 7D+2,
Planetary systems 5D+2, Tactics: fleets 5D+2 |
| Mechanical |
2D+1 |
| Perception |
3D+1; Command 6D+2, con 5D+2,
investigation 7D+1, search 4D |
| Strength |
2D+2; brawling 4D, stamina 6D+2 |
| Technical |
2D |
| Special
Abilities |
Force Skills: Control 4D, Sense 4D,
Alter 5D
Control: absorb/dissipate energy, accelorate healing,
control pain, hibernation trance, reduce injury, resist
stun
Sense: combat sense, danger sense, life detection, life
sense, magnify senses, receptive telepathy, sense Force
Alter: injure/kill
Control and Alter: inflict pain
Control and Sense: farseeing, lightsaber combat,
projective telepathy
Control, Sense, and Alter: affect mind, telekenetic kill |
| Force
Sensetive |
Yes |
| Force Points |
7 |
| Dark Side Points |
12 |
| Character Points |
15 |
| Move |
10 |
| Equipment |
Lightsaber (5D), black robes,
datapad, blaster pistol (4D), comlink, Imperial II-class
Star Destroyer Interrogator |
| Capsule |
High Inquisitor Tremayne is the
Dark Jedi protege of Lord Darth Vader himself. He is now
in command of the Star Destroyer Interrogator in
the Garos system, and in association with the mysterious
Lord Brandl, is commanding a top secret mining project on
Garos IV. |
This page was written and
designed by Rodney H. Thompson II with additional information from West End Games
Sourcebooks and Adventure Journals.
|