star wars alternate realities 1 3

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T H O R A. T H O R S O N J R . A N D M AT T N O RTO N

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Page 1: Star Wars Alternate Realities 1 3

T H O R A . T H O R S O N J R . A N D M A T T N O R T O N

Page 2: Star Wars Alternate Realities 1 3

T A B L E O F C O N T E N T S

P A G E 2

T A B L E O F C O N T E N T S

B I B L I O G R A P H Y

S P E C I A L T H A N K S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

D I S C L A I M E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

I N T R O D U C T I O N

C O N F E D E R A C Y O F I N D E P E N D E N T S Y S T E M S . . . . . . . . 1 1

G A L A C T I C R E P U B L I C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1

T H E J E D I O R D E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1

T H E S I T H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2

T H E B E N D U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3

B L A C K S U N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4

P r i n c e X i z o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4

N E W C O R E C L A S S : J E D I S E N T I N E L . . . . . . . . . . . . . . . . . . . 1 4

J e d i S e n t i n e l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5

Exploits..............................................................................................15

Characteristics....................................................................................15

Background........................................................................................15

G a m e I n f o r m a t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6

Abilities..............................................................................................16

Vitality................................................................................................16

Class Skills.........................................................................................16

C l a s s F e a t u r e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6

Starting Feats.....................................................................................16

Equipment..........................................................................................17

Force Training....................................................................................17

Force Immunity..................................................................................17

C H A P T E R 1 – C H A O S O F T H E S I T H

T I M E L I N E O F T H E R I S E O F T H E E M P I R E I N F I N I T I E S ,

P T . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9

0 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9

2 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9

4 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 9

5 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0

6 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0

8 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 0

9 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1

F A A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 3

History ...............................................................................................23

People.................................................................................................23

Locations............................................................................................24

Q U I - G O N J I N N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4

A N A K I N S K Y W A L K E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 5

D A R T H M A U L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 7

D A R T H T Y R A N U S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8

P R E S I D E N T D O O K U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 9

P A D M É A M I D A L A - S K Y W A L K E R . . . . . . . . . . . . . . . . . . . . . . . . . 3 1

C H A N C E L L O R P A L P A T I N E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2

J E D I C O U N C I L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3

M a c e W i n d u . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 3

Y o d a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 4

Q u i n l a n V o s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 5

A a y l a S e c u r a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 6

C e r i L a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 7

K i t F i s t o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 8

S h a a k - T i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 8

A d i G a l l i a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 9

S t a s s A l l i e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 0

A g e n K o l a r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 0

N e j a a H a l c y o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1

K a l R e m o s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2

J A N G O F E T T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 3

A U R R A S I N G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 4

Z A M W E S E L L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 5

D E X T E R J E T T S T E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 5

A D V E N T U R E H O O K S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 7

U m , D i d I M i s s S o m e t h i n g ? P a r t I . . . . . . . . . . . . . . . 4 7

U m , D i d I M i s s S o m e t h i n g ? P a r t I I . . . . . . . . . . . . . 4 8

U m , D i d I M i s s S o m e t h i n g ? P a r t I I I . . . . . . . . . . . . 4 8

C H A P T E R 2 – T H E C L O N E W A R SH A V E B E G U N !

T I M E L I N E O F T H E R I S E O F T H E E M P I R E I N F I N I T I E S ,

P T . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0

1 0 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 0

G E N E R A L G R I E V O U S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1

Page 3: Star Wars Alternate Realities 1 3

T A B L E O F C O N T E N T S

P A G E 3

G E N E R A L G R I E V O U S ' S T A R F I G H T E R . . . . . . . . . . . . . . . . . . 5 3

B e l b u l l b a b - 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3

N E W S P E C I E S : K A L E E S H . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3

K a l e e s h . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 3

Personality .........................................................................................53

Physical Description ..........................................................................54

Kaleesh Homeworld...........................................................................54

Language............................................................................................54

Example Names.................................................................................54

Adventurers........................................................................................54

Kalee Species Traits............................................................................54

K A L E E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 4

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 4

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 5

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 6

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7

Corporate Refineries ..........................................................................57

Jungle Region ....................................................................................57

Slave Mines ........................................................................................57

C O M M A N D E R C Z A R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 7

C O M M A N D E R C Z A R ' S C A P I T A L S H I P . . . . . . . . . . . . . . . . . . 5 8

T h e R e n e g a d e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 8

R E P U B L I C L O Y A L I S T S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 9

M a s A m e d d a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 9

S l y M o o r e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 9

A s k A a k . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0

B a i l O r g a n a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 0

M o n M o t h m a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3

O r n F r e e T a a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 3

S E P A R A T I S T P A T R I O T S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 4

A r c h d u k e P o g g l e t h e L e s s e r . . . . . . . . . . . . . . . . . . . . . . . . 6 4

S h u M a i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 4

N u t e G u n r a y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 5

S a n H i l l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 6

P o N u d o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 7

W a t T a m b o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 8

P a s s e l A r g e n t e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 9

S E P A R A T I S T D R O I D T R O O P S . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 9

A d v a n c e d D w a r f S p i d e r D r o i d . . . . . . . . . . . . . . . . . . . . . 6 9

S n i p e r D r o i d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 0

A s s a u l t D r o i d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 0

B a k t o i d C o m b a t A u t o m a t a B 1 - A S e r i e s . . . . . . . . 7 0

B a k t o i d C o m b a t A u t o m a t a B 2 - A S e r i e s . . . . . . . . . 7 1

D r o i d e k a , M k I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1

I G - 1 0 0 M a g n a G u a r d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2

V E H I C L E S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2

A T - R T W a l k e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2

B A W H A G ( H e a v y A r t i l l e r y G u n ) . . . . . . . . . . . . . . . . . 7 2

B A W M U T ( M u l t i U t i l i t y T r a n s p o r t ) . . . . . . . . . . . . 7 3

C A D ( C o r p o r a t e A l l i a n c e D r o i d ) . . . . . . . . . . . . . . . . . . 7 3

R o t h a n a H e a v y E n g i n e e r i n g R T T ( R e p u b l i c

T r o o p T r a n s p o r t ) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 3

J u g g e r n a u t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 4

D r o i d G u n s h i p . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 4

S T A R F I G H T E R S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 5

G e n i v e x - c l a s s “ F a n B l a d e ” S t a r f i g h t e r . . . . . . . . . . 7 5

T r i - F i g h t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 5

M a n k v i m - 8 1 4 I n t e r c e p t o r . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6

C A P I T A L S H I P S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 6

V e n a t o r - C l a s s S t a r D e s t r o y e r . . . . . . . . . . . . . . . . . . . . . 7 6

R e c u s a n t - c l a s s L i g h t D e s t r o y e r . . . . . . . . . . . . . . . . . . . 7 7

M u n i f i c e n t - c l a s s F r i g a t e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 8

T h e I n v i s i b l e H a n d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 8

A D V E N T U R E H O O K S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 9

C r i m e s o f t h e R e b e l l i o u s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 9

Kojo Ayo.............................................................................................79

C H A P T E R 3 – A L U L L I N T H E W A R

T I M E L I N E O F T H E R I S E O F T H E E M P I R E I N F I N I T I E S ,

P T . 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2

1 1 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2

N E W W E A P O N S A N D E Q U I P M E N T . . . . . . . . . . . . . . . . . . . . . 8 3

A C P A r r a y G u n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 3

A C P R e p e a t e r G u n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 3

L S - 1 5 0 H e a v y A C P R e p e a t e r G u n . . . . . . . . . . . . . . . . . 8 3

Vibro-bayonet ....................................................................................83

K a t a r n - c l a s s B a t t l e A r m o r . . . . . . . . . . . . . . . . . . . . . . . . . . 8 3

N E W S T A R F I G H T E R S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4

E t a - 2 A c t i s - c l a s s I n t e r c e p t o r . . . . . . . . . . . . . . . . . . . . . . . 8 4

V - W i n g S t a r f i g h t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4

Page 4: Star Wars Alternate Realities 1 3

T A B L E O F C O N T E N T S

P A G E 4

A R C - 1 7 0 S t a r f i g h t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 5

N E W C A P I T A L S H I P S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 5

M o n C a l a m a r i S t a r C r u i s e r . . . . . . . . . . . . . . . . . . . . . . . . . 8 5

N E W V E H I C L E S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6

A T - A P . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 6

A T - G E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7

S e p a r a t i s t A s s a u l t G u n b o a t . . . . . . . . . . . . . . . . . . . . . . . . . 8 7

R E P U B L I C T R O O P S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7

A R C C o m m a n d e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 7

J e t T r o o p e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8

A n t i - A i r C l o n e t r o o p e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8

E l i t e R e p u b l i c C l o n e C o m m a n d o . . . . . . . . . . . . . . . . . . 8 9

C l o n e G r e n a d i e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 9

C l o n e S h a r p s h o o t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 9

S c u b a T r o o p e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0

S E P A R A T I S T T R O O P S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0

S e p a r a t i s t C o m m a n d o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0

N e i m o i d i a n S o l d i e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1

S e p a r a t i s t F i g h t e r P i l o t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1

S e p a r a t i s t A s s a u l t T r o o p e r . . . . . . . . . . . . . . . . . . . . . . . . . 9 2

M Y G E E T O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 2

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3

The Crystal Caves...............................................................................93

Kreetogo.............................................................................................93

N e w C r e a t u r e s / S p e c i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4

Crystal Worm ....................................................................................94

A l l i e s a n d A d v e r s a r i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4

Mining Droids....................................................................................94

A D V E N T U R E H O O K S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4

S m o k e a n d M i r r o r s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4

C r y s t a l H u n t i n g . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4

C H A P T E R 4 – T H E T R A P I S S E T

T I M E L I N E O F T H E R I S E O F T H E E M P I R E I N F I N I T I E S ,

P T . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6

1 2 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6

N E W C O R E C L A S S : B E N D U D I S C I P L E . . . . . . . . . . . . . . . . . 9 7

E x p l o i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 7

C h a r a c t e r i s t i c s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 7

Vitality................................................................................................97

Class Skills.........................................................................................97

C l a s s F e a t u r e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 7

Starting Feats ....................................................................................97

Force Training ...................................................................................97

Deflect (Defense) ...............................................................................97

Deflect (Attack) .................................................................................98

Deflect (Extend Defense and Attack).................................................98

Increase Lightsaber Damage .............................................................99

Resist Dark Side.................................................................................99

Bonus Feat .........................................................................................99

Credits ...............................................................................................99

N E W P R E S T I G E C L A S S : B E N D U W A R R I O R . . . . . . . . . . 9 9

V i t a l i t y : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 9

R e q u i r e m e n t s : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 9

C l a s s S k i l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 9

C l a s s F e a t u r e s : . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 9

Bonus Combat Feat............................................................................99

Deflect (Defense).............................................................................100

Deflect (Attack)................................................................................100

Improved Resist Dark Side...............................................................100

Increase Lightsaber Damage............................................................100

Deflect (Extend Defense and Attack)...............................................100

N E W P R E S T I G E C L A S S : B E N D U M A S T E R . . . . . . . . . . 1 0 0

V i t a l i t y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 0

R e q u i r e m e n t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 0

C l a s s S k i l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 1

C l a s s F e a t u r e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 1

Force Mastery: .................................................................................101

Increase Lightsaber Damage ...........................................................101

Bonus Feat.......................................................................................101

Force Secret......................................................................................102

Superior Resist Dark Side................................................................102

High Force Mastery .........................................................................102

C A T O N E I M O I D I A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 2

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 2

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 3

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 3

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 3

Deko and Koru Neimoidia................................................................103

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P A G E 5

Fungus Farm ...................................................................................104

Manax Grove ...................................................................................104

N e w T e c h n o l o g y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 4

Fungus Spores..................................................................................104

N e w C r e a t u r e s / S p e c i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 4

Neimoidian Harvester Beetle ...........................................................104

Neimoidian Harvester Soldier Beetle ...............................................105

A l l i e s a n d A d v e r s a r i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 5

Neimoidian Home Defense Legions.................................................105

F E L U C I A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 5

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 6

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 6

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 7

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 7

Shu Mai’s compound........................................................................107

Niango Medical Facility....................................................................107

Nigkoe Detention Facility.................................................................107

Felucia Cities....................................................................................107

N e w T e c h n o l o g y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 7

Ferana-class Cruiser.........................................................................107

A l l i e s a n d A d v e r s a r i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 8

Gossam Commandos........................................................................108

N e w C r e a t u r e s / S p e c i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 8

Gorrenth...........................................................................................108

M U S T A F A R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 9

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 9

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 9

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 0 9

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 0

U T A P A U . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 0

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 0

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 0

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 1

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 1

Pau City ...........................................................................................111

P a u ' a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 1

Personality.......................................................................................111

Description.......................................................................................111

Homeworld......................................................................................112

Languages........................................................................................112

Example names................................................................................112

Age in years......................................................................................112

Adventures.......................................................................................112

Species Traits...................................................................................112

U t a i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 2

Personality.......................................................................................112

Physical Description.........................................................................112

Home world......................................................................................112

Languages........................................................................................112

Example names................................................................................113

Age in years......................................................................................113

Adventures.......................................................................................113

Species Traits ..................................................................................113

N e w C r e a t u r e s / S p e c i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 3

Varactyl............................................................................................113

N E W S T A R F I G H T E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 3

P - 3 8 S t a r f i g h t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 3

C L O N E S O F A N A S C E N T E M P I R E . . . . . . . . . . . . . . . . . . . . . . 1 1 4

D a r t h S c o u r g e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 4

D a r t h V a d e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 5

A D V E N T U R E H O O K S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 5

C a n Y o u S p a r e S o m e I n t e l l i g e n c e ? . . . . . . . . . . . . 1 1 5

Jedi Master Ryo Yori........................................................................116

Koffi Sent.........................................................................................116

A n d T h e y T h o u g h t F e l u c i a W a s B a d ! . . . . . . . . . . 1 1 7

Mansur Hisein..................................................................................117

C l o s e , B u t N o t C l o s e E n o u g h ! ( R e p u b l i c ) . . . 1 1 7

C l o s e , B u t N o t C l o s e E n o u g h ! ( S e p a r a t i s t ) . 1 1 8

For GM’s:.........................................................................................118

C H A P T E R 5 – R E V E N G E O F T H ES I T H

T I M E L I N E O F T H E R I S E O F T H E E M P I R E I N F I N I T I E S ,

P T . 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 0

1 3 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 0

S E V ' R A N C E T A N N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 0

C O M M A N D E R W I L H U F F T A R K I N . . . . . . . . . . . . . . . . . . . . . . 1 2 2

K O R A J A D E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 3

L U N A F I R E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 4

D A M I O N A ' R E S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 5

N E W W E A P O N S A N D E Q U I P M E N T . . . . . . . . . . . . . . . . . . . . 1 2 6

L i g h t d a g g e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 6

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P A G E 6

E n e r g y B u c k l e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 6

R 2 - D 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 7

C - 3 P O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 8

A T I M E L I N E F O R G M ' S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 8

1 3 A B N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 8

S E R R A K E T O . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 1

N E W S P E C I E S : C O R S A L L I A N S . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 2

P e r s o n a l i t y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 2

P h y s i c a l D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 2

H o m e w o r l d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 3

A d v e n t u r e r s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 3

S p e c i e s T r a i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 3

C O R S A L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 3

D e s c r i p t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 4

H i s t o r y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 4

P e o p l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 4

L o c a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 5

Cor Military Academy.......................................................................135

Cor'sal..............................................................................................135

E M P E R O R K I L O ' K H A N . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 5

A N A K I N S K Y W A L K E R U P D A T E . . . . . . . . . . . . . . . . . . . . . . . . 1 3 6

E M P E R O R V A D E R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 7

C Z A R U P D A T E . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 8

Z O N E S O F C O N T R O L . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 9

G a l a c t i c R e p u b l i c . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 9

C o n f e d e r a c y o f I n d e p e n d e n t S y s t e m s . . . . . . . . . . 1 3 9

H u t t S p a c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 9

I n d e p e n d e n t S y s t e m s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 9

C H R O N O L O G I C A L L I S T O F M A J O R C L O N E W A R S

B A T T L E S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3 9

Y e a r 1 o f t h e C l o n e W a r s ( Y e a r 1 0 A B N ) . . . . . 1 3 9

Month 0............................................................................................139

Month 1-2.........................................................................................139

Month 3............................................................................................140

Month 4............................................................................................140

Y e a r 2 o f t h e C l o n e W a r s ( Y e a r 1 1 A B N ) . . . . . 1 4 0

Month 7............................................................................................140

Month 8............................................................................................140

Month 10..........................................................................................140

Month 14..........................................................................................140

Month 19..........................................................................................141

Y e a r 3 o f t h e C l o n e W a r s ( Y e a r 1 2 A B N ) . . . . . 1 4 1

Month 21..........................................................................................141

Month 22..........................................................................................141

Month 23..........................................................................................141

Month 28..........................................................................................141

Y e a r 4 o f t h e C l o n e W a r s ( Y e a r 1 3 A B N ) . . . . . 1 4 1

Month 33..........................................................................................141

Month 34..........................................................................................141

Month 35..........................................................................................142

Month 36..........................................................................................142

Month 37..........................................................................................142

Month 39..........................................................................................142

Month 40..........................................................................................142

Month 41..........................................................................................142

Month 42..........................................................................................142

Month 43..........................................................................................143

Month 44..........................................................................................143

A D V E N T U R E H O O K S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 3

S a v i n g S e v ’ r a n c e T a n n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 3

Q u i c k , A f t e r C a t o N e i m o i d i a ! . . . . . . . . . . . . . . . . . . . . 1 4 4

T h e E n d P a r t I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 4

T h e E n d P a r t I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 5

T h e E n d P a r t I I I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 5

A P P E N D I X

E P I C L E V E L R U L E S F O R S T A R W A R S D 2 0 . . . . . . . . . 1 4 6

B a s i c R u l e C o n c e p t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 6

L e v e l B e n e f i t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4 6

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B I B L I O G R A P H Y

P A G E 7

S P E C I A L T H A N K SFirst, we would like to thank George Lucas for twenty-eight

years of wonder and excitement for a galaxy far, far away. If it

wasn't for his vision of a galaxy, far, far away; this sourcebook

would never have come about.

T H O R A . T H O R S O NJ R .I would not be able to have done this sourcebook without the

help and support from many people of the Holonet BBS, at

www.swrpgnetwork.com, and also from the Wizards of the Coast

discussion boards as well.

M A T T N O R T O NAs fellow author of this book, Matt has been invaluable when it

has come to writing. He has also been active with the book for a

long time, always being there to help out whenever there was a

question or a stat that needed to be done.

The following individuals have been invaluable:

C L A S S E S

I Bendu Order (Disciple, Warrior, and Master)

originally created by John Wass, also known as

"PadawanJohn" on the Holonet BBS at

www.swrpgnetwork.com. Flavor text revised by

Thor A. Thorson Jr. Such revisions are not

intended to detract from the original, but to

bring them closer in line to the information

presented in this sourcebook. To see the

original versions of the Bendu Order, visit

PadawanJohn's website at:

www.geocities.com/johnw1979/infinity.html

I Improved Force Secret class feature for the

Bendu Master Prestige Class by Rob Clark, also

known as "Ardent".

Class Features of the Jedi Redeemer PrC. Used

with permission by Rodney Thompson, also

known as "Moridin" at www.swrpgnetwork.com.

For more details on this prestige class, please

follow the following link:

www.swrpgnetwork.com/files/PDF/articles/red

eemerd20.pdf

A R T W O R K

I Front cover art by Peter Schlough.

I Back cover art by Kevin Chin.

I Artwork by Tom Hodges may be viewed at his

website:

www.tomhodges.com or at www.theForce.net

I The following artists' work can be found on

www.theForce.net:

Anne Hurst, Jan Ranft, Michael

Longlands, Michael Gomez, Jessica

Hickman, Tony Theo, Linda Woods,

Albert Liu, Grant Gould, CJ Franks,

Adriano Tadeu Ticiano, Jamie Young,

Phillip Zamora , Al MacDonald, Pawel

Hudeczek, Bob Stevlic, Ricardo Luis

Aranovich.

I Artwork by Stu Cunningham, and "Church

Climbin Ryan" may be viewed at the following

website: www.swagonline.net

I All planetary artwork, by Ryan Brooks. To see

more of Ryan Brooks' work, please go to his

website at www.fandom.swnsu.com.

I The following artist's work may be found on the

following website: www.deviantart.com.

Michael Gutierrez, Joanna Michalak.

I The following artist's work may be found on the

following website: www.artwanted.com:

Kevin Chin.

G R A P H I C D E S I G NJakob Kallin.

B E T A R E A D E R SHelgi Bergmann, J. Erich Jay, Heidi Norton.

S T A T S , B A C K G R O U N D I N F O , A N DF E A T S ( S W R P G N E T W O R K . C O M )Christopher Collins, also known as "Wisper_sr"; Derek Scott

Bailey, also known as "Mr. Fett"; Nate Friese, also known as

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B I B L I O G R A P H Y

P A G E 8

"Zunishahd"; Jonathan Burnett, also known as "Ronin"; Cal

Kotz, also known as "Rostek"; Jason C. Saunders, also known as

“Warlock-Da”; Isaac Espriu, also known as "IzVenjari"; Larry

Gent, also known as "Darth_Xanthor"; Jerry Landry, also

known as "DarionA'res"; Jay Main, also known as

"JohnnyPutrid"; John Pope, also known as "SmugglerJedi";

Brian Powell, also known as "JediPowell"; Ryan Brooks, also

known as "Anstrona", Ben Leshley, also known as

"DentArthurDent", William Peter Cabot-Bryans, also known as

"Drendar Morevo"; Alan Rideout, also known as "Drivis Corle".

S T A T S , B A C K G R O U N D I N F O , A N DF E A T S ( W O T C D I S C U S S I O NB O A R D S )David A. Smith, also known as "GMSmith"; Jon Larsen, also

known as "Ghengis Ska"; Deric North, also known as

"Crackedtoothgrin"; Chris Vasko, also known as

"Green_Cloaked_Sorcerer", "JediRanger" (name withheld by

stat and bio creator).

S H O R T S T O R I E S( S W R P G N E T W O R K . C O M )"Beginnings…" by Matt Vanderville, also known as "Snib

Snub"; "Wheels Within Wheels…" by Matt Hines, also known

as "Corr Terek"; "Dexter…" by SmugglerJedi.

E P I C L E V E L R U L E S F O R S T A RW A R S D 2 0These rules are an adaption of material originally posted on the

Wizards of the Coast Website as the article "Bring Gen Con

Home! Unofficial Rules for Characters Beyond 20th Level By

Jonathan Tweet" in 2000. Adaptation of Epic Level Rules by

Carl Judisch, also known as "WizO_Sith," on the WotC

discussion boards; used with permission.

D I S C L A I M E RThe contents of this document are the sole possession and property of

the authors, Thor A. Thorson Jr. and Matt Norton (henceforth referred

to as the Authors) and Stu Cunningham, Tom Hodges, Anne Hurst,

Jan Ranft, Michael Longlands, Michael Gomez, Jessica Hickman,

Tony Theo, Linda Woods, Albert Liu, Grant Gould, CJ Franks,

Adriano Tadeu Ticiano, Jamie Young, Phillip Zamora , Al MacDonald,

Ryan Brooks, I.C. Kessler, Pawel Hudeczek, Church Climbin Ryan,

Bob Stevlic, Ricardo Luis Aranovich, Kevin Chin, Peter Schlough, and

Joanna Michalak (henceforth, collectively, referred to as the Artists)

unless otherwise noted. Distribution, reproduction, or display other

than on SWRPGNetwork .com (henceforth referred to as the Site) is

forbidden - permission granted upon request and contingent on the

Author's and Artist’s approval. Reproduction with the intent of sale or

actual sale is, according to United States Copyright law, an

infringement on George Lucas et al, being a challenge to commercial

viability of Star Wars: The Roleplaying Game by West End

Games/Wizards of the Coast (henceforth referred to as the Game).

The files within this document are not for sale, and are designed

and presented for use by private parties using the Game. Use of

material releases the Author of any and all liability concerning any

challenge to LucasFilm, Ltd., and their copyright laws where

concerned, as a result of any action of a user/viewer of the material. Any

files owned by the Authors and Artists found on other locations on the

internet or in print without permission or knowledge of the Authors

and Artists are considered (by law) copyright infringement, and those

responsible will be pursued as per the maximum extent of the law of the

United States of America, and/or International Copyright laws,

including (but not restricted to) the Berne Convention, the Universal

Copyright Conventions, and the Uruguay Round Agreement (WTO).

Where not covered in the following, should a copyright contest

occur, the Author will FULLY YIELD to the letter of the law with no

contest: STAR WARS and 2000 Lucasfilm, Ltd. Title, character, and

place names protected by all applicable trademark laws. All rights

reserved. Used without authorization, and will be removed promptly

upon request with no contest on the part of the Author.

The material contained herein is unofficial, and is not intended for

sale. It in no way can be deemed a contest of the rights and ownership

of Lucasfilm, Ltd., or licenses thereof, including West End

Games/Wizards of the Coast, and BioWare. Any logos, titles, and

other iconography associated with Star Wars used for identification

purposes only, and are copyright ultimately by Lucasfilm, Ltd. Or the

owner of the logo in question.

Where not covered above, all material written by the Author is

presented by the auspices of the Fair Use sections of the United States

Copyright Law, as the only thing non-original to the Author is the very

concept of the Star Wars "universe", thus this additional creative work

does not pose any threat or challenge to the commercial viability of

Lucasfilm, Ltd., or licenses thereof, including West End

Games/Wizards of the Coast, and BioWare. In accordance with the

Fair Use Act, the Authors do indeed claim sole copyright, thus

removing all material contained on the website from "public domain".

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I N T R O D U C T I O N

P A G E 9

"So what I told you was true, from a certain point of view."

– Spirit of Obi-Wan Kenobi to Luke Skywalker, Star Wars

Episode VI: Return of the Jedi

On a Wednesday night, after watching Star Wars Episode I: The

Phantom Menace for the umpteenth time, I had an inspiration:

In my mind, what would have happened to the current Star

Wars chronology, had Qui-Gon Jinn survived the events in

Episode I. As my mind continued on possibilities, I found myself

locked in on one burning question: “Had Anakin Skywalker

been trained by Qui-Gon Jinn, would he still have fallen to the

dark side of the Force?” My answer was an emphatic “No!”

The purpose of this sourcebook is to give players and

gamemasters for the Star Wars d20 Role-playing Game a

glimpse at what I envision for events after Episode I. Some

events parallel events that are in Episode II and the Cartoon

Networks Clone Wars, Volumes I and II; and allude to events in

the upcoming film Star Wars Episode III: Revenge of the Sith,

due out on May 19th, 2005.

Ultimately, this sourcebook can be used as a gateway to

possibilities. Of course, you as the player or GM, decide

whether or not to accept what I, and others, have written; or

ignore it completely. The choice is yours.

– Thor A. Thorson Jr., April 1, 2005

"This will be a day long remembered."

– Lord Vader to Tarkin, Star Wars Episode IV: A New Hope

It was a simple request for help. Wanted: stats for an upcoming

sourcebook about the Rise of the Empire. The catch was that it

was infinities. At first I wasn’t interested, but finally I got a good

look at the thread on swrpgnetwork.com. I was intrigued, to say

the least, and I did a few stats. But what intrigued me the most

was what I had always wondered: what if Obi-Wan died instead

of Qui-Gon? When write-ups were needed, I thought I would do

a few, get my name on this nice book, and let my 15 minutes of

fame come and go.

The Response I got, when I first wrote about Count Dooku,

was to say the least, amazing. People loved what I wrote. I

turned the best characteristic of the characters I wrote about,

and expanded it a 100%. When I wrote General Grievous, I got a

pm to co-author, and I accepted. It was the beginning of a great

time. Thor and I talked, usually late into the morning, on

everything imaginable, constantly hammering out ideas until

we were happy. No stone is left unturned in our wake.

I work on this book for two reasons. One, as I said above, I

love the concept of seeing how Anakin would have evolved into

a Jedi had Qui-Gon been there for him. To me, what we write

here is a very good possibility that George Lucas could have

gone with, if IV-VI had not been made. But more importantly, I

am doing this book for the readers. We have seen Wizard of the

Coast scale back on its RPG book line, so its up to us fans to step

up to the plate and provide for each other. Wizards won’t always

be around for us, and like WEG will disappear at some point. So

we mustn’t give up on d20. Consider what Wizards is doing as a

grand opportunity. They are allowing us to write the books that

we want; all we have to do is write them.

– Matt Norton, August 3, 2005

“You look strong enough to pull the ears off a gundark!”

– Han Solo to Luke Skywalker, Star Wars Episode V: The

Empire Strikes Back

I joined this project fairly late in the design progress—in fact, I

didn't begin actual work on it until Thor sent me the finished

text and artwork at the end of this November. What

immediately struck me when I looked through the sourcebook

was how ambitious this project was. Both the writing and the

illustration were of high quality, and showed promise for any

further projects in the future. Most importantly, however, is that

this sourcebook actually happened. In a time when Wizards of

the Coast find it hard to continue funding the Star Wars

Roleplaying Game line, projects like this is exactly what the

community needs—a revitalizing wind to let the amazing fun of

this game go on long after official support has ended. And who

knows—if we fans work hard enough to spread this game,

official support might just return. We can make this game

strong enough to pull the ears off a gundark!

I am honored to have been a part of this project, and I hope

that my work has been helpful for the community.

Here's to seeing more projects like this in the future!

– Jakob Kallin, December 4, 2005

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P A G E 1 0

This sourcebook is organized as follows

Introduction: introduces the players and GMs to the various

heroic classes and organizations that may be encountered in this

campaign setting.

Chapter 1 – Chaos of the Sith: details many of the events

and the movers and shakers of the galaxy.

Chapter 2 – The Clone Wars Have Begun! Continues the

events from Chapter 1. It also includes stats of the Jedi Council,

Republic Loyalists, and the Separatists.

Chapter 3 – A Lull In The War: continues the events from

the previous chapters.

Chapter 4 – The Trap Is Set again continues the events

leading up to the beginning of the campaign setting. It also

includes a new core class, and prestige classes.

Chapter 5 – Revenge of the Sith finishes the events that

were detailed in the prior chapters. It is highly recommended

that players do not read this chapter; because it will spoil any

surprises that your GM may have you go against.

Appendix: includes rules for allowing players to extend

their characters past level 20, plus a few character sheets for

players and GM's to use in their campaigns.

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P A G E 1 1

C O N F E D E R A C Y O FI N D E P E N D E N TS Y S T E M SMaster Dooku, one of the first Jedi to realize that the Sith had

returned, confronted the Jedi Council with the meager evidence

that he had, but as more and more Senators were being

assassinated, the Council turned a blind eye to him in favor of

searching for the culprit or culprits of these Senators' deaths,

which more often than not ended in dead ends. Meditating on

this, Master Dooku realized that the Council was so preoccupied

with its own politics; he withdrew from the Jedi Order and

settled into a quiet retirement.

Five years after the Battle of Naboo, the leading

governmental figures of twenty recently seceded worlds

approached Count Dooku with an idea. Knowing that Count

Dooku left the Jedi Order in disgust because of the Jedi

Council's unwillingness to face facts, these leaders beseeched

Count Dooku with the possibility of replacing the corrupt

Republic with a new government: Each citizen would have one

voice, one vote. Dooku was flattered and after a brief period of

time contemplating the pros and cons of forming a new

government bereft of the corruption that was crippling the

Republic that he had only recently supported with his entire

being, and eagerly began to formulate a plan to bring more star

systems to the new government.

However, reality set in and Dooku was forced to sign

defense pacts with the Trade Federation, Corporate Alliance,

the Intergalactic Banking Clan, Techno Union, and Commerce

Guild, under one condition: General Grievous would be the

Separatist's Supreme Commander, to which Dooku reluctantly

agreed.

G A L A C T I C R E P U B L I CThe Galactic Republic is in a crisis that has shaken it to its very

core. Originally, the Republic was formed as a way to have a

common defense. But as the millennia passed, the Republic was

so successful that it became its own enemy.

With the succession of hundreds of loyal worlds, allying

themselves to the nascent Confederacy of Independent Systems,

the Republic, instead of trying to inquire as to the reasons for

these secessions, the Republic began to build up to war.

The spark that ignited the Clone Wars was begun by

Republic loyalists, trying to stop the voice of reform. Count

Dooku escaped the assassination attempt and then proceeded to

declare war on the Republic.

Throughout the war, the Republic increasingly began to rely

more and more on new laws that granted the Supreme

Chancellor more powers and the rights of the average citizen

became fewer in number.

As these rights were taken away, many of the dispossessed

and deprived fell through the cracks. The loss of so many Jedi

didn't help matters as well. In the past, the Jedi were viewed as

defenders of the innocent and upholders of justice throughout

the galaxy. As the Jedi grew fewer and fewer in number, they

were replaced with clone troops that seemed to uphold the

rights of the privileged, though the average citizen sees them as

defenders of the people. Only time will tell if there will be

repercussions.

T H E J E D I O R D E RThe Jedi Order is slowly withering away. Once there were

thousands of Jedi knights and their masters scattered

throughout the galaxy upholding justice, now there are fewer

than two thousand. But, as with all things that do not change

with the times, the Jedi Order has stagnated.

There were many factors that led to this stagnation. The

first such indication was the blockade of a small planet that was

the homeplanet of the eventual Supreme Chancellor - Naboo.

After the successful conclusion of this conflict: now called the

Battle of Naboo, the new Supreme Chancellor, Palpatine, led

many reforms, at least on the surface. In the subsequent years,

there arose many new threats, but the Battle of Naboo was the

first such symptom of increasing tensions among the member

worlds of the Republic.

With the revelation that the Sith had returned and were

stronger than ever, the Jedi should have been investigating the

level to which the Sith had insinuated itself in galactic politics.

However, with the many assassinations of Senators and Jedi

seeming to be at a crossroads, the Jedi continued as before.

When war broke out between the Republic and the Confederacy

of Independent Systems, the Jedi Council debated for hours on

whether they should get involved; ultimately the Council voted

to aid the Republic. Throughout the war, the Confederacy was

extremely successful, even though the Republic had its Grand

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P A G E 1 2

Army of the Republic. Jedi Masters would be appointed as

Generals in charge of the many legions of clone troopers. Many

of them would die, and as more and more Masters fall in battle,

their Padawans would be sent off to the front lines.

T H E S I T HThe Sith Lords have been steadily increasing their mastery of

the Force to exact their revenge on the Jedi for over one

thousand years. During these many centuries, the Sith have

been following a dictum by the founder of their current

philosophy, Darth Bane: that there shall only be two Sith at any

one time. With the success of the Confederacy of Independent

system, the current Dark Lord of the Sith, Darth Sidious, has

changed the current rule of two. Now, there shall only be as

many Sith as is needed. Darth Sidious has decided that only one

apprentice wasn't enough. He needed more followers,

especially since his most promising apprentice, Darth Maul,

was felled in battle against two Jedi.

The Ventress woman has shown some promise, however,

and though her dedication is exemplary, she is ultimately just a

tool. Her acquiring of genetic samples of two of the Jedi Orders'

most celebrated Jedi, was a stroke of genius, one that may prove

useful in the current conflict. So once again, Lord Sidious is

forced to wait until the time is right. With the completion of the

Vaapad Form Mastery (ForceFeat)F e a t c r e a t e d b y W a r l o c k - D a a n d

I z V e n j a r i

You are skilled in the Form known has Vaapad and are capable

of using your opponents Darkness against him. This is an

extremely difficult style, designed by Mace Windu and Sora Bulq,

the latter of the two fell into the Darkness and was instead

mastered by the style he helped create.

Prerequisites: Base Attack Bonus +7, Knight Defense,

Empathy 6 Ranks, See Force 6 Ranks, and Battlemind 5 Ranks.

Benefit: As a move action you may spend one Vitality Point

to enter into the Vaapad state, after this, each time a foe uses a

dark side power to gain an edge over a Master of Vaapad, the

Vaapad Master gains one half (rounded down) of any bonus the

dark sider gains. If the dark sider uses Burst of Speed you gain

half (rounded down) its ability, for every bonus to attack and

defense you gain half (rounded down) the bonus granted to the

dark sider. All bonuses are useable for as long as the opponent

has those bonuses active.

Special: Every two rounds you must make a Will saving

throw vs. half your opponent’s dark side point total and half any

force class levels he/she possesses. This Will save is made at

the start of the player’s action. Failure instantly earns the Vaapad

user 1 dark side point and loss of all bonuses gained from this

style. Use of the style may not be reattempted for 2 rounds

afterwards. Every four rounds this will save is increased by a DC

of +1. This Will save is also increase by DC of +1 for every dark

side point the player possesses.

Example: A Player enters into combat using the Vaapad

Form vs. a Dark Jedi, this combat lasts for ten rounds. On the

second, fourth, sixth, eighth and tenth rounds the Player will be

required to make a Will save at the start of his or her action. On

the fourth round the DC increases by+1, and again on the eighth

round the DC increases by +1 for a total increase of +2 for the

combat.

If you fail two will saves within six rounds of each other

(allowing for the round before reattempting use of the style for the

first save) you immediately falls into the depths of his foes

darkness and is affected has if under the Rage feat for four

rounds, after which time you may make another Will save to

recover. You suffer full effects of the Rage feat including gaining

one dark side point (in addition to the dark side point gained for

failing the initial Will save).

Example: Using the Example above if the player fails the

Will save on round four, then again on round six restarts using

Vaapad, and then fails the round ten Will save, he will enter the

Dark Rage as described above.

Should a Vaapad practitioner become tainted and still uses

Vaapad, he enters a Dark Rage as per the Rage feat

automatically unless a Will save vs. 12 + Your DSP total is

made.

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Republic's advance cloning regimen, Lord Sidious orders Asajj

Ventress, now called Darth Tyranus, to Faa to have the Jedi

samples ready for cloning. At the right moment, he orders Lady

Tyranus to change the flash-learning protocols to include Sith

teachings.

Once completed, these clones are to be spirited away to Lord

Sidious' fortress world, Thule, in order to finish their

indoctrination. Lord Sidious was pleasantly surprised at the

source of these genetic samples: the Jedi's "Chosen One" and

one of their most respected sword masters, Qui-Gon Jinn. With

Darth Tyranus, and the newly christened Darth Vader and

Darth Scourge; Darth Sidious is poised to replace the Republic

with a dictatorship.

T H E B E N D UBy the Will of the Force, Anakin Skywalker discovered an

ancient holocron hidden away in the Jedi Archives. Activating it,

the holocron's gatekeeper telepathically communicated with

Anakin, and through his connection to the Force; he discovered

that this holocron actually predated the formation of the Jedi

Order. Secreting it away, he took the holocron with him to

Naboo, and then later to Dantooine, where he knew of a former

Jedi Temple that had been abandoned centuries before.

In time, Anakin came to realize that the only way that he

could fulfill his destiny of restoring balance to the Force was by

creating a new Order, one in line with the ancient truths he had

uncovered. He would seek out those Jedi who had grown

dissatisfied with the existing Order, and who truly desired to

right the evils of the galaxy. This would become the Order of the

Bendu, the same ancient Order that the Jedi had descended

from.

And so it came to pass, that Anakin and his thirty Bendu

Disciples grew in numbers, training pupils in much the same

way that the Jedi would. In addition, Anakin sought out those

who had been denied Jedi training, and instead were sent to

serve in the AgriCorps, ExplorCorps and MedCorps. A few

Rogue Jedi also found their way to Dantooine, in hopes of

learning from the Chosen One. Between those who have joined

and those who have been chosen to be trained by the Bendu,

their ranks now number a little over two hundred, total.

At the very core of the Bendu teachings is the belief that

there is no true Dark Side to the Force: there is only the Dark

Side of oneself. Anakin teaches that it is fine and acceptable to

use abilities normally associated with the Dark Side, so long as

the Bendu who uses them is certain that he is accomplishing a

greater good, and purges himself of the taint as soon as possible.

And thus the veil of the Dark Side that had been obscuring

the full usage of the Force by the Jedi has been lifted. These new

Bendu have been able to pierce this shroud; and for them, it's as

if they walked out into the sunshine from a deep cave. Anakin

Dun Möch Mastery (ForceFeat)F e a t c r e a t e d b y C r a c k e d t o o t h g r i n

You are skilled at intimidating your opponent by exhibiting your

mastery of the Force in combat to force your opponent into letting

his guard down and adopting a stance of fear and/or

hopelessness.

Prerequisite: Exotic Weapon Proficiency (Lightsaber),

Force-Sensitive, Control, Alter, Intimidate 8 ranks, Dark Side

Points 3+

Benefit: When in combat, make an Intimidate check (which

sets the DC for the target's Will save). By succeeding at the

Intimidate check you gain a +1 bonus (plus +1 per five points by

which the target failed the save) to attack rolls for the rest of the

combat. Additionally, the opponent is shaken for a number of

rounds equal to twice your Charisma modifier (minimum 2),

unless the opponent failed the save by ten or more, in which case

he is panicked for the same amount of time, and shaken for the

same time afterwards. Force Defense adds its bonus to Will

saves against this ability.

Special: If you used Move Object to attack your opponent,

or Fear against the opponent before using this ability, you gain a

+2 bonus to your Intimidate check for each successful usage (a

one-time bonus for using each skill). For instance, if you used

Move Object twice in mid-attack, and Fear at the start, you gain

a +4 bonus to your Intimidate check (+2 for using Move Object

and +2 for using Fear).

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knew that should the Bendu reveal themselves too much, the

Sith, once they had resolved the Jedi Problem, would turn their

malevolent sight on his order. Thus one of the first lessons that

a Bendu Disciple learns, is to wait in the shadows, gauge their

enemies, and help those that would not reveal the Bendu, for

which those that are truly in need would do without hesitation.

The Bendu Order is divided into three categories: Disciples,

Warriors and Masters. Bendu Disciples are anyone and

everyone who joins the order. Bendu Warriors are those who,

having learned the truth of the Force, decide to focus their skills

on martial prowess. Though there aren't any Bendu Masters as

of yet, Anakin Skywalker is the closest to this level of mastery,

and has instructed his Warriors and higher level Disciples to

train the less experienced.

B L A C K S U NBlack Sun as an organization, prior to the start of the Clone

Wars, was in shambles. The Sith Lord, Darth Sidious, had

ordered the destruction of this criminal organization, and with

the gleeful compliance of his apprentice, Darth Maul, it

remained to be seen whether this organization would be able to

rise again. Now that nearly two decades have passed, Black Sun

is poised to resume and surpass its previous level of operation.

This new level of operations can be attributed to its new

leader, the Falleen Prince Xizor. At the time of Darth Maul's

assault, Xizor was a low level Vigo, who had dreams of

surpassing his contemporaries in order to attain the coveted

leadership. Darth Maul's assault literally allowed him to

eliminate his rivals, and in the fifteen years since, Xizor has

consolidated his position. Although Black Sun still hasn't quite

attained its previous position in the galaxy, the steps that Xizor

has taken to consolidate his position, have also cemented its

survival for the future.

P R I N C E X I Z O RPrince Xizor is patient in getting what he wants. After twenty

years at being a low level Vigo, he finally has Black Sun where he

wants it. Of course being appointed as Vigo as a favor to his

father, by then Black Sun head, Alexi Garyn was at the time a

hindrance. Now Prince Xizor is the undisputed leader of the

galaxy's most prolific underworld crime syndicate and he

intends it to stay that way.

Adult Male Falleen, Noble 2/Scoundrel 7/Black Sun Vigo

2/Crimelord 3; Init +3 (+3 Dex); Def 23 (+3 Dex, +10 Class);

Spd 10m; VP/WP 86/12; Atk +11/+6 melee (1d4+3, crit 20,

punch), +11/+6 ranged (by weapon); SQ Contacts (Jabba the

Hutt, x1), Favor +2, Hold breath, Illicit barter, Inspire

Confidence, Inspire Fear -4, Lucky (2/day), Minions, Noble

bonus class skill (Diplomacy), Pheromones, Precise Attack +1,

Resource Access, Dark Side; SV Fort +6, Ref +14, Will +12; SZ

M; FP: 3; DSPs: 13; Rep: +12; Str 17, Dex 16, Con 12, Int 17,

Wis 13, Cha 20.

Equipment: Comlink [Encrypted].

Skills: Appraise +20, Bluff +24, Computer Use +15,

Diplomacy +22, Gather Information +21, Intimidate +26, Jump

+5, Knowledge (Black Sun) +18, Knowledge (criminal

organizations) +16, Knowledge (Streetwise) +14, Read/Write

Basic, Read/Write Falleen, Sense Motive +17, Speak Basic,

Speak Falleen, Speak Geonosian, Speak Huttese, Speak Rodese.

Feats: Headstrong, Infamy, Influence, Martial Arts, Skill

Emphasis (Gather Information), Teräs Käsi, Underworld

Connections, Weapons Group Proficiency (blaster pistols,

simple weapons, vibro weapons).

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N E W C O R E C L A S S :J E D I S E N T I N E L

J E D I S E N T I N E LThe Jedi Sentinel uses the Force to ferret out deceit and injustice

throughout the galaxy. As Force-users trained in the Jedi

tradition, characters of this class try to strike a balance between

the physical aspects of the Jedi Guardian and the mental aspects

of the Jedi Consular. If the Jedi consulars are the ambassadors

of the Jedi Order, and Jedi guardians are the defenders, then

sentinels are the police officers, investigating crimes and other

unlawful and unjust events throughout the Republic (See

Sidebar).

E X P L O I T S

As members of the Jedi Order, the Jedi sentinel is usually called

into service as a last line of defense if the negotiations of a Jedi

consular cannot be resolved peacefully. When not on call by the

Jedi Council, the Jedi sentinel will most likely be found working

with law enforcement personnel throughout the Republic. Most

Jedi sentinels follow the light side, but some become darksiders

and use the Force for evil or selfish intent. Those imbued with

the light side refrain from using the Force for every task,

preferring to find other solutions and save the Force for when it

is truly needed. Those who succumb to the dark side use every

advantage at their disposal, wielding the Force to remove

obstacles as an assassin would slip a knife between the ribs of an

unaware victim.

C H A R A C T E R I S T I C S

A Jedi sentinel's strength flows from the Force, granting him

special powers. This character often masters the ability to feel

and alter the living Force to himself and others, as is typified by

the Alter feat. Dexterity and Wisdom are the most important

abilities for the Jedi sentinel, followed by Intelligence.

B A C K G R O U N D

A Jedi Sentinel typically starts out as a Padawan learner

attached to a Jedi Master. (Prior to 1st level, the character

trained as a student with the Jedi Council. He begins his heroic

career at 1st level when he is selected as a Padawan learner.) A

Jedi sentinel is encouraged to pursue both intellectual and

physical endeavors. The Jedi sentinel is just as likely to be found

in a library researching some little known tidbit, as he would be

S t u C u n n i n g h a m

Era NotesThe Jedi Sentinel class dwindles in numbers from the time of Ulic

Quel-Droma and the events of the Jedi Civil War (Chronicled in

the Xbox games: Knights of the Old Republic and Knights of the

Old Republic II: The Sith Lords).

However, the class does make a resurgence after these

dark days of the Jedi Order. During the time of the Rise of the

Empire Infinities, the class is once again in decline. It is only a

matter of time whether it will come back to its former glory.

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found in a Jedi training facility working on his lightsaber

technique.

G A M E I N F O R M A T I O NJedi Sentinels have the following game statistics.

A B I L I T I E S

Jedi Sentinels should be gifted in all areas, but the most

important are Dexterity, Wisdom, and Charisma.

V I T A L I T Y

Jedi Sentinels gain 1d8 vitality points per level. The character's

Constitution modifier applies.

C L A S S S K I L L S

The Jedi Sentinel's class skills and their key abilities are as

follows:

Computer Use (Int), Craft* (Int), Disguise (Cha), Gather

Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge*

(Int), Move Silently (Dex), Pilot (Dex), Profession* (Wis),

Read/Write Language (none), Sense Motive (Wis), Speak

Languages (none).

*This skill actually encompasses a number of unrelated skills.

Each time this skill is learned, a specific category must also be

chosen. Examples include Craft (droids), Knowledge (Jedi Lore),

and Profession (lawyer).

Skill points at 1st level: (6 + Int modifier) x 4.

Skill points at each additional level: 6 + Int modifier.

C L A S S F E A T U R E SAll of the following are class features of the Jedi Sentinel.

S T A R T I N G F E A T S

Jedi Sentinels begin play with the following feats.

Exotic Weapon Proficiency (lightsaber)

Force-Sensitive*

Weapon Group Proficiency (blaster pistols)

Weapon Group Proficiency (simple weapons)

Table Intro 1: Jedi SentinelLevel Base Attack

BonusFortSave

RefSave

WillSave Special Defense

BonusReputation

Bonus

1st +0 +1 +2 +2 Force training, Force immunity (fear) +3 +1

2nd +1 +2 +3 +3 Bonus feat, deflect (defense +1) +4 +1

3rd +2 +2 +3 +3 Force training +4 +1

4th +3 +2 +4 +4 Force training +4 +1

5th +4 +3 +4 +4 Deflect (attack -4) +5 +1

6th +5 +3 +5 +5 Force immunity (stun), Increase lightsaber damage (3d8) +5 +2

7th +6/+1 +4 +5 +5 Jedi Knight +6 +2

8th +6/+1 +4 +6 +6 Deflect (extend defense and attack) +6 +2

9th +7/+2 +4 +6 +6 Bonus feat +6 +2

10th +8/+3 +5 +7 +7 Block +7 +2

11th +9/+4 +5 +7 +7 Deflect (defense +2) +7 +3

12th +10/+5 +6 +8 +8 Force immunity (paralysis), Increase lightsaber damage (4d8) +8 +3

13th +10/+5 +6 +8 +8 Deflect (attack -3) +8 +3

14th +11/+6/+1 +6 +9 +9 +8 +3

15th +12/+7/+2 +7 +9 +9 Bonus feat +9 +3

16th +13/+8/+3 +7 +10 +10 Deflect (defense +3) +9 +4

17th +14/+9/+4 +8 +10 +10 +10 +4

18th +15/+10/+5 +8 +11 +11 Increase lightsaber damage (5d8) +10 +4

19th +16/+11/+6/+1 +8 +11 +11 Deflect (attack -2) +10 +4

20th +17/+12/+7/+2 +9 +12 +12 Bonus feat +11 +4

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*This feat has associated Force skills. These associated Force

skills are class skills for this character class due to the possession

of this feat.

E Q U I P M E N T

A Jedi Sentinel starts play with a lightsaber provided by his

Master. Later, the Jedi may construct his own lightsaber.

F O R C E T R A I N I N G

The Jedi Sentinel gins a bonus Force feat at 1st, 3rd, and 4th

levels. This bonus feat must be selected from the following list:

Alter, Control, Sense.

Once one of these Force feats is selected, its associated

Force skills become class skills.

F O R C E I M M U N I T Y

The Jedi Sentinel gains the ability to withstand rigors to mind

and body. At 1st level, the Jedi Sentinel gains the ability to resist

the affects of a Fear check. When you are targeted by Fear, you

may make an opposed Will check (with a DC equal to the

opponent's Fear check); if you succeed, you negate the penalty

without taking a Dark Side point.

At 6th level, the Jedi Sentinel gains the ability to withstand

the effects of stunning damage. You gain +5 to any Fortitude

saving throw made to resist a successful stun attack (whether

technological or Force-based).

At 12th level, the Jedi Sentinel gains the extraordinary

ability to ignore the effects of any poison or Force effect that

would normally leave him paralyzed.

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After the Battle of Naboo, the Galaxy slips into further turmoil.

Everyone watches as the Jedi Order's best and brightest leave

the Order for the Separatists. And the Republic can only watch

helplessly as more and more worlds join the Separatists. The

Republic is so desperate it clings to its newly elected leader,

Chancellor Palpatine. This is what Palpatine wants, and he can

only watch in joy as events spiral out of control for the Republic,

and fall right into his plans.

T I M E L I N E O F T H E

, P T . 1ABN – After the Battle of Naboo

0 A B N

I The Trade Federation is defeated by combined

Naboo and Gungan forces. Obi-Wan Kenobi is

slain by the Sith Lord, Darth Maul. Darth Maul

is forced to retreat by a spectacular series of

thrusts and parries by Qui-Gon Jinn. Qui-Gon

Jinn is granted leave to train Anakin Skywalker

as his Padawan.

I Darth Maul disappears.

2 A B N

I Count Dooku leaves the Jedi Order and upon

leaving, warns Qui-Gon Jinn about a Sith

threat. With this information, Qui-Gon begins

to watch the Senate and Jedi Council more

closely.

I The bounty hunter, Jango Fett, is hired to be the

template for a clone army.

I Qui-Gon secretly begins to accelerate Anakin's

training.

4 A B N

I Qui-Gon and Anakin secretly travel to Tatooine

and free Shmi Skywalker from Watto. Shmi

then settles on Naboo after traveling there with

Qui-Gon and Anakin.

I The Senate is in shock as the Senator from

Alderaan, Bail Antilles, is assassinated in the

Senate lobby, by an unknown assailant. Viceroy

Bail Organa arrives on Coruscant to assume

duties as the new Senator, intending only to fill

the position until a new senator can be elected.

Senator Organa is overwhelmingly elected to fill

Senator Antilles’ position permanently.

I Over the next five years, twenty senators are

assassinated by a person or persons unknown.

R i c a r d o L u i s A r a n o v i c h

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I Padmé Amidala is reelected as Queen of the

Naboo.

5 A B N

I Qui-Gon puts Anakin before the Jedi Council as

a candidate for Knighthood. Because Anakin is

the youngest human to ever be nominated for

the Jedi Trials at the age of fifteen, he is given a

seemingly impossible series of tests, which

Anakin passes with distinction, thus attaining

Jedi Knight. Anakin travels to Naboo to visit his

mother and Queen Amidala.

I The Jedi Council receives information that

Darth Maul is attempting to resurrect a long

dead Sith Lord – Exar Kun. The Jedi Council

sends Qui-Gon and Anakin to intercept Darth

Maul before he succeeds.

I Darth Maul is slain by Qui-Gon and Anakin

within the Great Temple on Yavin IV. Both Jedi

are observed unseen by the Dark Jedi Asajj

Ventress. The Jedi Council orders Qui-Gon and

Anakin to continue their investigation for any

more leads from Darth Maul's possessions.

I Following Lord Sidious’ orders of not drawing

anymore attention to the Sith: Asajj knows that

if the two Jedi are slain, the Jedi will continue to

hunt her master, Asajj uses a Sith technique to

cause Qui-Gon and Anakin to fall asleep. Asajj

steals into their encampment and removes a

lock of both Qui-Gon and Anakin's hair and a

scan of their brains – in hopes of securing her

master's pleasure at the potential for clone

templates. She then departs from Yavin IV to

meet her master on Thule. Qui-Gon and Anakin

discover records of another Sith Lord in Darth

Maul’s possessions. They transmit their

findings to the Jedi Council.

I The Jedi Council refuses to consider Qui-Gon

and Anakin’s report that there is a Sith Lord in

charge of the Republic.

I The Senate is thrown into confusion when

twenty star systems vote to secede from the

Republic.

6 A B N

I Qui-Gon Jinn goes into self-imposed exile, and

disappears from Republic and Jedi Order

intelligence.

I Shmi Skywalker leaves Naboo and returns to

Tatooine. She then settles on the outskirts of

Mos Eisley. After 6 months, she catches the eye

of moisture farmer Cliegg Lars. They then

marry after a short time.

I The Kaminoan, Ko Sai, along with her staff,

disappears from Tipoca City, Kamino.

Numerous off-world starships are seen

removing material from Tipoca City's Military

Education Complex. When curious Kaminoans

ask these offworlders why and for whom the

material is intended, they are informed that a

new cloning facility is being prepared on Faa,

Kamino’s sister world.

8 A B N

I At this time, 500 star systems have now seceded

from the Republic, and have chosen Count

Dooku to represent them. Count Dooku

proposes the creation of the Confederacy of

Independent Systems, with himself as leader.

I Terrorism against Republic officials and Jedi is

on the rise.

I Padmé Amidala steps down as Queen, once her

second term is finished. Her successor, Queen

Jamillia asks Padmé to accept a senatorial

position, which Padmé accepts.

I Anakin begins to voice his doubt of the role of

the Jedi to the Jedi Council. He then informs

them that he will be going into seclusion to

meditate on the will of the Force. Anakin travels

to visit his mother and stepfather on Tatooine.

He then confides to them that he is

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contemplating his abandonment of the Jedi

Order. He then sets out to find Qui-Gon.

9 A B N

I Two pieces of legislation surface that would

reestablish an Army of the Republic, and a

Republic Navy. Senator Amidala is recalled to

Coruscant to vote on this piece of legislation.

I Senator Amidala’s diplomatic cruiser is

hijacked by members of the Confederacy of

Independent Systems. To their anger, the

Senator is not on board; however, they transmit

via holonet, the assassination of Senator

Amidala’s decoy.

I Anakin Skywalker resurfaces on Naboo. He

informs the Jedi Council of his decision to leave

the Jedi Order. Anakin refuses to relinquish his

lightsaber and in a flurry of lightsaber form,

defeats five Jedi Knights sent by the Jedi Council

to enforce the Council’s decree. He then

publicly denounces the Jedi Order, and that he

will join Count Dooku and the other Separatists.

I An additional 1000 star systems secede from the

Republic and join the Confederacy of

Independent Systems.

I Republic forces begin to crackdown on rumored

CIS sympathizers of droid manufacturers.

Concerned with the direction that this directive

is leading, the Jedi Council begins to send Jedi to

mediate between the Republic's forces and the

droid manufacturers. In response to these

encroachments, the droid manufacturers begin

to relocate their factories to planets sympathetic

with the Confederacy.

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Beginnings. . .B y M a t t V a n d e r v i l l e

The resistance force finished mopping up the battle droids within

the Theed hangar. As pilots took to their ships and maneuvered

out of the hangar, two Jedi accompanied Queen Amidala and her

fighting force. They headed toward the door leading to the palace

and ultimate goal, Nute Gunray. As they passed the starfighter

Anakin was hiding in, he peeked out of the cockpit. “Hey! Wait for

me!” he worried.

“No, Annie, you stay there,” Jedi Master Qui-Gon Jinn

informed the young boy whom he was refused to train. “Stay right

where you are.”

“But I…” Anakin started to protest.

“Stay in that cockpit,” Qui-Gon said with authority and finality.

It was then the blast doors parted revealing the dark,

hooded figure of Darth Maul. Qui-Gon recognized the tattooed

Zabrak as the one he fought on Tatooine. Qui Gon and his

apprentice, Obi-Wan Kenobi, passed through the surprised

fighters. “We’ll handle this.” Qui-Gon instructed them. They took

the cue and scattered, following their queen to an alternate route.

The two Jedi removed their outer cloaks and ignited their

lightsabers, adopting defensive stances.

Darth Maul moved deliberately, letting his own cloak fall to

the floor. He lifted his head slowly and drew his double-bladed

lightsaber, igniting it and maneuvered into a ready stance. He

only paused for a moment before launching a flurry of attacks at

the two Jedi. They fought back through the hangar as Anakin

looked on in fascination. Darth Maul held his own against the

Jedi, flipping and tumbling his way into the adjacent reactor room.

There was a brief respite as the combatants gathered their

energies. Qui-Gon and Obi-Wan stood side by side on a small

control platform that Darth Maul had just evacuated with an agile

back-flip. They stood defensive for a moment across the small

chasm. The Jedi decided to press the attack. Leaping across the

gap, their attack came simultaneously against the Sith, who

deftly parried both killing strokes.

The combat continued across the catwalk. They passed

through the gigantic chamber as the glow of Naboo plasma

energies coursed through their large arterial containment fields.

With a stunningly fast move, Darth Maul parried blows from each

Jedi, used the back of his fist against Obi-Wan’s skull, and kicked

backwards. The kick sent Qui-Gon tumbling over the edge. The

Jedi barely managed to catch the edge of one of the lower

crossing platforms. He nimbly pulled himself up, gathered the

Force around him and made a spectacular leap back up to the

battle.

Calling his dropped lightsaber to his hand, he saw that

Obi-Wan was driving the Zabrak further back towards the

reactor’s waste room. Qui-Gon silently cursed to himself for

allowing him to be separated from his Padawan. Obi-Wan wasn’t

driving the Sith back as much as he was being drawn in by him.

The Zabrak wanted them separated. Running to his Padawan’s

aid, he had to stop short as a series of containment fields

prevented him from entering the room where his apprentice

fought.

The Sith saw that Qui-Gon was momentarily trapped and

pressed a flurry of attacks against Obi-Wan. The Padawan

struggled to parry every thrust, but the acrobatic Zabrak was too

much for him. Obi-Wan parried one last time and Darth Maul

smashed the hilt of his saber up against Obi-Wan’s nose, almost

sending him into unconsciousness. Darth Maul performed a spin

and the red lightsaber sliced the stunned Obi-Wan in two.

It took no more than a moment but it seemed as if time had

slowed for Qui-Gon. He wanted to let his emotion out, but he

remained in the Force. Darth Maul, with intent to anger the Jedi

Master, used the Force to send the pieces of Obi-Wan’s corpse

into the melting pit. He turned then and smiled at Qui-Gon, who

only kneeled and closed his eyes in silent meditation. Confused

by this, the smile on Darth Maul’s tattooed visage quickly turned

into a sneer.

The containment field dropped and Qui-Gon wasted no time

in pressing his attack. Drawing upon his years of experience, he

gave no quarter to this over-confident Sith Lord. With the Force

as his ally, he blocked every attack the Zabrak threw at him and

blocked every kick and punch. He forced the battle against the

wall of the rounded room where the Sith would have no room for

his acrobatics. His back against the wall, Darth Maul suddenly

found his lightsaber in three pieces.

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F A ASystem/Star: Kamino

Type: Terrestrial

Temperature: Temperate

Atmosphere: Breathable

Gravity: Standard

Terrain: Oceans, Archipelagos

Length of Day: 22 standard hours

Length of Year: 345 standard days

Species Mix: 62% Kaminoan, 29% Human, 9% Other

Satellites: 2

Planet Function: Secret clone facilities, military vehicles

Government: Military administration

Tech Level: Space

Major Population: 279 Kaminoans, 130 Humans, 41 others

Major Exports: Clone troops

Major Imports: foodstuffs

Starports: 1 standard class

System/Star: Kamino

For system positions of planetary bodies, look to page 72 of

Geonosis And The Outer Rim Worlds.

D E S C R I P T I O NFaa is a temperate world that hasn't been inhabited in millennia.

It is marked by a tremendous ocean with thousands of small

islands grouped in archipelagos, with some of the largest that

could be described as small continents. Considering that Faa

closely resembles its sister world of Kamino, the lack of

indigenous life should have been a boon to the Kaminoans.

H I S T O R Y

Faa was inhabited millennia ago by early explorers from

Kamino (shortly before Kamino was inundated with its never

ending ocean). Once the deep-space strain of Kaminoans was

largely forgotten, the few Kaminoans that were still on the

surface of Faa, eventually died out. Currently Faa is the site of a

small group of Kaminoans, who have developed clone

technology for the Galactic Republic, following Tipoca City's

loss of its cloning facility on Kamino.

P E O P L E

Faa, for the most part, is uninhabited. Early in Kamino's

history, a small group of Kaminoans started a small colony here,

but eventually died out from lack of support from their home

planet, and also due to Kamino experiencing the melting of their

ice caps. There hasn't been any sentient life on Faa for centuries.

R y a n B r o o k s

Weaponless, he fell to the ground to sweep kick the Jedi

onto his back, but Qui-Gon avoided it by leaping into the air.

Darth Maul changed his kick in mid-motion and instead, let his

momentum carry him tumbling towards the exit. His escape was

cut off by the containment field activating once again.

“Where will you go now, Sith?” Qui-Gon said, using the word

Sith like it was a vile curse. He advanced cautiously on the

Zabrak, ready to end the battle.

Darth Maul flipped over the head of Qui-Gon and dove,

feet-first, into the melting pit. Qui-Gon stood there for a moment

watching the Zabrak disappear into the abyss and then

deactivated his lightsaber. He knew that the Zabrak would use

his Sith powers to survive. They would meet again one day, but

this particular battle was over. His Padawan dead and proof of

the re-emergence of the Sith, Qui-Gon was determined to get the

Council to let him train Anakin. He sensed they would need the

Chosen One. The Jedi Master hooked his lightsaber to his belt

and strode from the Theed reactor to see how the rest of the

battle had gone.

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L O C A T I O N S

None to speak of, however, the surface of Faa is dotted with

many islands that are in the form of archipelagos.

Q U I - G O N J I N NWhen Qui-Gon found Anakin on Tatooine, he never dreamed of

what the Force had in store for his destiny. After Obi-wan

Kenobi was killed by the mysterious Sith, Qui-Gon immediately

requested that Anakin become his padawan learner. Anakin

was excited about this, but also scared. Both of Qui-Gon’s

previous padawans had died before become Jedi Knights due to

unusual circumstances. Anakin did not want to share their

fates. But Qui-Gon assured him, that the will of the Force would

ensure he not only become a great Jedi Knight, but also a great

Jedi Master.

For two years, Qui-Gon trained Anakin normally and at a

steady pace to help accommodate Anakin’s disadvantage of

recently joining the Order. But things changed when Qui-Gon

got a cryptic message from his former master, Dooku. Dooku

warned of the Sith threat, and confided with him his fears of the

Senate and the Jedi Council being under the Sith’s sway. Qui-

Gon promised to keep an eye out for the Sith. Anakin thereafter

went through an accelerated training program in preparation of

this threat. Another two years passed, and Anakin started to

have dreams of his mother in danger. Qui-Gon realized the

Force was talking to him, even with Anakin’s weak abilities in

farseeing at the time. He felt they should act upon these dreams,

and went to Tatooine to free Anakin’s mother. Together they

were able to set her free from Watto, and brought her to Naboo

to live there. After that, Anakin’s dreams of his mother stopped.

Five years after the Battle of Naboo, Qui-Gon Jinn brought

Anakin in front of the Council. No one but Qui-Gon knew why

he called this meeting. Qui-Gon then, to everyone’s surprise, he

asked the Council to test Anakin for Knighthood. The Council

was hesitant, but after much debate agreed to test Anakin. The

Council gave Anakin impossible tests of courage, diplomacy,

and even a test of facing one’s self in a “mirror”. There, he came

face to face with the potential for great evil, and greater good.

When all was said and done, the Council felt no reason to

hold back Anakin any longer. Qui-Gon felt overwhelming joy

with his new brother, and both embraced in a moment of

appreciation for each other. A week later, both of them were

sent to Yavin IV to investigate activities by the Sith Qui-Gon had

faced 5 years earlier and who killed his apprentice Obi-Wan.

The Sith had been identified as Darth Maul, and was trying to

resurrect Exar Kun, the long dead Sith Lord. When they arrived,

they were immediately ambushed by Maul. Qui-Gon was able to

beat him back with the help of Anakin. Setting up camp, they

prepared to confront Maul the next day. It was suspected he was

hiding in the Great Temple. The next day, both of them killed

Maul in the Great Temple. After the fight, they continued to

investigate the area as requested by the Council. They found

information pointing to another Sith Lord within the Senate.

Dooku’s fears had been true, and Qui-Gon was interested to see

what the Council had to say. The Council, not to his surprise,

scoffed at his suggestion of the Sith within the Senate. As Qui-

Gon had feared, the Sith Lord had infected the Council and the

Senate. Once they returned, Qui-Gon warned Anakin, in

private, that the Sith has taken control of the Republic and the

Council, and to beware. When Anakin asked him why he was

saying all this, Qui-Gon just said, “Because the living force

wishes me to.” The next year, Qui-Gon went into self-imposed

exile, and disappeared from the Republic's and the Orders' view.

L i n d a W o o d s

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Before heading deep into the Outer Rim, Qui-Gon visited

his old master Dooku, now leader of the Confederacy of

Independent Systems. Qui-Gon told Dooku he was right about

the Sith being in control. Qui-Gon then left for the Outer Rim

for deep meditation and contemplation. He found the world of

Dagobah, and felt it was the perfect world to meditate on the

living force. He landed there, and then hid his ship until a time

when the force needed his help once again.

Qui-Gon Jinn: Adult Male Human, Jedi Guardian 10/Jedi Master

7; Init +2 (+2 Dex); Def 23 (+2 Dex, +11 Class); Spd 10m; VP/WP

143/12; Atk +19/+14/+9/+4 melee (1d3+2, punch),

+19/+14/+9/+4 ranged (by weapon), +21/+16/+11/+6 melee*

(6d8+4, crit 18-20, Lightsaber); SQ Deflect (Attack -4, Block,

Defense +3, Extend Defense and Attack), Force Secret

(Improve Battlemind, Improve Force Defense), Increase

Lightsaber damage +4d8; SV Fort +12, Ref +13, Will +14; SZ

M; FP: 11; Rep: +7; Str 14, Dex 15, Con 12, Int 17, Wis 17, Cha

15.

Equipment: Aquata Breather, Comlink, Lightsaber,

Holoprojector [Personal], Utility Belt [Jedi]

* Qui-Gon Jinn has constructed his own Lightsaber.

Skills: Computer Use +5, Craft (lightsaber) +7, Knowledge

(Coruscant) +11, Knowledge (Jedi lore) +13, Pilot +8,

Read/Write Basic, Sense Motive +7, Speak Basic, Speak

Cerean, Speak Huttese, Speak Shyriiwook, Spot +7, Treat

Injury +9

Force Skills: Affect Mind +18, Battlemind +15, Empathy

+10, Enhance Ability +9, Farseeing +7, Force Defense +17,

Force Stealth +6, Force Strike +9, Heal Another +13, Heal Self

+6, Move Object +17, See Force +15

Feats: Combat Expertise, Combat Reflexes, Exotic Weapon

Proficiency (lightsaber), Force-Sensitive, Headstrong,

Improved Critical (Lightsaber), Quick Draw, Weapon Finesse

(Lightsaber), Weapon Focus (Lightsaber), Weapons Group

Proficiency (blaster pistols, simple weapons)

Force Feats: Alter, Burst of Speed, Control, Force Mastery,

Form IV Mastery, Lightsaber Defense, Sense

A N A K I NS K Y W A L K E RAnakin Skywalker knew he was different. Even as a slave on

Tatooine, he knew that he was destined for greater things. It

wasn't until a Jedi Master named Qui-Gon Jinn arrived in his

hometown of Mos Espa, that he could sense the winds of

change. With Qui-Gon was a girl not much older than himself,

an alien he had never encountered before, and a droid that he

inquisitively knew was an astromech droid – though he had

never seen one.

While convalescing during a sudden sandstorm at his

home, these four ragged beings explained why they were there.

Their ship was unable to leave the system, and they needed help.

As Anakin was wont to do, he offered his help, both of his

piloting skill as a podracer, and the podracer that he had built

from scavenged parts. With reservations, his mother gave him

her permission, and the only thing left to do, was convince his

owner. Luckily, Qui-Gon was able to bluff Watto into allowing

Anakin to compete in the annual Boonta Eve Classic.

With thrusters firing, Anakin was able to edge his nemesis,

Sebulba to win the Boonta Eve. After collecting his winnings,

C J F r a n k s

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minus the cost of the parts that Qui-Gon and his party needed,

Qui-Gon dropped a bombshell – he was to go with Qui-Gon to

be trained as a Jedi. Though it pained him greatly for leaving his

mother as a slave, he looked forward to his life as a Jedi.

However, upon nearing the ship that would take him away from

Tatooine, Qui-Gon was beset by an individual dressed all in

black and with red markings about his face.

During the titanic battle of lightsabers, Qui-Gon ordered

Anakin to get to the ship and have it take off. As the ship closed

the distance, Qui-Gon managed to push this dark being far

enough away to alight on the ship's boarding ramp. There he

meets Qui-Gon’s current apprentice Obi-Wan Kenobi. As

much as Anakin tries to engage Obi-Wan in conversation, he

gets a feeling that he should hold off speaking with him, though

he cannot understand why. Later in the passage to Coruscant,

he talks more with the young woman that he met on Tatooine –

Padmé. As they talk, he begins to understand his feelings that

he is destined to be at her side, sometime in the future, and not

as a Jedi, but as her husband.

In the years that followed the loss of Qui-Gon’s apprentice,

Obi-Wan, there were many challenges that Anakin overcame.

Anakin reflected Qui-Gon’s philosophy so thoroughly, that he

viewed Qui-Gon as the father he never had. And after just five

short years, Anakin attained the rank of Jedi Knight, though

Master Yoda once had grave misgivings of Anakin being a Jedi.

During this time, he kept in constant contact with Padmé on

Naboo, and once attaining knighthood, with Qui-Gon’s

approval, began to pursue a relationship with her; and to his

surprise, Padmé reciprocated his feelings.

So it came as a shock to the Jedi Council that Anakin

decided to leave the Jedi Order to pursue a family with Senator

Amidala; the Council sent five Jedi Knights to return Anakin to

Coruscant, to both relinquish his lightsaber, and also to explain

why he decided to leave. Anakin refused and was forced to

defend himself from Masters Plo Koon, Luminara Unduli, Ki-

Adi-Mundi, and two Jedi Knights: Barriss Offee, and Bultar

Swan. Unfortunately, he ultimately had to strike them down,

but afterwards he asked Padmé to marry him, and she agreed.

Shortly after the attempt on Count Dooku’s life by Republic

loyalists, he finally understood that there was no hope for the

Republic and asked for a commission in the Separatist Navy,

which President Dooku, was only too happy to honor. Through

many battles, Anakin was constantly on guard against enjoying

these battles, and it wasn’t until he joined General Grievous and

Captain Czar in the Battle of Kamino, did he understand that the

Confederacy was in danger of becoming exactly what he left the

Republic for. Czar spoke to Anakin about Grievous actions after

battle, and both agreed he was a threat to the CIS. But neither

knew what to do about Grievous at the time. President Dooku

was stricken with personal doubt when Anakin and the 30 Jedi,

who willingly joined Anakin and the Separatists, came to him

and resigned his commission. When Dooku asked him why he

was leaving, Anakin responded: “I just cannot in good

conscience be associated with such butchery that General

Grievous has now degenerated to.” And with that Anakin left.

The next two years were a blur for Anakin. At first, Anakin

seemed as if he was adrift in the Force, but after many months of

meditation, Anakin received a vision. He would go to Coruscant,

secretly enter the Jedi Temple Archives and go to a wing of the

Archives that seemed as if no one had been to in millennia.

Following the will of the Force, he discovered an ancient holocron

that was exactly where his vision told him it was, after which he

returned to Naboo. After many more months, Anakin came to

realize that the Jedi had lost their way, and it was up to Anakin to

bring them back to balance, as a new order: The Bendu.

Anakin Skywalker: Adult Male Human, Fringer 1/ Jedi Guardian

5/ Bendu Disciple 1/ Bendu Warrior 7; Init +3 (+3 Dex); Def 25

(+3 Dex, +12 Class); Spd 10m; VP/WP 132/15; Atk +14/+9/+4

melee (1d3+2, punch), +15/+10/+5 ranged (by weapon),

+16/+11/+6 melee* (5d8+2, crit 18-20, Lightsaber); SQ

Deflect (Attack -3, Defense +3, Extend Defense and Attack),

Fringer bonus class skill (Repair), Increase Lightsaber damage

+3d8, Bendu Combat feats (Weapon Finesse, Improved

Critical), Skywalkers gain the Force-Sensitive feat for free and

ignore the "Force Level 1st" prerequisite when selecting the

primary Force feats [Control, Sense, and Alter]), Resist and

Improved Dark Side +3; SV Fort +15, Ref +14, Will +8; SZ M;

FP 7; Rep: +5; Str 14, Dex 17, Con 15, Int 14, Wis 14, Cha 14.

Equipment: Comlink, Holocron, Holoprojector [Personal],

Lightsaber, Utility Belt [Jedi], Actis-class Interceptor.

* Anakin Skywalker has constructed his own Lightsaber.

Skills: Computer Use +9, Craft (lightsaber) +9, Hide +4,

Knowledge (Bendu Lore) +6, Knowledge (Jedi lore) +8,

Knowledge (Podracing) +6, Knowledge (Tatooine) +6,

Knowledge (World lore) +5, Pilot +14, Read/Write Basic,

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Read/Write Huttese, Repair +5, Search +6, Speak Basic, Speak

Huttese, Spot +7, Survival +6, Tumble +8

Force Skills: Affect Mind +8, Battlemind +11, Battle

Influence +4, Enhance Ability +10, Force Defense +7, Force

Stealth +4, Heal Another +7, Heal Self +8, Move Object +10,

See Force +5, Telepathy +6

Feats: Combat Expertise, Combat Reflexes, Exotic Weapon

Proficiency (lightsaber), Force-Sensitive, Gearhead, Improved

Critical (Lightsaber), Skill Emphasis (Pilot), Weapon Finesse

(Lightsaber), Weapon Focus (Lightsaber), Weapons Group

Proficiency (blaster pistols, primitive weapons, simple

weapons)

Force Feats: Alter, Attuned, Battle Meditation, Control,

Sense

D A R T H M A U LB a c k g r o u n d I n f o b y S m u g g l e r J e d i

Darth Maul was Darth Sidious’ apprentice for a long time,

going through many trials and tribulations to receive the

coveted rank of Sith Lord. When he finally proved himself once

and for all to his master, he was sent to track down a

troublesome queen and her Jedi bodyguards to a backwater

world called Tatooine. There, he tested the mettle and

experience of the Jedi and also discovered a young boy who was

very strong in the Force. Returning to the world of Naboo, he set

up his plans to fight the Jedi and the queen when she would

inevitably come back.

Queen Amidala eventually returned to liberate her world

from the oppressive Trade Federation, with Jedi Master Qui-

Gon Jinn and Jedi Padawan Obi-Wan Kenobi with her. Maul

allowed the Queen and her group to infiltrate the Naboo Royal

Palace, but when they tried to leave the hanger, Maul

intervened. Seeing his ultimate chance to finally kill a worthy

opponent, Maul attacked the two Jedi with his double-bladed

lightsaber. Fighting in the dangerous and open Naboo power

center, he finally managed to split the duo up, with Qui-Gon

Jinn trapped on one side of an energy field and Obi-Wan Kenobi

stuck with Maul. It was an arduous struggle to stay dominant,

but with a quick feint and a lucky blow, Darth Maul was able to

slay the Padawan, and Kenobi was no more.

When the energy field dropped, Qui-Gon lashed out at

Maul. The Sith was startled by the amazing burst of energy that

the Jedi Master was now benefiting from, and the rapid and

steady advance of parries, blows, thrusts and counterthrusts

overwhelmed Maul. Humiliated by his failure to eliminate the

other Jedi, Maul fled and was just barely able to get to his ship

and escape Naboo before the hanger was closed to him.

After that incident, Maul dropped from the public eye.

Working on the orders from his Sith Master, he began to train a

secret group of assassins and elite commandos. Many were

gifted in the Force, and Maul saw it as the beginning of a new

Sith army. He was never told their purpose, but he didn’t care,

as he relished in giving out punishments and putting them

through impossible tasks. When he heard of a Kaleesh that had

been saved by the IGBC, Maul jumped to the opportunity. Maul,

under disguise, was able to convince San Hill of the benefit of

the special training he offered. Foolishly and blindly, Hill

agreed. Maul personally trained the new general in using

lightsabers and other deadly tactics before quietly leaving to

answer another summons by his master.

Maul’s final mission was very important. His duty was to

reawaken the ancient Sith Lord Exar Kun, the very same one

who developed the double-bladed lightsaber and almost toppled

A n n e H u r s t

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the Republic four thousand years ago. He traveled to Yavin IV to

find Kun’s crypt, but before he could succeed two Jedi

intervened. One he recognized immediately – Jedi Master Qui-

Gon Jinn, the very same one who had humiliated him on Naboo

five years earlier. The other carried some vague recognition, but

it wasn’t until Qui-Gon said his name that it clicked into place –

Anakin Skywalker. Desperate for revenge, Maul singled out

Qui-Gon and viciously attacked him. Unfortunately, the Sith

warrior was so focused on the Master that he forget the Knight.

While he wasn’t paying attention, Anakin Skywalker killed him

with a single thrust to the back. In just a moment, the terrible

reign of terror Maul had perpetuated was stopped. The Sith

Lord was finally dead.

However, even the death of Darth Maul did not mean the

end of his importance. The Jedi searched his possessions and

found evidence of another Sith Lord in the Republic. Using his

possessions as evidence, the two told the Jedi Council that the

Sith had infiltrated the Republic and were in control.

Fortunately for Maul, his dream of Sith dominance wasn’t

shattered when the Council refuted the duo’s findings and told

them to “leave this matter to the proper individuals” and focus

more on learning about the Force. It was ignorance that saved

Maul’s dream, even if he was never going to be in it.

Darth Maul: Adult Male Zabrak, Sith Lord 3/Sith Warrior

6/Dark Side Marauder 3/Soldier 2; Init +4 (+4 Dex); Def 25 (+4

Dex, +11 Class); Spd 10m; VP/WP 134/16; Atk +14/+9/+4

ranged (3d4, Sith Lanvarok), +17/+12/+7 melee (1d4+3, crit

20, punch), +18/+13/+8 melee * (5d8+3, crit 19-20,

Lightsaber); SQ Dark Side, Deflect (Attack -3, Defense +1),

Enemy Bonus +2, Increase Lightsaber damage +3d8, Resource

Access, Uncanny Dodge (Dex bonus to Defense); SV Fort +19,

Ref +13, Will +11; SZ M; FP: 7; DSPs: 14; Rep: +9; Str 17, Dex

19, Con 16, Int 14, Wis 11, Cha 12.

Equipment: Lightsaber*, Sith Lanvarok, 3 "Dark Eye" Probe

droids, wrist comlink, electrobinoculars, Sith Speeder, Sith

Infiltrator (Scimitar).

* Darth Maul has constructed his own Lightsaber.

Skills: Computer Use +7, Craft (lightsaber) +7, Gather

Information +3, Intimidate +13, Jump +5, Knowledge (Jedi

lore) +6, Knowledge (Sith lore) +13, Read/Write Basic,

Read/Write Sith, Read/Write Zabrak, Repair +5, Speak Basic,

Speak Huttese, Speak Sith, Speak Zabrak, Tumble +8

Force Skills: Affect Mind +3, Battlemind +15, Drain Energy

+12, Drain Knowledge +8, Force Defense +11, Force Grip +13,

Force Stealth +5, Force Strike +5, Move Object +12, See Force

+8

Feats: Ambidexterity, Armor Proficiency (light), Combat

Expertise, Exotic Weapon Proficiency (double lightsaber,

lightsaber), Force-Sensitive, Martial Arts, Power Attack, Teräs

Käsi, Two-weapon Fighting, Weapons Group Proficiency

(blaster pistols, blaster rifles, heavy weapons, primitive

weapons, simple weapons, vibro weapons)

Force Feats: Alter, Control, Kinetic Might, Knight Defense,

Lightsaber Defense, Rage, Sense

D A R T H T Y R A N U SDarth Tyranus was once known as Asajj Ventress. Hailing from

the barbaric planet of Rattatak, she was rescued from certain

enslavement by a Jedi Knight, Ky Narec. Shortly before she

would become a full-fledged Jedi Knight, her master was

murdered in his sleep by an agent of one of the most powerful

warlords on the planet – Osika Kirske, who then placed the

J e s s i c a H i c k m a n

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young woman into bondage. After being repeatedly violated by

many of the warlord's men, she gave into her rage and anger and

slew Osika's entire retinue, saving the aging warlord for last. As

she lowered the terrified warlord onto Narec's lightsaber, she

had an epiphany: she saw herself kneeling before a being with

immense mastery of the Force. Once she skewered the warlord,

she went in search for Narec's starfighter, which she found that

it still had interstellar flight capability, and she would find this

being.

After many years searching, she happened upon a world

that was teeming with Dark Side energy: Thule. Like a moth to

a light, she landed and presented herself to the reigning garrison

commander, demanding to be led to the Master of the planet.

When she entered Lord Sidious' audience chamber, she knew at

once that she had found the one that she had searched for.

After satisfactorily passing Lord Sidious's tests of loyalty, he

placed Asajj with Darth Maul, who trained her further in

lightsaber combat. It wasn't until she had snatched up a second

lightsaber than she found that she had an affinity with fighting

with two lightsabers. A week later, Lord Sidious sent Maul off

to Yavin IV to see if it was feasible to resurrect an ancient Dark

Lord of the Sith, Exar Kun. Asajj followed Maul in his ship, the

Scimitar, and after observing Maul's death at the hands of the

accursed Jedi, waited until nightfall for them to be close to

exhaustion. Using a minor Sith technique, she managed to

cause the two Jedi to sink into a dreamless sleep. On a whim,

she cut off a lock of their hair, and scanned their brains – Lord

Sidious might have an idea of what to do with them.

After returning to Thule, Lord Sidious was furious with her.

As he pummeled her with Force Lightning, she cried out that

she had a gift for him. Sidious withdrew his punishment on her

and ordered her to explain. After listening to her report, Sidious

praised Asajj with her initiative, though he calculated that to

find a new apprentice would be time consuming and would

extend his plan for galactic domination by several years, at least.

Telling her to rise, Sidious offered her a chance to be his

apprentice, to which Asajj readily agreed. From then on she

would be known as Lady Tyranus. He tasked her to arrange for

the assassinations of key Republic officials, including Jedi, to

which she was only too happy to obey.

Darth Tyranus: Adult Female Human, Jedi Guardian 5/Dark

Side Marauder 2/Sith Warrior 5; Init +4 (+4 Dex); Def 24 (+4

Dex, +10 Class); Spd 10m; VP/WP 114/13; Atk +14/+9/+4

melee (1d3+2, punch), +16/+11/+6 melee* (4d8+2, crit 19-20,

Lightsaber), +16/+11/+6 ranged (by weapon); SQ Deflect

(Attack -4, Defense +1), Enemy Bonus +1, Increase Lightsaber

damage +2d8, Tainted, Uncanny Dodge (Dex bonus to

Defense); SV Fort +12, Ref +14, Will +8; SZ M; FP: 7; DSPs: 10;

Rep: +4; Str 15, Dex 18, Con 13, Int 14, Wis 11, Cha 10.

Equipment: 2 Lightsabers, Sith cloak, Genivex-class

starfighter.

* Darth Tyranus has constructed her own Lightsabers.

Skills: Computer Use +6, Craft (lightsaber) +8, Intimidate

+6, Knowledge (Jedi lore) +6, Knowledge (Sith lore) +9, Move

Silently +5, Pilot +13, Read/Write Basic, Read/Write Sith,

Speak Basic, Speak Sith, Survival +3, Tumble +8

Force Skills: Affect Mind +4, Battlemind +8, Enhance

Ability +6, Enhance Senses +2, Fear +7, Force Defense +7,

Force Grip +11, Force Stealth +7, Force Strike +8, Move Object

+9, See Force +5, Telepathy +2

Feats: Ambidexterity, Armor Proficiency (light), Combat

Expertise, Dodge, Exotic Weapon Proficiency (double

lightsaber, lightsaber), Force-Sensitive, Improved Two-weapon

Fighting, Power Attack, Two-weapon Fighting, Weapon Focus

(Lightsaber), Weapons Group Proficiency (blaster pistols,

blaster rifles, primitive weapons, simple weapons, vibro

weapons)

Force Feats: Alter, Burst of Speed, Control, Lightsaber

Defense, Niman Mastery, Rage, Sense

P R E S I D E N T D O O K UWhen Count Dooku left the Jedi Order, he never expected the

Sith threat to spiral into the mess it became. When he left, he

had hoped maybe he could stop the threat before it began to

destroy the Republic. But only two years after leaving the Order,

the Sith were striking out at the Senate, killing innocent

Senators. Another four years would pass before Dooku would

return to the public eye. Eight years after the Battle of Naboo,

Dooku is asked by 500 seceded worlds of the Republic to

represent them. He gladly accepts, and creates the Confederacy

of Independent Systems, with himself as leader.

The next year, the chaos of the Sith grew. An attempted

assassination of Senator Amidala and the attempted killing of

Anakin Skywalker by the Jedi Order only confirmed Dooku’s

worst fears: the Dark Side had taken hold of the Republic.

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Dooku was pleased to have another 1000 worlds join him, but

was shocked when Anakin Skywalker asked to join the CIS.

Dooku’s dream of a corrupt free government became more

possible as 30 more Jedi follow Anakin’s lead. The next year,

there is a failed assassination attempt by Republic Loyalists on

Dooku. He realizes the gravity of the threat now, that the Sith

are after him. Not wanting to be caught flat-footed from the

now inevitable war, Dooku signs a defense pact with the galactic

trade conglomerates like the Trade Federation, Commerce

Guild, and various Mercenary Companies including Czar’s

Imperial Guard, among others. However, to gain these

conglomerates favor, Dooku agrees to make San Hill’s

bodyguard, General Grievous, Supreme Commander of their

droid forces. With their support, and officially elected as

President of the Confederacy of Independent Systems, Dooku

declares war on the Republic.

A little while after the war begins the Separatists strike at

Kamino’s cloning facilities. Under the command of General

Grievous, the attack goes well, and Anakin Skywalker is also

successful with stealing enough clones and the personnel and

equipment needed to allow the CIS to make their own clones,

and no longer be dependent on droids. Also, one of Dooku’s

Captains, Captain Czar, gained prominence during this battle.

Dooku has him promoted to Commander after the battle. But

Czar comes to Dooku after Kamino with concerns with General

Grievous. Czar believes his heavy handed tactics are not fitting

for the image the CIS is trying to promote. Dooku agrees, and

promises he will see what he can do. He tries to reason with the

General, but Grievous rebuffs his advice, saying he is winning

the war for them and that is all that matters. Dooku is

disappointed at his failure to control Grievous, but agrees and

only keeps minor tabs on his actions to try to please both sides.

Eleven years after the Battle of Naboo, and the beginning of

the next year of the war, the CIS and the Republic are going

through a lull as both sides prepare new clone forces. But

during this lull, Anakin resigns from the CIS. Dooku is shocked,

and asks Anakin why he is leaving. Anakin explains that

Grievous’ savagery as General is wrong, and he wishes to not be

involved with such a wicked being. After Anakin leaves, the 30

Jedi that joined follow Anakin's lead. Dooku is personally

devastated at this loss. Confiding with Commander Czar, now a

close friend and confidant, he wonders what to do. Czar tells

him to get rid of Grievous and try to come to terms with the Jedi

who left. Dooku agrees, but fears that Grievous could take away

the support of the conglomerates since they had him made

General, and suggest holding off on speaking to him. Czar

openly agrees, but behind Dooku’s back begins to make plans of

his own for Grievous. By twelve years after the Battle of Naboo,

the CIS and Dooku control half the galaxy. But Dooku begins to

worry that the heart and soul of the CIS has been lost since the

Jedi left. He personally fears that unless action is taken, the CIS

may become no better then the Republic. But by the end of the

year, only one answer comes to his mind: kill Grievous.

President Dooku: Old Male Human, Jedi Guardian 12/Jedi

Master 3/Jedi Weapon Master 3; Init +2 (+2 Dex); Def 24 (+2

Dex, +12 Class); Spd 10m; VP/WP 147/10; Atk +18/+13/+8/+3

melee (1d3, punch), +20/+15/+10/+5 ranged (by weapon),

+22/+17/+12/+7 melee * (6d8, crit 19-20, Lightsaber); SQ

Deflect (Attack -2, Block, Defense +3, Extend Defense and

Attack), Force Secret (Force Defense, Improve Battlemind),

Increase Lightsaber damage +3d8, Increase Weapon Damage;

SV Fort +12, Ref +14, Will +16; SZ M; FP: 10; Rep: +6; Str 10,

Dex 15, Con 10, Int 18, Wis 17, Cha 18.

A d r i a n o T a d e u T i c i a n o

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Equipment: Lightsaber, Robes of State

* Count Dooku has constructed his own Lightsaber.

Skills: Bluff +12, Computer Use +8, Craft (lightsaber) +11,

Diplomacy +10, Intimidate +16, Knowledge (Jedi lore) +15,

Knowledge (Politics) +12, Read/Write Basic, Sense Motive +7,

Speak Basic, Speak Caamasi, Speak Cerean, Speak Geonosian,

Tumble +8

Force Skills: Affect Mind +13, Battle Influence +10,

Battlemind +13, Enhance Ability +15, Farseeing +11, Force

Defense +15, Force Stealth +9, Force Strike +8, Heal Another

+12, Heal Self +12, Move Object +13, See Force +15

Feats: Combat Expertise, Combat Reflexes, Exotic Weapon

Proficiency (lightsaber), Force-Sensitive, Heroic Surge, Iron

Will, Persuasive, Weapon Finesse (Lightsaber), Weapon Focus

(Lightsaber), Weapons Group Proficiency (blaster pistols,

simple weapons)

Force Feats: Alter, Attuned, Battle Meditation, Burst of

Speed, Control, Form II Mastery, Knight Defense, Lightsaber

Defense, Sense

P A D M É A M I D A L A -S K Y W A L K E RP a w e l H u d e c z e k

The more things change, the more they stay the same. It seemed

like only a few short years ago that Padmé Naberrie Amidala had

just stepped down following her second term as Queen of

Naboo. Now, she has a loving husband that thinks the world of

her and is fighting the forces of corruption that has engulfed the

now rotting corpse of the Republic. But all this wouldn't have

happened if she had ignored her feelings about Anakin.

Once Anakin attained Jedi Knighthood, he would go out of

his way to visit her in her office on Coruscant, or occasionally on

Naboo. As these visits became more frequent, something

within her began to view Anakin as something more than just a

friend. She began to have feelings for him.

After the assassination of her successor, Queen Jamillia, then-

Senator Amidala was faced with a quandary: Does she continue

supporting a corrupt government led by a Supreme Chancellor

that only recently she had supported wholeheartedly, or does

she follow her conscience and lead her people down a path that

may result in true freedom from the increasing tyranny of

Chancellor Palpatine's policies.

With eyes opened to the Chancellor’s subtle prejudicial

policies, she resigns as Senator of Naboo. With mounting

pressure from Governor Bibble and public support, she agrees

to resume the mantle of Queen of Naboo once the Constitution

is amended. One of her first acts as Queen is to have Naboo

secede from the Republic and throw its support to the

Confederacy.

It was then that Anakin Skywalker, recently resigned from

the Jedi Order, asked her to marry him, which she immediately

agreed. After their marriage, Anakin joined the Separatist

military, taking a commission. Though many of his duties as a

high level officer in the Separatist military took him far away

from Naboo, he would still find the time to return.

A year after the war started, Anakin returned from another

of his successful campaigns, but he seemed standoffish and

brooding, pacing about their antechamber. When she asked

him what the matter was, he gave the entire account of the

Battle of Kamino, and the behavior of General Grievous.

Horrified at Anakin's explicit recitation of the actions of

Grievous's barbarity, she at once contacted

President Dooku, with Anakin beside her, to have him explain

why he put such a monster as Supreme Commander. When

contacted, Dooku was in a meeting with Captain Czar, who also

P a w e l H u d e c z e k

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had come forward with concerns on General Grievous.

President Dooku assured all of them that he would personally

look into these allegations. From that moment on, Padmé paid

very close attention to the reports of anything to do with

Grievous.

A few months later, Anakin returned to her and told her that

he had resigned his commission, when she told him that she's

pregnant. The joy in her heart was echoed by the look on

Anakin's face: they were going to have a child. On one stormy

night, Padmé wakes up to find Anakin staring off into the night.

When asked what the matter is, Anakin explains that he must go

to Coruscant, he can't really explain why, but he must. After he

returns, Anakin tells her that he thinks that he may have found a

way to save the Jedi. To Padmé, Anakin is her whole world,

nothing else matters; and the future should be bright, indeed.

Padmé Amidala-Skywalker: Adult Female Human, Noble 13; Init

+6 (+2 Dex, +4 Bonus); Def 19 (+2 Dex, +7 Class); Spd 10m;

VP/WP 77/12; Atk +10/+5 melee (1d3+1, punch), +11/+6

ranged (by weapon); SQ Coordinate +3, Favor +4, Inspire

Confidence, Inspire Greatness, Noble bonus class skill (Bluff),

Resource Access; SV Fort +5, Ref +8, Will +11; SZ M; FP: 0;

Rep: +9; Str 12, Dex 15, Con 12, Int 13, Wis 17, Cha 18.

Equipment:

Skills: Bluff +11, Computer Use +8, Diplomacy +16,

Entertain (dance) +8, Gather Information +10, Knowledge

(History) +7, Knowledge (Politics) +16, Knowledge (World

lore) +9, Listen +11, Move Silently +7, Pilot +8, Read/Write

Basic, Read/Write Caamasi, Read/Write Calamarian, Sense

Motive +12, Speak Basic, Speak Caamasi, Speak Calamarian,

Spot +7, Treat Injury +9, Tumble +8

Feats: Combat Expertise, Dodge, Fame, Improved

Initiative, Influence, Persuasive, Point Blank Shot,

Trustworthy, Weapons Group Proficiency (blaster pistols,

simple weapons)

C H A N C E L L O RP A L P A T I N EPalpatine, as the one-time senator from Naboo, is a very patient

man. Also known as Darth Sidious, Palpatine has orchestrated

galactic events behind the scenes so as to be elevated to his

current station: Supreme Chancellor. And since he is now free

to manipulate events, the Sith shall rise to a level of prominence

once more.

Once having murdered his master, Darth Plagueis in his

sleep, Palpatine continued to hone his mastery of the Force

throughout the decades. When the Senate passed legislation to

raise taxes on outlying systems, Palpatine saw his chance. He

contacted the Viceroy of the Trade Federation and promised

him undreamed of wealth and esteem, but the Viceroy had to do

something for him – blockade his home planet of Naboo.

Thinking the newly elected queen to be easily controlled, he was

surprised that she took such an aggressive stance against his

pawns.

After Jedi Master Qui-Gon Jinn defeated his apprentice

Darth Maul, he gave Lord Maul explicit instructions that he was

to stay hidden until the time was right. From his fortress world,

Thule, Palpatine meditated upon the Force looking to the future

on the possible consequences of actions. After conferring with

one of his Sith holocrons, he came across a Sith legend of Naga

Sadow, who put himself in hibernation until it was time for his

reemergence. Armed with the necessary knowledge, Sidious

dispatched Lord Maul to Yavin IV to resurrect Exar Kun or at

the very least use Kun himself as a power source.

When his newest recruit, Asajj Ventress returned with news

of Lord Maul's death, he lashed out at her and began to blast her

with Force Lightning. In between barrages and her screaming

in pain, Ventress told him that she had a gift for him. Giving her

respite, he ordered her to explain herself. After hearing

everything, he realized that he didn't have the time to search for

a new apprentice and so he gave her a choice: join him or die.

In the following months, Lady Tyranus was the model

apprentice. Though she wasn't as talented with a lightsaber as

was Darth Maul, she still had her uses. To facilitate his plans,

Sidious had Tyranus make arrangements for the death of several

senators and Jedi with bounty hunters Aurra Sing and Zam

Wesell. They did their jobs brilliantly, and within five years, the

Clone Wars had begun! It is only a matter of time whether the

plans he had set in motion so many years ago will bear fruition,

but after all, Palpatine is a very patient man.

Chancellor Palpatine: Old Male Human, Noble 5/Dark Side

Devotee 3/Dark Side Marauder 2/Sith Lord 6; Init +2 (+2 Dex);

Def 25 (+2 Dex, +13 Class); Spd 10m; VP/WP 105/10; Atk

+13/+8/+3 melee (1d3, punch), +14/+9/+4 melee * (4d8, crit

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19-20, Lightsaber), +15/+10/+5 ranged (by weapon); SQ

Coordinate +1, Dark Side, Dark Side Talisman +2, Deflect

(Attack -3, Defense +1), Favor +2, Increase Lightsaber damage

+2d8, Inspire Confidence, Minions, Resource Access; SV Fort

+11, Ref +13, Will +16; SZ M; FP: 7; DSPs: 34; Rep: +6; Str 11,

Dex 15, Con 10, Int 16, Wis 17, Cha 18.

Equipment: Comlink [Secure, Naboo Technologies A3],

Lightsaber, Sith Holocron

* Chancellor Palpatine has constructed his own Lightsaber.

Skills: Bluff +8, Craft (lightsaber) +6, Diplomacy +12,

Gather Information +8, Intimidate +18, Knowledge (Jedi lore)

+6, Knowledge (Politics) +17, Knowledge (Sith lore) +15,

Read/Write Basic, Read/Write Bothese, Read/Write Mon

Calamarian, Read/Write Sith, Sense Motive +9, Speak Basic,

Speak Bothese, Speak Falleen, Speak Mon Calamarian, Speak

Rodese, Speak Ryl, Speak Sith, Survival +6

Force Skills: Affect Mind +9, Alchemy +12, Battlemind +8,

Drain Energy +8, Drain Knowledge +12, Force Grip +12, Force

Lightning +21, Force Stealth +6, Force Strike +9, Move Object

+6, See Force +10, Telepathy +7

Feats: Armor Proficiency (light), Cosmopolitan

(Intimidate), Exotic Weapon Proficiency (lightsaber), Force-

Sensitive, Power Attack, Weapons Group Proficiency (blaster

pistols, blaster rifles, primitive weapons, simple weapons, vibro

weapons)

Force Feats: Alter, Control, Dark Power, Dissipate Energy,

Force Mastery, Lightsaber Defense, Malevolant, Mettle, Rage,

Sense, Sith Sorcery

J E D I C O U N C I LOnce considered the unfaultable authority of the Jedi, The Jedi

Council has had some hard times as of lately. When they tried to

have Anakin Skywalker return his lightsaber when he left the

Order, he killed two members of the Council: Plo Koon and

Ki-Adi Mundi. Both of their seats are never taken up by

permanent members, and it is not uncommon to see up and

coming Jedi Knights having a temporary seat on the Council.

The Council has also had trouble keeping the Galaxy together as

more and more systems join the Separatist. As diplomacy fails,

the Council feels war is inevitably on the horizon.

M A C E W I N D U

B a c k g r o u n d I n f o a n d S h a t t e r p o i n t S p e c i a l Q u a l i t y

b y J e d i P o w e l l

The second most senior member of the Jedi Order was born on

the jungle world Haaruun Kal, the world was harsh and bred

strong willed people. Mace was found by Jedi Watchers at an

early age and was brought to the Jedi Temple on Coruscant. His

training was fast as his natural talents accelerated his fighting

skills. Mace soon became a great lightsaber pupil and made even

Masters take note of his growing skills.

Mace Windu learned to see the Force in a unique view which

focused on his uncanny gift to see flaws in everything. Mace sees

the flaws in objects, people, and missions, which gave him vast

powers to manipulate situations to a favorable outcome. He

even surpassed lightsaber training to create a new and deadlier

lightsaber form while he trained padawan Depa Billaba, called

Vaapad. Mace's skill at flaws helped him create this Form which

uses the Force to take advantage of the flaws of an opponent's

technique.

Mace Windu, a member of the Jedi Council for twenty years,

guides the council alongside his old friend, and former master,

Yoda, and the two seldom disagree, but a major rift began soon

after Qui-Gon Jinn brought Anakin Skywalker to the Jedi Order.

Now Mace sees the CIS/Jedi rift as his greatest flaw, and is

currently moving resources to repair or excise this flaw.

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Mace Windu: Adult Male Human, Jedi Guardian 9/Jedi Master

4/Jedi Weapon Master 6; Init +2 (+2 Dex); Def 25 (+2 Dex, +13

Class); Spd 10m; VP/WP 164/16; Atk +21/+16/+11/+6 ranged

(by weapon), +23/+18/+13/+8 melee (1d3+3, punch),

+24/+19/+14/+9 melee * (6d8+3, crit 18-20, Lightsaber); SQ

Deflect (Attack -4, Block, Defense +3, Extend Defense and

Attack), Devastating Strike (Lightsaber), Force Secret

(Battlemind +1, Enhance Ability +1), Increase Lightsaber

damage +2d8, Shatterpoint (see sidebar); SV Fort +15, Ref +13,

Will +15; SZ M; FP: 7; Rep: +8; Str 17, Dex 15, Con 16, Int 16,

Wis 17, Cha 16.

Equipment: Lightsaber*, Jedi Robes.

* Mace Windu has constructed his own Lightsaber.

Skills: Balance +6, Craft (lightsaber) +13, Gather

Information +8, Knowledge (Jedi lore) +11, Knowledge

(Politics) +7, Pilot +7, Read/Write Basic, Read/Write Caamasi,

Read/Write Korun, Search +5, Speak Arkanian, Speak Basic,

Speak Caamasi, Speak Korun, Spot +7, Tumble +13

Force Skills: Affect Mind +15, Battlemind +14, Empathy

+17, Enhance Ability +22, Enhance Senses +9, Farseeing +7,

Force Defense +11, Force Stealth +9, Heal Another +7, Heal

Self +7, Move Object +17, See Force +18.

Feats: Combat Expertise, Combat Reflexes, Exotic Weapon

Proficiency (lightsaber), Force-Sensitive, Improved Critical

(Lightsaber), Iron Will, Power Attack, Weapon Finesse

(Lightsaber), Weapon Focus (Lightsaber), Weapons Group

Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Burst of Speed, Control, Knight Defense,

Lightsaber Defense, Master Defense, Mettle, Sense, Vaapad

Form Mastery.

Y O D AMaster Yoda has trained Jedi for nearly 800 years, and is

considered the Jedi Order's Grand Master. He has trained

countless Padawans, most notably: Mace Windu, and Count

Dooku, now known as the President of the Confederacy of

Independent Systems, and also trains younglings before they

become Padawans to individual Masters.

When Qui-Gon Jinn first brought young Anakin Skywalker

before the Council to be tested for Jedi candidacy, Yoda was the

most vociferous against him being trained. With the death of

Master Qui-Gon's apprentice, Obi-Wan Kenobi (who Yoda

trained when he was a youngling); Yoda relented on Anakin

being trained, even though he had reservations against him.

When Qui-Gon brought Anakin before the Council to be

tested for knighthood, Yoda was as much surprised as the rest of

the Council: he had not forseen this moment. When Anakin had

completed each task with exemplary marks, Yoda gazed at

young Skywalker's aura with shock: the clouds that were there

five years before, are no longer there. This was the final

lynchpin against Anakin's knighthood, and they were no longer

there.

When the Council received word that the Sith Lord who had

slain Kenobi had resurfaced, Yoda was the first to push for

Master Qui-Gon and now Jedi Knight Skywalker to resolve this

threat. Upon receiving their report of another Sith Lord, Yoda's

wisdom failed him for the first time. "Sith, gone… are they. No

longer endanger the galaxy, they will!" With these words, the

rest of the Council refused to hear anything further.

Not long after the confrontation with Darth Maul was

resolved, Master Qui-Gon came before the Council and

informed them that he will go into self-imposed exile. Knowing

that Qui-Gon was still bitter about his disbelief, Yoda granted

Qui-Gon's request with sadness.

Ten years after the business with the Trade Federation was

concluded, the future seemed ever more clouded than before.

First Yoda, along with Master Windu investigated a curious

claim that the Kaminoans had a clone army available for the

Republic, which at least in simulations received high marks.

The low point of the year was when his former Padawan, Dooku,

now in charge of the Confederacy of Independent Systems

declared war on the Republic.

Though it pained him greatly, Yoda was the first to

recommend that the Jedi stay out of the war. In the many hours

ShatterpointMace Windu gains a Wisdom modifier to any single skill check,

ability check, saving throw, or attack; once per scene up to 1/3

his level per day (round down). Penalty: During combat, if Mace

uses this ability while engaged in Vaapad he must succeed in a

Will save DC 20 + 1/2 the number of current Dark Side Points, or

fall into a Dark Rage as per the Vaapad Form Mastery feat.

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of debate among the Council, those that were for supporting the

Republic narrowly defeated those that were against it. Yoda

was devastated, but soon announced that he would support the

majority vote.

With the war seemingly never ending, Yoda has retreated

within himself to contemplate where everything had gone

wrong. With half of the Council and the numbers of the Jedi

continue to dwindle, Yoda has taken it upon himself to train the

younglings so that they may be better prepared on the front

lines. With each new death, Yoda's despair has taken a larger

toll on his spirit than at any other point in his life.

Yoda: Venerable Male [species unknown], Jedi Consular

11/Jedi Master 7/Jedi Instructor 2; Init +1 (+1 Dex); Def 25 (+1

Dex, +13 Class, +1 Size); Spd 6m; VP/WP 142/11; Atk

+17/+12/+7/+2 melee (1d3, punch), +18/+13/+8/+3 ranged

(by weapon), +20/+15/+10/+5 melee * (2d6+3d8, crit 19-20,

Lightsaber); SQ +4 size bonus on Hide checks, Deflect (Attack

-4, Block, Defense +4, Extend Defense and Attack), Force

Secret (Improve Battlemind, Improve Force Strike, See Force),

Healing, Increase Lightsaber damage +2d6 + 3d8, Inspire

Confidence +1; SV Fort +11, Ref +12, Will +16; SZ S; FP: 14;

Rep: +8; Str 11, Dex 13, Con 11, Int 19, Wis 14, Cha 15.

Equipment: Lightsaber*, Jedi robes, gimer stick cane.

* Yoda has constructed his own Lightsaber.

Skills: Computer Use +10, Craft (lightsaber) +14,

Diplomacy +9, Gather Information +9, Knowledge (Jedi Lore)

+14, Knowledge (Politics) +9, Move Silently +5, Read/Write

Basic, Speak Anx, Speak Anzat, Speak Barabel, Speak Basic,

Speak Bothese, Speak Caamasi, Speak Calamarian, Speak

Cerean, Speak Shyriiwook, Survival +7.

Force Skills: Affect Mind +16, Battlemind +18, Empathy +7,

Enhance Ability +20, Enhance Senses +15, Farseeing +11,

Force Defense +16, Force Strike +22, Friendship +11, Heal

Another +10, Move Object +27, See Force +30.

Feats: Blind-fight, Combat Reflexes, Exotic Weapon

Proficiency (lightsaber), Force-Sensitive, Heroic Surge, Skill

Emphasis (See Force), Weapon Finesse (Lightsaber), Weapon

Focus (Lightsaber), Weapons Group Proficiency (blaster

pistols, simple weapons).

Force Feats: Alter, Attuned, Aware, Compassion, Control,

Dissipate Energy, Form IV Mastery, Lightsaber Defense, Sense.

Q U I N L A N V O S

B a c k g r o u n d I n f o b y J e d i P o w e l l

Quinlan Vos was born on the world Kiffex to a family of

Guardians of Kiffu. The Guardians of Kiffu were the system's

protectors who grew from the same past as the Jedi Order. The

isolation of the system Kiffex caused these protectors to only

hold their homeworld's interests above all other forces. Quinlan

Vos was taken by the Jedi Order after his parents died in a Anzati

attack, but the Vos family pressured the young boy to return to

his homeworld.

The descendants who grew from Kiffu's past held a secret

force tradition which few Jedi have learned, that of

Psychometry. This rare gift followed Quinlan to the Jedi Temple

on Courscant and while his padawan training flourished his

thoughts always returned to Kiffu and the death of his parents.

Quinlan trained with Obi Wan Kenobi while young, and then

moved onto his apprentiship with Jedi Master Tholme.

During his journey to Knighthood Quinlan learned many

skills of infiltration and subterfuge, and found many excuses to

return to the homeworld he was taken from as a child. Kiffex

was not a paradise world, and soon every return to Kiffex was a

J a m i e Y o u n g

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fight with the enemies of his people, the Anzati. Quinlan spent

many years as a fledgling Knight searching for answers to

questions he did not even ask, until on a return to Courscant he

met Aayla Secura. This firebrand of a Twi'lek inspired the

brooding Jedi Knight into passing what Tholme had taught him.

Quinlan spent many years with Aayla and in many regards

the two struggled with the fires of the Dark Side together, but

both tempered their pasts and became stronger. Quinlan and

Aayla became the best undercover Jedi in the Order, and soon

Quinlan's name was heard on the lips of the Masters of the Jedi

Council.

On the little world of Naboo, Quinlan lost a friend. When

Obi-Wan Kenobi fell to the Dark Lord Maul, Quinlan journeyed

to Naboo for his funeral. Once there, he vowed to Obi-Wan that

he would not rest until he brought this Sith to justice. Learning

a great many things Quinlan followed the trail of Maul to many

worlds, including Coruscant, but his prey was always one step

ahead. After 8 years of searching, he finally returned to the Jedi

Temple with many Sith atifacts, but no answer to the mystery of

who was the true Lord of the Sith.

Quinlan Vos: Adult Male Kiffar, Jedi Guardian 5/Jedi

Investigator 5/Jedi Master 5; Init +2 (+2 Dex); Def 23 (+2 Dex,

+11 Class); Spd 10m; VP/WP 145/13; Atk +14/+9/+4 melee

(1d3+1, punch), +15/+10/+5 ranged (by weapon),

+16/+11/+6 melee * (5d8+1, crit 18-20, Lightsaber); SQ

Contacts (Bothan Spynet, The Hutts, x2), Deflect (Attack -3,

Defense +3), Favor +2, Force Secret (Farseeing, Force Stealth),

Increase Lightsaber damage +3d8, Profile, Target bonus +3; SV

Fort +11, Ref +12, Will +13; SZ M; FP: 9; DSP: 0; Rep: +5; Str

12, Dex 14, Con 13, Int 14, Wis 16, Cha 14.

Equipment: Comlink, Lightsaber, Utility Belt

* Master Quinlan Vos has constructed his own Lightsaber.

Skills: Balance +8, Bluff +6, Computer Use +6, Craft

(lightsaber) +6, Diplomacy +6, Gather Information +11,

Intimidate +10, Knowledge (Jedi lore) +6, Pilot +6, Read/Write

Basic, Search +4, Sense Motive +8, Speak Basic, Spot +6, Treat

Injury +6, Tumble +8

Force Skills: Affect Mind +8, Enhance Senses +8, Farseeing

+8, Force Defense +6, Force Stealth +8, Heal Self +8, Illusion

+8, Move Object +10, See Force +10, Telepathy +5

Feats: Combat Expertise, Combat Reflexes, Dodge, Exotic

Weapon Proficiency (lightsaber), Force-Sensitive, Form VII,

Improved Critical (Lightsaber), Low Profile, Mobility, Skill

Emphasis (Gather Information), Weapon Focus (Lightsaber),

Weapons Group Proficiency (blaster pistols, simple weapons)

Force Feats: Alter, Control, Psychometry, Sense

A A Y L A S E C U R AA descendent of the Twi'leki Jedi Knight, Tott Doneeta, Aayla

Secura is a member of the Jedi Council. First attaining the rank

of Jedi Master shortly after the departure of Anakin Skywalker

from the Jedi Order, Aayla has only recently been granted a seat

on the Jedi Council, partly due to the loss of many Jedi during the

Clone Wars, and partly due to her own prodigious abilities.

Among all the Jedi, Aayla has the most in common with

Anakin Skywalker. Before she was found by Master Quinlan

Vos, Aayla was a slave on her home planet of Ryloth.

Fortunately, Aayla was found by Vos shortly after she was sold

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to slavers by her own family. Thus Aayla did not develop the

same dislike towards slavery like Anakin Skywalker.

Taking the Miralukan Padawan, Ceri La, shortly after attaining

the rank of Jedi Knight, Aayla has helped usher the young

woman to the philosophy that everyone is redeemable, even

Aayla's own parents. When the Clone Wars erupted, Aayla was

appointed a general of a squad of clone troopers fresh from their

training on Kamino. To her consternation, Aayla and her

apprentice was given the unenviable position of defending

Republic clone facilities from the depredations of the

Separatist's Supreme Commander, General Grievous. Though

several Jedi were killed during the battle, Aayla was successful in

preventing further losses of clones.

Aayla Secura: Adult Female Twi'lek, Jedi Guardian 9/Jedi

Master 4; Init +3 (+3 Dex); Def 23 (+3 Dex, +10 Class); Spd 10m;

VP/WP 122/10; Atk +14/+9/+4 melee (1d3+1, punch),

+16/+11/+6 melee * (4d8+1, crit 19-20, Lightsaber),

+16/+11/+6 ranged (by weapon); SQ Deflect (Attack -4, Block,

Defense +2, Extend Defense and Attack), Force Secret (Affect

Mind, Force Stealth), Increase Lightsaber damage +2d8, Low-

light vision; SV Fort +10, Ref +11, Will +8; SZ M; FP: 12; Rep:

+3; Str 13, Dex 16, Con 10, Int 14, Wis 13, Cha 15.

Equipment: Lightsaber, Utility Belt

* Master Aayla Secura has constructed her own Lightsaber.

Skills: Balance +6, Bluff +6, Climb +8, Computer Use +4,

Craft (lightsaber) +4, Diplomacy +6, Disguise +4, Gather

Information +6, Intimidate +8, Jump +8, Knowledge (Jedi lore)

+4, Pilot +4, Read/Write Basic, Read/Write Ryl, Sense Motive

+6, Speak Basic, Speak Lekku, Speak Ryl, Treat Injury +6,

Tumble +8

Force Skills: Affect Mind +8, Empathy +6, Enhance Ability

+4, Enhance Senses +6, Farseeing +5, Force Defense +4, Force

Stealth +6, Heal Another +6, Heal Self +6, Move Object +6, See

Force +6, Telepathy +6

Feats: Acrobatic, Athletic, Exotic Weapon Proficiency

(lightsaber), Force-Sensitive, Low Profile, Persuasive, Power

Attack, Weapon Focus (Lightsaber), Weapons Group

Proficiency (blaster pistols, simple weapons)

Force Feats: Alter, Control, Form V Mastery, Lightsaber

Defense, Sense

C E R I L AApprentice to Jedi Master Aayla Secura, Ceri La is a mysterious

Miraluka. Taught by her master that all can be redeemed from

the dark side, Ceri is edging towards Jedi Redeemer. With the

redeemer holocron available at the Temple, as well as teachings

from Master Secura, she is showing promise. Since Redeemer

also requires great saber skills, Ceri has had to seek out the best

available lightsaber master. She originally sought out Cin

Drallig, but he was too busy teaching the lightsaber to

apprentices at the Temple to give her the time and training she

needed. So she had gotten training from Master Qui-Gon Jinn,

but once he left, she went to Jedi Master Kal Remos, as per

Qui-Gon's suggestion. With a bright smile and a hop to her

steps, Ceri now waits to be given her final test before taking the

mantle of Jedi Knight.

Ceri La: Adult Female Miraluka, Jedi Guardian 6/Jedi Redeemer

1; Init +1 (+1 Dex); Def 17 (+1 Dex, +6 Class); Spd 10m; VP/WP

68/10; Atk +8/+3 ranged (by weapon), +9/+4 melee (1d3+2,

punch), +9/+4 melee * (3d8+2, crit 19-20, Lightsaber); SQ

Darkside Sense, Deflect (Attack -4, Defense +1, Extend

Defense and Attack), Force Sight, Increase Lightsaber damage

C h u r c h C l i m b i n R y a n

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+1d8, Quick Reaction; SV Fort +7, Ref +7, Will +7; SZ M; FP: 4;

Rep: +2; Str 14, Dex 13, Con 10, Int 16, Wis 14, Cha 13.

Equipment: Lightsaber, Utility Belt.

* Ceri La has constructed her own Lightsaber.

Skills: Balance +5, Bluff +4, Computer Use +7, Craft

(lightsaber) +7, Diplomacy +4, Gather Information +4,

Knowledge (Darkside Lore) +9, Knowledge (Jedi lore) +9,

Move Silently +2, Pilot +4, Read/Write Basic, Read/Write

Miralukese, Read/Write Ryl, Speak Basic, Speak Lekku

(Understand Only), Speak Miralukese, Speak Ryl, Tumble +6

Force Skills: Affect Mind +4, Battlemind +6, Enhance

Ability +4, Enhance Senses +6, Farseeing +6, Heal Self +4, See

Force +8

Feats: Athletic, Dodge, Exotic Weapon Proficiency

(lightsaber), Force-Sensitive, Power Attack, Weapon Finesse

(Lightsaber), Weapons Group Proficiency (blaster pistols,

simple weapons), *.

Force Feats: Alter, Control, Sense, *.

* Note: Ceri La has not gone through the Jedi Trials yet, so

she has not gained the Jedi Knight bonus feat that is available to

all 7th level Jedi characters. Once she has officially attained

Level 7, she will have access to the following Jedi Redeemer PrC

Class Features:

Dark Side Sense: For more information, please

go to the following link:

www.swrpgnetwork.com/files/PDF/articles/red

eemerd20.pdf

K I T F I S T O

B a c k g r o u n d I n f o b y J e d i P o w e l l

Kit Fisto was born on Glee Anselm, a watery swamp world

where the Nautolans flourished. Kit was raised at the Jedi

Temple far from his homeworld, but he longed to return to his

watery environments. After twenty years of training at the Jedi

Temple the young Jedi Knight began to travel to watery worlds

as a negotiator who specialized in reading others with his

hightened sensory _xhilarat.

Kit Fisto grew into a well known and liked member of the

Jedi Order as well as becoming a gifted duelist, who used natural

aggression to aid his superb skills with the lightsaber. Kit Fisto

trained a fellow amphibian from Mon Calamari named Bant

Eerin and has yet to take on another padawan. Master Kit Fisto

leads a battalion of clone troopers in many oceanic campaigns,

and even helped organize and train the clone troopers in

underwater combat before deployment from Coruscant.

Kit Fisto: Adult Male Nautolan, Jedi Guardian 5/Jedi Weapon

Master 7/Jedi Master 2; Init +3 (+3 Dex); Def 25 (+3 Dex, +11

Class, +1 Species); Spd 10m, swim 6m; VP/WP 164/14; Atk

+16/+11/+6 melee (1d3+2, punch), +17/+12/+7 ranged (by

weapon), +18/+13/+8 melee * (6d8+2, crit -1-20, Lightsaber);

SQ Breathe Underwater, Deflect (Attack -3, Defense +2,

Extended), Devastating Strike (Lightsaber), Force Secret

(Improve Battlemind), Increase Lightsaber damage +2d8,

Increase Weapon Damage, Low-light vision, Pheromonal

Sensor, Rapid Strike (Lightsaber); SV Fort +12, Ref +12, Will

+12; SZ M; FP: 10; Rep: +6; Str 14, Dex 16, Con 14, Int 14, Wis 16,

Cha 14.

Equipment: Comlink, Lightsaber, Utility Belt

* Master Kit Fisto has constructed his own Lightsaber.

Skills: Balance +8, Bluff +6, Craft (lightsaber) +6,

Diplomacy +8, Gather Information +6, Intimidate +8, Jump

+10, Knowledge (Jedi lore) +6, Pilot +6, Read/Write Basic,

Read/Write Nautila, Sense Motive +6, Speak Basic, Speak

Nautila, Swim +9, Treat Injury +6, Tumble +8

Force Skills: Affect Mind +6, Battlemind +8, Enhance

Ability +8, Enhance Senses +6, Force Strike +6, Heal Self +8,

Move Object +6, See Force +9

Feats: Acrobatic, Ambidexterity, Combat Expertise, Exotic

Weapon Proficiency (lightsaber), Force-Sensitive, Form I,

Improved Critical (Lightsaber), Improved Disarm, Weapon

Focus (Lightsaber), Weapons Group Proficiency (blaster

pistols, simple weapons)

Force Feats: Alter, Attuned, Burst of Speed, Control,

Lightsaber Defense, Sense

S H A A K - T IMaster Shaak-Ti was named to the Jedi Council two years before

Anakin Skywalker ascended to Jedi Knight. Taking over from

retiring Council member, Master Dooku, she had reservations

about Anakin Skywalker's capabilities, but was quickly won

over after witnessing the extraordinary feats that young

Skywalker had performed.

When Master Qui-Gon Jinn and Anakin Skywalker sent

word that a Sith Lord may be in control of the Republic, she was

one of the few on the Council that took this news for what its

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worth. Though she and Master Gallia were voted against, with

Masters Vos and Remos abstaining; Masters Yoda and Windu

did relent on allowing all Council members to pursue leads on

their own.

After the debriefing by Master Qui-Gon and young

Skywalker on the developments on Yavin IV, she was more

convinced than ever that what they had uncovered was true.

However after pursuing these leads further, she was unable to

uncover anything further, and was forced to abandon the

search. This left her bitter, though with the Clone Wars in full

swing, she left this bitterness in the past and focused on the

'Now.'

Shaak-Ti: Adult Female Togruta, Jedi Guardian 8/Jedi Master 6;

Init +2 (+2 Dex); Def 22 (+2 Dex, +10 Class); Spd 10m; VP/WP

135/12; Atk +14/+9/+4 melee (1d3, punch), +16/+11/+6 melee

* (4d8, crit 19-20, Lightsaber), +16/+11/+6 ranged (by

weapon); SQ Deflect (Attack -4, Defense +2, Extend Defense

and Attack), Force Secret (Enhance Senses, Farseeing, Move

Object), Increase Lightsaber damage +2d8, Spatial Awareness;

SV Fort +11, Ref +11, Will +10; SZ M; FP: 15; Rep: +5; Str 11,

Dex 14, Con 12, Int 16, Wis 14, Cha 14.

Equipment: Lightsaber, Utility Belt.

* Master Shaak Ti has constructed her own Lightsaber.

Skills: Balance +8, Computer Use +6, Craft (lightsaber) +6,

Diplomacy +8, Gather Information +8, Hide +8, Intimidate +8,

Jump +8, Knowledge (Jedi lore) +6, Move Silently +4, Pilot +4,

Read/Write Basic, Read/Write Togruti, Sense Motive +8,

Speak Basic, Speak Togruti, Treat Injury +5, Tumble +8.

Force Skills: Affect Mind +8, Battlemind +8, Empathy +8,

Enhance Senses +11, Farseeing +8, Force Defense +6,

Friendship +8, Heal Another +6, Heal Self +10, Move Object

+8, See Force +8, Telepathy +4.

Feats: Acrobatic, Alertness, Blind-fight, Cautious, Combat

Reflexes, Exotic Weapon Proficiency (lightsaber), Force-

Sensitive, Weapon Focus (Lightsaber), Weapons Group

Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Attuned, Control, Form IV Mastery,

Lightsaber Defense, Sense.

A D I G A L L I A

S t a t s b y D a r t h _ X a n t h o r , B a c k g r o u n d I n f o b y

J e d i P o w e l l

Adi Gallia was born to nobles on Coreliia, she was found young

as most in the Jedi Order and quickly advanced in her Jedi

training. The young lady grew stong in the Force as well as her

diplomatic skills. Soon the dark skinned lass began to foster and

branch out many contacts through out Corsucant. By the time

she completed her trials, Adi was extremely gifted in gathering

intelligence. Adi Gallia spent years protecting Corellia's

interests by exploring the surrounding sectors and furthering

her network of contacts.

By the time the Trade Federation began its maneuverings,

Adi Gallia had been promoted to the Jedi Council. Jedi Master

Gallia, through her contacts learned of the impending blockade

of Naboo and notified Chancellor Valorum. Master Gallia, along

with Master Shaak-Ti, were the only two Council members that

voted to corroborate on the information that Master Qui-Gon

and Knight Skywalker brought to the Council's attention,

though, ultimately, the Council voted not to follow up on the

information.

Eight years after the Battle of Naboo when the Separatists

are at their highest point, and the Jedi Order has splintered by

Anakin's leaving the Jedi Order, Adi Gallia has left the Jedi

Council and the Order believing something was wrong with it.

Master Gallia believed that by being on the Council, she would

P h i l l i p Z a m o r a

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be too close to the problem, and only by watching from the

outside could she discover a solution. Master Mace Windu was

taken aback by her quitting the Order and even attempted to

force her to stay but a brief and intimate discussion ended with

Adi Gallia boarding a shuttle.

Adi Gallia: Adult Female Human Jedi Consular 7/ Jedi Ace 5/

Jedi Master 3; Init +5 (+5 Dex); Defense 26 (+5 Dex, +11 class);

Spd 10m; VP/WP 113/16; Atk +17/+12/+7* (4d8+2/19-20,

lightsaber) melee, +11/+6/+1 ranged; SQ Deflect (defense +1,

attack -4, extend defense and attack), Force Secret (Move

Object +1, Enhance Ability +1), increase lightsaber damage

+2d8, starfighter defense, starship focus, familiarity +2,

starfighter evasion, trust the Force; SV Fort +13, Ref +15, Will

+13; SZ M; FP 4, DSP 0; Rep +6; Str 14, Dex 20, Con 16, Int 16,

Wis 14, Cha 13.

Equipment: Lightsaber*, Jedi robes, Jedi Starfighter.

* Adi Gallia has constructed her own lightsaber.

Skills: Astrogate +15, Computer Use +13, Diplomacy +11,

Gather Info +11, Pilot +25, Repair +8, Sense Motive +12, Spot

+7.

Force Skills: Affect Mind +11, Empathy +11, Enhance

Ability +13, Farseeing +10, Friendship +6, Heal Another +12,

Heal Self +6, Move Object +14, See Force +7.

Feats: Exotic Weapon Proficiency (lightsaber), Force

Sensitive, Spacer, Starship Dodge, Starship Operation

(starfighter, space transports), Weapon Finesse (lightsaber),

Weapon Group Proficiency (blaster pistols, simple weapons).

Force Feats: Alter, Burst of Speed, Control, Force Pilot,

Knight Defense, Lightsaber Defense, Master Defense, Sense.

S T A S S A L L I E

S t a t s b y G h e n g i s S k a , B a c k g r o u n d I n f o b y

J e d i P o w e l l

Jedi Master Adi Galla's family on Coreliia was strong in the

Force, and so when her younger cousin Stass Allie showed

promise, she was quickly brought to the Jedi Temple. Stass

shares her cousin's coloring and termperament and soon

showed promise in the more diplomatic side of the Jedi Order.

Stass Allie also showed promise with her healing touch and she

spent countless years developing her healing arts.

After the Clone Wars began, Stass Allie has obtained Jedi

Knighthood and lead several squads of younger Jedi from the

Jedi Corp medical division. Stass Allie continued to grow and by

the time her cousin left the Jedi Council she was promoted to

Jedi Master and given a seat on the Council to replace her cousin.

Stass Allie: Adult Female Human, Jedi Consular 7/Jedi Healer 4;

Init +3 (+3 Dex); Def 21 (+3 Dex, +8 Class); Spd 10m; VP/WP

65/11; Atk +10/+5 melee * (3d8+1, crit 19-20, Lightsaber),

+11/+6 ranged (by weapon), +9/+4 melee (1d3+1, punch); SQ

Deflect (Attack -4, Defense +2, Extend Defense and Attack),

Healing, Improved Vitality Healing, Improved Wound Healing,

Increase Lightsaber damage +1d8, Jedi Knight; SV Fort +7, Ref

+8, Will +13; SZ M; FP: 6; Rep: +4; Str 12, Dex 16, Con 11, Int 15,

Wis 18, Cha 13.

Equipment: Clothes [Jedi Cloak, Jedi Knight Robe],

Lightsaber*, Medical Backpack [Chiewab Pharm. Comp. ECM-

598] (laser cauterizer, spray splint, spray bandage, repulsor

stretcher, diagnostic scanner, database (full round action)),

Transport [Speederbike], Utility Belt [Jedi] (Contains 3 days

rations, 1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell,

1x Glow rod, 1x Comlink, Couple Empty Pouches, Credit

Voucher 500 crds)

*Stass Allie has constructed her own Lightsaber

Skills: Computer Use +8, Craft (lightsaber) +9, Diplomacy

+8, Gather Information +6, Knowledge (Alien species) +8,

Knowledge (Biology) +9, Knowledge (Jedi lore) +8, Pilot +8,

Read/Write Basic, Sense Motive +9, Speak Aqualish, Speak

Basic, Speak Rodese, Treat Injury +18.

Force Skills: Affect Mind +8, Battlemind +3, Empathy +6,

Enhance Ability +3, Enhance Senses +10, Farseeing +6, Force

Strike +5, Heal Another +18, Heal Self +6, Move Object +12,

See Force +9, Telepathy +8.

Feats: Combat Expertise, Consular's Guidance, Exotic

Weapon Proficiency (lightsaber), Force-Sensitive, Weapons

Group Proficiency (blaster pistols, simple weapons)

Force Feats: Alter, Compassion, Control, Cure Disease,

Force Mastery, Lightsaber Defense, Sense

A G E N K O L A R

S t a t s b y G h e n g i s S k a

A head-strong Jedi, Agen Kolar wasn’t very well known for his

diplomacy. Aggressive negotiations were the closest he came to

using diplomacy and that usually didn’t end a tense situation for

him. He loved to fight. The enemies were clear, your allies were

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clear; there were no people in the grey. Agen, even with his head

strong attitude, was seen as a good Jedi Master as well. His

strong support of the Jedi Code and his record of following all of

the rules made him a good candidate to replace one of the empty

seats left on the Jedi Council after the Skywalker debacle. While

on the Council, Agen advocated closer ties between the Jedi and

the Republic, to the point where the Jedi are another branch of

the Republic. This is greatly opposed by the senior members of

the Council: Mace Windu, Yoda, Adi Gallia, and Kal Remos

advocating greater independence from the Republic.

Agen’s padawan, Tan Yuster, was his loyal padawan.

Together they seemed to work perfectly. But it wasn’t to be. At

the Battle of Kamino, Tan was cut down by Anakin Skywalker,

trying to stop him from gaining the Kamino cloning technology.

Afterwards, Agen focused even more on his duty as General. His

laser beam like focus has caused him to become distant during

Council meetings. Some suspect he is having trouble getting

over the death of his padawan.

Agen Kolar: Adult Male Zabrak, Jedi Guardian 10/Jedi Master 2;

Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class); Spd 10m; VP/WP

123/14; Atk +13/+8/+3 melee (1d3+1, punch), +15/+10/+5

ranged (by weapon), +16/+11/+6 melee * (5d8+1, crit 19-20,

Lightsaber); SQ Deflect (Attack -4, Block, Defense +2, Extend

Defense and Attack), Increase Lightsaber damage +3d8,

Resilient, Resolute; SV Fort +12, Ref +11, Will +9; SZ M; FP: 7;

DSPs: 0; Rep: +4; Str 13, Dex 17, Con 14, Int 15, Wis 13, Cha 12.

Equipment: A99 Aquata Breather (2 hr fresh air,

disposable), Clothes [Jedi Cloak, Jedi robes], DataPad,

Lightsaber (* Agen Kolar has constructed his own lightsaber),

Starship [Fighter], Utility Belt [Jedi] (Contains 3 days rations,

1x Medpac, 1x Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow

rod, 1x Comlink, Couple Empty Pouches, Credit Voucher 500

crds)

Skills: Balance +7, Climb +3, Computer Use +5, Craft

(lightsaber) +9, Diplomacy +4, Gather Information +4,

Intimidate +8, Jump +6, Knowledge (Jedi lore) +9, Knowledge

(Tactics) +4, Pilot +8, Read/Write Basic, Read/Write Zabrak,

Speak Basic, Speak Zabrak, Tumble +9

Force Skills: Battlemind +8, Enhance Ability +10, Force

Stealth +8, Force Strike +13, Heal Another +3, Heal Self +8,

Move Object +11, See Force +7.

Feats: Combat Expertise, Exotic Weapon Proficiency

(lightsaber), Force-Sensitive, Improved Feint, Weapon Finesse

(Lightsaber), Weapons Group Proficiency (blaster pistols,

simple weapons)

Force Feats: Alter, Attuned, Control, Focus, Guardian's

Guidance, Kinetic Might, Lightsaber Defense, Sense

N E J A A H A L C Y O NJedi Master Nejaa Halcyon comes from a long line of Corellian

Jedi. Directly descended from the famous Jedi, Kieran Halcyon;

the Halcyon bloodline has always been noted as being unable to

use the Force for telekinetic feats. Though Nejaa is also unable

to use the Force in this way, he is very proficient at putting

illusions into opponent's minds. Gifted with a sharp and quick

wit, Nejaa is able to inject the right amount of levity into almost

any situation, when called for.

Nejaa was first appointed to the Jedi Council during the

chaotic period of Senate and Jedi assassinations. He had helped

track down a couple of the assassins, but they had escaped.

What made it worse was that no matter what he tried, they were

always one step ahead of him. The only clues he had were the

modus operandi of the assassins – they bombed their targets.

Through his tireless efforts, the Council recognized his

accomplishments, slim though they were.

. Early in Nejaa's career, he took a leave of absence from the

Order, and after 6 months was married on Corellia. When Nejaa

returned to the Order, he informed them that he intended to

continue being married, so that he could honor his families' long

line of Jedi. Because Nejaa blatantly defied the Council's orders

on marriage, the Council asked him to reflect on the Will of the

Force, and choose between the two. After six weeks of intense

meditation, Nejaa informed the Council that though he

respected them, he would not abandon his new wife.

Disappointed in his decision, the Council debated on Nejaa's

future with the Order, ultimately deciding that he would be kept

under a short leash so that the Council can evaluate him for any

signs of the Dark Side.

Three years later, Nejaa and his wife celebrated the birth of

their first son, Valin. Always under a watchful eye by the

Council, Nejaa was the model of Jedi efficiency and restraint.

Two years before the Clone Wars started, Nejaa was brought

before the Council. There he was applauded by the Council for

his aplomb and candor, and they then elevated him to the rank

of Master and asked him to join them on the Council.

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Nejaa Halcyon: Adult Male Human, Jedi Guardian 9/Jedi

Investigator 2/Jedi Master 4; Init +3 (+3 Dex); Def 25 (+3 Dex,

+12 Class); Spd 10m; VP/WP 135/14; Atk +15/+10/+5 melee

(1d3+1, punch), +17/+12/+7 ranged (by weapon),

+18/+13/+8 melee * (5d8+1, crit 19-20, Lightsaber [Dual

Phase]); SQ Contacts (Jabba the Hutt, x1), Deflect (Attack -4,

Block, Defense +3, Extend Defense and Attack), Force Secret

(Enhance Ability, Illusion), Increase Lightsaber damage +3d8,

Profile, Target bonus +1; SV Fort +13, Ref +13, Will +11; SZ M;

FP: 6; Rep: +6; Str 13, Dex 16, Con 14, Int 15, Wis 14, Cha 15.

Equipment: Lightsaber [Dual Phase], Jedi robes, Jedi

Starfighter.

* Nejaa Halcyon has constructed his own Dual Phase

Lightsaber.

Skills: Gather Information +8, Knowledge (Jedi lore) +9,

Move Silently +8, Pilot +9, Read/Write Basic, Search +6, Sense

Motive +8, Speak Arkanian, Speak Basic, Speak Caamasi, Spot

+6

Force Skills: Battlemind +10, Enhance Ability +14, Enhance

Senses +10, Force Defense +18, Heal Self +8, Illusion +23, See

Force +14, Telepathy +9

Feats: Combat Expertise, Combat Reflexes, Exotic Weapon

Proficiency (dual phase lightsaber, lightsaber), Force-Sensitive,

Heroic Surge, Persuasive, Skill Emphasis (Illusion), Stealthy,

Track, Weapon Finesse (Lightsaber [Dual Phase]), Weapons

Group Proficiency (blaster pistols, simple weapons)

Force Feats: Alter, Attuned, Control, Dissipate Energy,

Knight Defense, Lightsaber Defense, Sense.

K A L R E M O SKal Remos carries the title of Jedi Master with hesitation. All his

life he has been searching for a life greater then an ordinary Jedi,

a life of significance and of conscience. Kal never found that

with the Jedi Order. His life felt empty and without meaning

until he found his family.

Jedi are to have no attachments, but Kal believed that meant

no wife, no girlfriend, nor a special woman. But Kal refused to

believe that meant no ties with his family. He didn’t want to turn

his back on them, feeling a kinship to them that he never felt

with most the Jedi Order. Against the Council’s wishes, he

sought out the Remos’, a prominent military family of Annaxes.

There he reconnected with them and became part of their

family. He learned about his mother, a geneticist from a family

of soldiers strangely enough, and about her demise after she had

had him. They taught him how to be a capable commander, and

how to inspire loyalty with those working with him. When he

left Annaxes after a couple of years, he had truly gained that

missing self he so eagerly yearned for. Also his family also

taught him to appreciate the Council and the work the Jedi did.

This change finally ended years of head butting between him

and the Council. Many saw his life as a Jedi on the fast track to

Jedi Master. But two terrible tragedies occurred to change his

destiny.

On his 40th birthday, Kal woke up and realized for the first

time in 20 years that his body had never aged beyond 20. He

wondered if he had some genetic disease, so he sought out the

leading Jedi Healers of the Temple. After weeks of test, it was

found that through genetic manipulation, his life span had been

greatly enhanced. Some healers said he could be 20 indefinitely.

Ashamed at this discovery and to ensure no one asked too many

questions about his looks, he hide behind a special mask, dark

robes, and a dark cloak specially made to cover his features and

to modify his voice. This silver mask had two special eyes glowed

light blue and allowed Kal to see everything in various

wavelengths. The next tragedy was on Tiree. Hunting down a

criminal darksider named Kalor Fein, a former Jedi, and

cornering him in Tiree’s capital city. Once there, Kal faced Fein

in a back alleyway on a rainy night. Kal lost the fight and his

whole right arm as well as losing Fein. Kal got a replacement on

Tiree, but due to the lack of proper supplies, a droid arm had to

be used instead of a prosthetic.

Vowing to never lose like that again, Kal trained harder with

the best lightsaber master’s. For 20 years he trained. Kal finally

mastered the Form II technique under Master Dooku and

became a dangerous opponent. He learned good lightsaber form

from Qui-Gon Jinn, and mastered his dueling techniques with

Cin Drallig. Many in the Jedi Order began to see Kal as a quiet,

humble leader in the Order, even without his great lightsaber

skills, and many thought he would be joining the Council very

soon. That didn’t happen until he was 62. In the meantime Kal

trained a single padawan: the Trandoshan Ryo Yori.

On his 62nd birthday, Kal finally captured the criminal

Kalor Fein, or at least a man claiming to be him. Instead of

striking out at Fein for the loss of his right arm, he just disarmed

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him and arrested him. For this, he was awarded the chance to

join the Council. Now thirty years have gone by with Kal on the

Council. When Qui-Gon and Anakin brought evidence of the

Sith returning, he abstained from the vote to accept Qui-Gon’s

findings. Kal felt that more evidence was needed. He, along with

other concerned Jedi on the Council did their own investigation

to try to find any evidence of the Sith. Just like everyone else, he

came up empty handed. Kal was the second to last Council

member to give up his search, handing over all the evidence he

had found to Master Vos in hopes of him gaining a clue to this

mystery. Now with the war starting, Kal is leading Republic

troops all over the galaxy against the CIS. At every battle his

second cousin Captain Rian Remos leads with Kal on the bridge

of the Indomitable, the proto-type Victory I Star Destroyer.

Surprisingly, many on the Indomitable are regular crew

members instead of clones crew members, but the skill level and

loyalty to Kal is the same.

Kal Remos: Adult Male Human, Jedi Guardian 8/Jedi Weapon

Master 6/Jedi Master 4; Init +5 (+5 Dex); Def 27 (+5 Dex, +12

Class); Spd 10m; VP/WP 190/12; Atk +22/+17/+12/+7 melee

(1d3+4, punch), +23/+18/+13/+8 ranged (by weapon),

+25/+20/+15/+10 melee * (6d8+4, crit -1-20, Lightsaber); SQ

Deflect (Attack -3, Defense +2, Extend Defense and Attack,

Extended), Devastating Strike (Lightsaber), Force Secret

(Farseeing, Force Stealth), Increase Lightsaber damage +2d8,

Increase Weapon Damage, Rapid Strike (Lightsaber); SV Fort

+13, Ref +16, Will +12; SZ M; FP: 15; Rep: +7; Str 18, Dex 20,

Con 12, Int 16, Wis 14, Cha 12.

Equipment: Kal Remos's Mask (+2 in Spot and Search),

Lightsaber, Utility Belt

* Kal Remos has constructed his own Lightsaber.

Skills: Balance +10, Climb +9, Computer Use +6, Craft

(lightsaber) +6, Diplomacy +8, Gather Information +8, Hide

+9, Intimidate +8, Jump +9, Knowledge (Jedi lore) +8,

Knowledge (Politics) +6, Knowledge (Tactics) +8, Move

Silently +9, Pilot +10, Read/Write Basic, Sense Motive +8,

Speak Basic, Speak Huttese, Treat Injury +8, Tumble +10

Force Skills: Affect Mind +8, Battlemind +8, Enhance

Ability +10, Enhance Senses +8, Farseeing +8, Force Defense

+7, Force Stealth +10, Force Strike +8, Heal Another +8, Heal

Self +8, Move Object +8, See Force +8, Telepathy +6

Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge,

Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Great

Cleave, Improved Critical (Lightsaber), Improved Disarm,

Mobility, Power Attack, Weapon Finesse (Lightsaber), Weapon

Focus (Lightsaber), Weapons Group Proficiency (blaster

pistols, simple weapons)

Force Feats: Alter, Burst of Speed, Control, Form II Mastery,

Sense

J A N G O F E T TJango Fett never wanted to be at the center of a galactic conflict.

Yet that is exactly what happened when he accepted a

mysterious offer to become the clone template for the Republic’s

new army two years after the Battle of Naboo. He didn’t know

who hired him, but he didn’t care too much. He had heard

enough about the Kaminoian’s to not be afraid to meet them.

Once at the capital, Tipoca City, he spoke to the Prime Minster

M i c h a e l L o n g l a n d s

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about payment. Both bargained hard with each other, but

eventually agreed upon a reasonable price, in Jango’s mind.

For eight years Jango Fett helped train the Clone army. His

greatest work was the ARC troopers, who were more like Jango

Fett than the clones for the Republic. He also had an unaltered

clone of himself made to be his son. Jango hoped that his son,

Boba, could help continue the proud Mandalorian tradition

once he retired. During these eight years he also took up a few

contracts to help compensate his income, so when the army was

ready for deployment, he could retire and let his son take up the

reins. Then war was declared. When it was declared, Jango saw

that his time on Kamino was at an end. He made preparations

to leave with Boba within a year. It was very likely, in Jango’s

mind, that the facilities would be attacked. A couple months

afterwards, the facilities were attacked as predicted. The planet

was saved, but all future generations of clones were lost. Even

worse, the CIS had the ability to make clones of their own, now.

Jango and Boba barely survived that attack, so Jango decided to

leave immediately. Both the Republic and the CIS offered huge

amounts of money to Jango to be their trainers and templates for

their new clones, but he refused both offers. He wanted nothing

to do with the war anymore.

Jango left Kamino and returned to Mandalore. There he

started to rebuild the Mandalorian army in preparation of the

coming dark times. He just hoped he had come in time.

Jango Fett: Adult Male Human, Soldier 7/Scout 2/Bounty

Hunter 8; Init +3 (+3 Dex); Def 23 (+3 Dex, +10 Class); DR 6;

Spd 8m (Armor); VP/WP 159/15; Atk +15/+10/+5/+0 ranged

(2d6, Flamethrower [Wrist, Czerka CZ]), +17/+12/+7/+2

melee (1d3+1, punch), +17/+12/+7/+2 melee (2d4+1,

Vibrodagger), +19/+14/+9/+4 or +13/+13/+13/+8/+3/-2

ranged (3d6, Blaster [Pistol, Merr-Sonn Model 44]); SQ Sneak

attack +4d6, Tainted, Target bonus +4, Trailblazing; SV Fort

+13, Ref +11, Will +10; SZ M; FP: 5; DSPs: 10; Rep: +8; Str 13,

Dex 17, Con 15, Int 13, Wis 14, Cha 13.

Equipment: Padded Mastercraft Battle armor, Blaster

[Pistol, Merr-Sonn Model 44] x2, Wrist Gauntlet

Flamethrower, Flight suit, Jet Pack, Vibrodagger

Skills: Astrogate +6, Computer Use +3, Demolitions +7,

Disable Device +5, Gather Information +8, Intimidate +12,

Jump +3, Knowledge (Streetwise) +11, Listen +5, Move

Silently +8, Pilot +15, Read/Write Basic, Repair +5, Search +6,

Sense Motive +6, Speak Basic, Speak Huttese, Spot +9, Survival

+10, Tumble +5.

Feats: Armor Familiarity, Armor Proficiency (heavy, light,

medium, powered), Blasterslinger, Combat Reflexes, Point

Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Track,

Weapons Group Proficiency (blaster pistols, blaster rifles,

heavy weapons, simple weapons, vibro weapons).

A U R R A S I N GEver since Aurra Sing left her Master, the Dark Woman, she had

become a more and more twisted version of herself. Her skills as

a Bounty Hunter, supplemented by the force, made her a true

terror. When contracts for the assassination of Senators

showed up in the underworld, she jumped on them, wanting the

huge payout. Zam Wesell, another Bounty Hunter, also

followed these contracts, and they decided to work together.

Both of them left a trail of blood and tears as they together killed

20 Senators and a couple of Jedi. She, along with Zam Wesell,

became one of the most wanted terrorist of the Republic. When

the war started, the contracts for senators and Jedi dried up, and

Zam and Aurra went their separate ways.

Then Aurra was contacted by the mysterious benefactor

who had given her the contracts on the Senators and Jedi. He

knew of her abilities, and of her collection of lightsabers, and

wanted her to continue to hunt down Jedi. For every lightsaber

she brought him, she would get 100,000 credits. Aurra didn’t

even think twice about this offer, quickly scouring the galaxy for

an unsuspecting Jedi she could kill. Aurra has left room in her

“trophy box” for one person’s lightsaber she badly wants: that of

her Master, the Dark Woman.

Aurra Sing: Adult Female near-Human, Jedi Guardian 4/Scout

5/Bounty Hunter 6; Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class)

[DR 3]; Spd 10m; VP/WP 121/13; Atk +15/+10/+5 melee

(2d8+1, crit 18-20, Lightsaber), +13/+8/+3 or +9/+9/+4/-1

ranged (3d6+1, Blaster [Pistol, BlasTech DL-22]), +14/+9/+4

melee (1d3+1, punch), +9/+4/-1 or +5/+5/+0/-5 ranged (2d8,

Slugthrower [Rifle]); SQ Tainted, Deflect (Attack -4, Defense

+1), Extreme Effort, Heart +1, Sneak attack +3d6, Target bonus

+3, Trailblazing, Uncanny Dodge (Dex bonus to Defense); SV

Fort +11, Ref +13, Will +9; SZ M; FP: 3; DSPs: 11; Rep: +6; Str

13, Dex 16, Con 13, Int 13, Wis 12, Cha 12.

Equipment: Rhen-Orm Biocomputer, BlasTech DL-22 x2,

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Combat Jumpsuit, Lightsaber x5, Slugthrower [Rifle],

Corellian Blockade Runner, Swoop

Skills: Astrogate +4, Gather Information +10, Intimidate

+7, Knowledge (Anzati Lore) +8, Knowledge (Jedi lore) +7,

Knowledge (Streetwise) +6, Move Silently +9, Pilot +10,

Read/Write Basic, Speak Basic, Speak Huttese, Spot +7,

Survival +11

Force Skills: Battlemind +8, Enhance Ability +6, Move

Object +10, See Force +13

Feats: Combat Expertise, Combat Reflexes, Contract

Hunter, Exotic Weapon Proficiency (lightsaber), Force-

Sensitive, Improved Critical (Lightsaber), Point Blank Shot,

Track, Two-weapon Fighting, Weapon Finesse (Lightsaber),

Weapons Group Proficiency (blaster pistols, blaster rifles,

simple weapons)

Force Feats: Alter, Control, Sense

Z A M W E S E L LIt’s all a job in Zam Wesell’s mind: morality hurts the

pocketbook. Four years after the Battle of Naboo, a mysterious

contract showed up in the underworld. Zam was one of the few

willing to accept this contract. Her target: Senator Bail Antilles

of Alderaan. It was a simple job, and she enjoyed the huge credit

payout it brought. She soon found herself taking up more

contracts from this mysterious person. For the next five years

she assassinated 20 Senators with the help of Aurra Sing. They

also began to take contracts against Jedi. All the way up to the

beginning of the war, Zam Wesell is is to cause the Republic

terror. The Republic puts her on the most wanted list of

Terrorists, but by then it meant little. Once the war started, the

contracts disappeared, and so did she.

Zam Wesell: Adult Female Clawdite, Soldier 3/Scoundrel

5/Bounty Hunter 5; Init +2 (+2 Dex); Def 21 (+2 Dex, +9 Class)

[DR 4]; Spd 10m; VP/WP 107/13; Atk +11/+6/+1 melee (1d3,

punch), +11/+6/+1 melee (2d6+2, Vibrorapier [LaserHome

Duelist]), +13/+8/+3 or +7/+7/+7/+2/-3 ranged (3d8, crit 19-

20, Blaster [Carbine, Baktoid Armor Workshop E-5 Droid

Blaster]), +9/+4/-1 or +3/+3/+3/-2/-7 ranged (2d8,

Slugthrower [Rifle]); SQ Illicit barter, Lucky (1/day), Precise

Attack +1, Shapeshift, Sneak attack +3d6, Tainted, Target

bonus +3; SV Fort +8, Ref +10, Will +6; SZ M; FP: 3; DSPs: 6;

Rep: +4; Str 10, Dex 15, Con 13, Int 13, Wis 13, Cha 12.

Equipment: Blaster [Carbine, Baktoid Armor Workshop E-5

Droid Blaster], Combat Jumpsuit, Security kit [Mastercraft +1],

Shadowcloak, Slugthrower [Rifle], Targeting Scope (Rating:

3), Vibrorapier [LaserHome Duelist]

Skills: Bluff +6, Climb +0, Computer Use +6, Disguise +33,

Entertain (acting) +6, Gather Information +13, Hide +7,

Intimidate +6, Knowledge (Alien species) +6, Knowledge

(Streetwise) +7, Listen +6, Move Silently +10, Pilot +14,

Read/Write Basic, Read/Write Clawdite, Search +4, Sense

Motive +7, Speak Basic, Speak Clawdite, Spot +6

Feats: Armor Proficiency (light), Combat Reflexes, Low

Profile, Mimic, Point Blank Shot, Quick Draw, Rapid Shot,

Shapeshifter, Skill Emphasis (Pilot), Track, Weapons Group

Proficiency (blaster pistols, blaster rifles, heavy weapons,

simple weapons, vibro weapons)

D E X T E R J E T T S T E RS t a t s a n d B a c k g r o u n d I n f o b y D a r i o n A ' r e s

Dexter grew up on Ojom but quickly caught the first ship out

when he came of age, and jumped back and forth across the

galaxy. He fell in with bad crowds and learned seedier trades

based on his dark stature and size. He started out doing large

bulky manual labor with some expeditionary oil harvesting

crews. He worked hard doing that for years until he managed to

snag a more stable stationary job manning rigs on Subterrel, out

beyond the Outer Rim. He became bored with the stationary life

and fell back in with his seedier habits. He joined up with a

smuggler gun running racket around the Outer Rim where he

had dealings with pirates, rebels, and even a big deal with the

Kaminoans. He provided them with a large cache of military

weapons. They used them as a basis for the clone army's

weaponry.

It was that deal that allowed him to save up almost enough

money to start his own bar. He wanted to start the bar very badly

so he began brawling in fighting tournaments. He became

known as quite an opponent in the local ring and quickly had

enough to start his bar. He opened it up on Ord Sigat one of the

planets he knew well from his mining days. He ran a good

business but his old gun running 'buddies' made contact with

him again and decided to black mail him into running guns out

of his bar. He was not wholely against it but he was trying to lead

a fairly legal lifestyle now but they threatened to report his old

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ways to the proper authorities on Ord Sigat. He ran into

problems with the law and a Jedi by the name of Qui-Gon Jinn.

Qui-Gon's padawan Obi-Wan took a liking to him quickly, Qui-

Gon used Dexter's gun running expertise in his investigations

which allowed Obi-Wan and Dexter to grow very close. Qui-

Gon felt so comfortable with their friendship and how they

looked after each other that he'd let them work independently of

him. It was just what Obi-Wan needed to hone his training for it

wouldn't be too long before he would be ready for the Trials.

Dexter followed them to Coruscant and in the process

opened Dexter's Diner. This allowed their friendship to flourish

due to the fact that they could now spend most of their freetime

together. Then came their mission to Naboo, which drew both

Obi-Wan and Qui-Gon away from Dexter's friendship, for it

was a specialized mission that required delicate diplomacy.

They had no way of knowing that it would turn into a warzone

and Dexter's talents would be very useful. When Obi-Wan fell to

Sith Lord Darth Maul's hand, Qui-Gon regretted not bringing

him, forever wondering if it would have made a difference.

Dexter took it very hard but transferred his friendship to Qui-

Gon who continued on in honor of his fallen padawan. Dexter

knew Qui-Gon would not rest til he caught Obi-Wan's killer and

he respected that in him.

Qui-Gon and Dexter's relationship grew and Qui-Gon was

commonly found at Dexter's Diner, but whenever he did both he

and Dexter would disappear on one of their missions. His diner

quickly became unimportant to him and he left it in his hired

management's hands more and more often. It was with Dexter's

Dexter…S t o r y b y S m u g g l e r J e d i

From the diary of Taster Dannex, Besalisk scout and gunrunner:

"I never knew a guy cleverer or quicker on the draw then old

Dex. Dex was a hard-faced fella; never took bantha poodu from

anyone, even the Jedi. He was a good friend of the Jedi too;

never understood why, but he was. Knew `em since he started

to do odd jobs for `em.

It was awhile back when I first met Dex, back when he was

running around with this er, papaban or something, some guy

named “Obi-Wan Kenobi”. The duo knew each other well, Dex

being the knowledgeable one and Kenobi being the hot-headed

paradox who was on either side of the wall, ya` know, day one

he was this impulsive brat, day two actually had a full head on his

shoulders, etc. etc. etc.

Well, I think Kenobi was Dex's best friend, me coming in

second place. So when Kenobi took the fall on Naboo, facing off

with this real freak of nature named “Mauled in the Head” or

some odd wacky name, Dex was heartbroken. Never seen him

like that before. Had me worried for a long time. I thought his

resturaunt on Coruscant would close. Turns it out it did a few

years later. Got bought by some Sljee or some critter like that;

anyways; Dexter left the Core Worlds and decided to run around

the Outer Rim for a few months. Few months turned into a few

years, few years seemed to turn into a decade, and I had no idea

what had happened to him until just after that punch-and-slap on

Geonosis and the whole “Clone Wars” jig.

I never thought Dex was into politics, but he apparently got

into it while he was away. Bagwa was his top lieutenant in a new

smuggling ring. He was working for the Jedi, as I came to find

out. I frankly didn't believe the stories until I ran into him on Ord

Mantell. Believe it or not, there he was, right in some sleazy bar

with a couple of Jedi representatives, sellin` them information

and weapons for some special ops group in Confederate space.

I managed to talk to him for a little while and learned he wasn't

the same guy.

War is hell, or so I'm told; frankly I pretend to live in a cave

out in the Unknown Regions, so I don't care. War changed Dex

profoundly. Yes, that's the sithspawning word, profoundly. He

was colder now, much more serious. I said before he didn't take

poodu, but now it was more than ever. Frankly I was scared;

thought he might shoot me right there. No sense of humor at all.

Bizarre. I left him there on Mantell, gave him some luck, and then

ran.

I'm still not sure what happened to Dex after that last

meeting. He's still running guns for the Republic, I think, `cause

he sure doesn't like the Confederacy. I tend to ignore politics as

much as possible. Thought Dex would too. But, I guess you learn

something new every day. Dex is going to teach me a lot with his

farking antics."

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help that Qui-Gon discovered Darth Maul's plan to resurrect the

ancient Sith Lord Exar Kun. Qui-Gon and Anakin used the

information to track him down to the planet of Yavin IV, Exar

Kun's temple. Dexter wanted to join him but Qui-Gon forbade it

saying it was too dangerous. He swore his friendship with

Dexter was too important and that Anakin and he had been

preparing for this fight for a long time.

After Qui-Gon and Anakin returned victorious, he was still

empty inside. He all but abandoned his diner to help Qui-Gon

prepare for the dangerous times ahead. When an offer was

made to him for the Diner he quickly accepted it and took his

two most trusted employees with him to work completely for

Qui-Gon. His gun running contacts and experience was very

beneficial to Qui-Gon over the next few years. With planets

separating from the Republic, starting the Separatist Movement

and a war in the making, Dexter became an invaluable resource.

His work continued with Qui-Gon and Anakin even after they

resigned from the Jedi Council, Dexter started up a special crack

commando team know as Dexter's Nighthunters that included

Hermoine Bagwa of Coruscant and WA-7, a heavily modified

droid he purchased and used originally as a waitress for the

diner, his group of highly trained commandos was found

throughout the galaxy, always in the fray.

Dexter Jettster: Adult Male Besalisk, Fringer 1/Soldier

5/Scoundrel 3/Sharpshooter 1; Init +3 (+3 Dex); Def 20 (+3

Dex, +7 Class); Spd 10m; VP/WP 47/14; Atk +10/+5 melee

(1d3+1, punch), +10/+5 melee (2d6+1/2d6+1, Vibroblade

[Double]), +10/+5 or +6/+6/+1 ranged (3d6, Blaster [Pistol,

BlasTech DH-23 'Outback']), +10/+5 ranged (3d4-1, Blaster

[Hold-out, Czerka 411]), +10/+5 ranged (6d6, Grenade [Ion]),

+10/+5 ranged (8d6+6, Thermal Detonator), +6/+6/+1 or

+4/+4/+4/-1 ranged (4d8+1, crit 19-20, Blaster [Heavy

Repeating, Mastercraft +1]), +6/+6/+1 or +4/+4/+4/-1 ranged

(6d8, crit 19-20, Blaster [E-Web Repeating]), +8/+3 melee

(1d6+1+1, Vibronucklers [Czerka]); SQ Extra Limbs, Food

Stores, Fringer bonus class skill (Appraise), Illicit barter, Lucky

(1/day), Precise Attack +1; SV Fort +9, Ref +9, Will +6; SZ M;

FP: 0; Rep: +2; Str 12, Dex 17, Con 14, Int 14, Wis 14, Cha 14.

Equipment: Blaster [E-Web Repeating], Blaster [Heavy

Repeating, Mastercraft +1], Blaster [Hold-out, Czerka 411],

Blaster [Pistol, BlasTech DH-23 'Outback'] x3, Grenade [Ion]

x4, Thermal Detonator x2, Vibroblade [Double], Vibronucklers

[Czerka] x4

*Dexter Jettster has constructed his own E-Web Repeating

Blaster

Skills: Appraise +9, Bluff +6, Climb +3, Computer Use +4,

Craft (blaster pistols and rifles) +9, Craft (heavy weapons) +7,

Craft (slugthrowers) +7, Demolitions +6, Disable Device +4,

Escape Artist +7, Forgery +4, Gamble +4, Gather Information

+9, Hide +9, Intimidate +7, Knowledge (Alien species) +5,

Knowledge (Business) +5, Knowledge (Streetwise) +5, Listen

+4, Move Silently +5, Profession (cook) +4, Profession (slicer)

+3, Profession (trader) +5, Read/Write Besalisk, Repair +4,

Sleight of Hand +5, Speak Basic, Speak Besalisk, Speak

Huttese, Spot +7, Survival +6, Tumble +5

Feats: Ambidexterity, Armor Proficiency (light), Combat

Veteran (Appraise, Sleight of Hand), Far Shot, Multiattack,

Point Blank Shot, Precise Shot, Spacer, Two-weapon Fighting,

Weapon Finesse (Punch, Vibroblade [Double]), Weapons

Group Proficiency (blaster pistols, blaster rifles, heavy

weapons, primitive weapons, simple weapons, vibro weapons)

A D V E N T U R E H O O K SHere are some adventures for everyone to enjoy. Some

adventures, though, are interconnected into Super adventures,

and have been broken up to allow side adventures, or as I like to

call it “tangent adventures”, that may occur because of the

adventure.

U M , D I D I M I S S S O M E T H I N G ?P A R T IWhile the Jedi Council has called the re-emergence of the Sith as

not possible in their public statement, some on the Council

remain to be convinced. Four of those prominent Jedi are:

Master Quinlan Vos, Master Kal Remos, Master Adi Gallia, and

Master Shaak-Ti. All four believe that there is some truth to the

reports that Master Qui-Gon and Anakin Skywalker had

submitted, or at least, the need to follow up their report. The Jedi

Council refuses to do so, so the Jedi Masters contact the heroes.

Master Vos wants the heroes to go to Onderon’s moon, Dxun. In

Darth Maul's Sith Infiltrator, Vos had found coordinates for the

crypt of Freedon Nadd. The Jedi make it clear that this mission

could be dangerous, not only because of Dxun’s natural

predators but also those predators corrupted by the Dark Side of

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the Force. Any damages the heroes gain during the mission, the

Jedi promise to repair free of charge.

When the heroes come to the crypt, they find that indeed,

there had been someone living there, though for only a short

time. They will also find Sith artifacts. If there are any Jedi or

Force-sensitive beings in the group, they will know exactly what

the item is. If there are no one knowledgeable in the Force, then

they will seem like old trinkets. With one of the artifacts is a

datapad with a list of worlds. Once they have collected a few of

the artifacts and the datapad, they should return to Coruscant

and give their findings to the four Jedi Masters.

U M , D I D I M I S S S O M E T H I N G ?P A R T I IWhen they return to Coruscant, the heroes find out that the four

Jedi Masters were hard at work on their own investigations.

They find evidence that the mysterious Sith Lord was on

Coruscant, for a time, though the trail had gone cold. Shaak-Ti

had found little success with her search, and has given up on the

investigation. Now Kal Remos, Adi Gallia, and Quinlan Vos

remain. All had hit dead ends, but when the heroes show what

they find, they become excited. The datapad list three worlds:

Naboo, Faa and Eriadu. The three Jedi ask the heroes to

investigate Eriadu while Quinlan will go to Naboo and Kal will

go to Faa, with Adi remaining on Coruscant to follow up on one

of her leads. When the heroes reach Eriadu, they land in the

local spaceport and head to the address on the datapad: The

Tarkin Estate.

At the Tarkin estate, they find out that Senator Wilhuff

Tarkin isn’t home at the moment, but that his wife, Mian, is

home. When they say they have come on official Jedi business,

she gladly invites them in. Inside they can ask her all they want,

but she honestly doesn’t know anything about the Sith, let alone

know their name. After an hour of questioning, she excuses

herself, saying she must leave for Coruscant very soon. The

heroes return to their ship, to watch it being hijacked by Gossam

pirates. If the heroes call security, they immediately go after the

ship. On a holovid screen, the heroes can watch the scene

unfold. Just as their ship is to be taken down, it attacks a luxury

yacht, causing it to crash back onto the planet. Security forces

arrive 10 minutes later, and arrest the heroes for assisting in the

murder of Eriadu Security Forces and Mian Tarkin. If the heroes

resist, they will not get far before being caught. If they go quietly,

they are locked up in a local jail and must prepare a defense for

their trial!

U M , D I D I M I S S S O M E T H I N G ?P A R T I I IJust as the heroes are to head into the Eriadu court room, Jedi

Masters Kal Remos and Quinlan Vos come out to greet them.

They release them from their cuffs and notify them that the

pirates have been captured and confessed fully to the crime.

With proper Jedi finesse, the two Jedi Masters had the heroes

released. Also, if there are any humans in the group, they notify

the group that Senator Tarkin personally asked for their release.

The Jedi tell them that their investigations also met close calls,

but Naboo produced the most information. Kal Remos had gone

to Faa, but had found little information. Kal also tells the heroes

that he must end his investigation also, saying that the Jedi

Council felt it needed its other senior member in official Jedi

business. Quinlan then says that his trail of information, after a

lengthy fight on Naboo, lead him back to Coruscant. With

sadness, Masters Remos and Vos notify the heroes that Master

Gallia had exhausted her lead on Coruscant, and had withdrawn

from her investigation as well.

On the trip back, Kal and Quinlan suggest the heroes search

the lower levels for any clues, especially at seedy bars. Quinlan

will do the same, but will go to the more dangerous bars where

Anzati sometimes frequent. Quinlan’s evidence shows that

some Anzati had links to the Sith, and this is the best lead any

Jedi have found. As the Jedi search the lower levels, they will

eventually find dead ends to their search. After a two week

search, Quinlan calls them back to the Jedi Temple. They can

offer what meager evidence they find, but he will regretfully

release them from their duties. The trail had gotten cold again,

and Quinlan had to continue with his other duties. But he says

he will not give up his search, for the sake of Obi-Wan Kenobi.

He says to call him immediately if they ever find any information

on the Sith. He also offers to get them a good deal on a new

starship from Corellia. If the heroes follow him up on his offer,

they will get a 35% discount on a new Corellian starship (please

note that this only includes ships officially produced around this

time, no exceptions, and only from Corellian Engineering

Corporation).

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With the Galaxy at the gates of a full-scale galactic war, both the

Republic and the Separatists prepare themselves for the inevitable

conflict. When the war does begin, Yoda’s title of Clone Wars seems

to suggest something more than the Republic clones versus the

Separatist droids. Also, the war already devastates the innocent as

worlds like Honoghr are brought into this destructive conflict. The

war is only a couple months old, and it has already claimed many lives.

T I M E L I N E O F T H E

, P T . 2ABN – After the Battle of Naboo

1 0 A B N

I The legislation marked to reestablish an Army of the

Republic and a Republic Navy is passed

unanimously. The Prime Minister of Kamino

announces to Chancellor Palpatine that 1 million

clones are ready for deployment, with an additional

5 million ready within one year. A select group of

Senators (Senator Bail Organa and Senator

Amidala head the Senatorial delegation) and Jedi

(Masters Windu and Yoda) arrive on Kamino to

ascertain the capabilities and training regimen of

these clones.

I The rise of terrorism and secession of star systems

begin to pressure the Republic. In a stop gap

measure to satisfy the loyalists, Chancellor

Palpatine is given emergency powers in order to

safeguard the Republic. The Jedi Council warns the

Supreme Chancellor that the Jedi will be hard

pressed to defend the Republic.

I While speaking in front of supporters, Count

Dooku is attacked by Republic loyalists. A firefight

then ensues.

I Count Dooku, newly elected as President of the

Confederacy of Independent Systems, declares war

on the Republic.

I Queen Jamillia of Naboo is assassinated by an

unknown assailant. All potential leads end in dead

ends. Public support for the Republic deteriorates

rapidly.

I Senator Amidala resigns her position as Senator

from Naboo.

I Naboo declares its support for the Confederacy.

The Nabooian constitution is successfully amended

to allow its monarchs to be in the position for life.

I Padmé Amidala is reinstated as Queen of Naboo.

I Anakin Skywalker and Padmé Amidala are wed

publicly in Theed.

I The Separatists make a daring attack on Kamino’s.

Although the CIS is thwarted from taking the

planet, General Grievous and his troops

successfully destroy all future generations of the

Republic’s clones. Horrified by the wanton

slaughter by his commander, General Grievous,

and amid the confusion, Anakin Skywalker decides

to continue his mission, slips into Tipoca City, and

manages to steal a batch of clones and their

caretakers, along with the programming and

materials necessary for producing mature clones

rapidly.

I The Republic fleet, reeling from the superior tactics

of General Grievous in The Battle of Kamino,

retreats to the Honoghr system, which was thought

to be devoid of any sapient lifeforms. While

pursuing the Republic fleet to the Honoghr system,

General Grievous orders the complete destruction

of the Republic fleet. Honoghr is laid waste from the

falling Republic vessels.

I Anakin Skywalker, feeling the loss of life on

Honoghr, lands on Honoghr with Commander

Czar to begin assessing the damage to Honoghr’s

ecosystem.

I After contacting Padmé and explaining the plight of

the Noghri people, Padmé offers the Noghri people

Rori; one of the Naboo’s recently colonized planets

in the Naboo system. The Noghri accept without

hesitation. Anakin and Commander Czar

immediately begin coordination of their evacuation

plans. In gratitude for their actions, the Noghri

people pledge their service to Anakin and his

descendants.

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G E N E R A L G R I E V O U SS t a t s b y G h e n g i s S k a

General Grievous once was a good, honorable Kaleesh. Events

out of his control, though, changed this. Two years after the

Battle of Naboo, Darth Maul, following instructions from his

Master, went to Grievous the night before he was to leave for

battle against the Huk. Maul offered Grievous riches and the

power to crush his enemies swiftly in exchange for joining forces

with the Sith. Grievous turned down his offer, saying he was

neither greedy nor dishonorable enough to join the Sith. Maul

left, but not before sabotaging the engine on Grievous ship. As

Grievous’ ship rose towards space, it mysteriously suffered

catastrophic engine failure. His ship crashed, crushing most of

his body, and killing the crew of the ship. Grievous was found by

an IGBC ship coming to collect money for an overdue loan by the

Huk. The ship saved him from death.

Once he awoke, he found himself on the IGBC ship in front

of San Hill. Hill offered Grievous to become General of the

IGBC droid forces, but Grievous refused, citing his current

medical condition. Hill then offered to give him a new, better

body. Grievous still refused, not wanting to become some freak.

Finally, Hill told him that unless he went into surgery, he would

die within 4 hours. Grievous, afraid of dying, reluctantly gave in.

San Hill quickly had him rushed off and worked upon. While in

surgery, Hill made sure he would lose all his compassion,

kindness, and honor. His new General would be filled with hate,

anger, and a lust for destruction. After the surgery, San Hill was

approached by a mysterious figure. This man, who was Darth

Maul in disguise, offered to teach Grievous the ways of the

lightsaber. Hill, seeing the advantage of a General wielding a

lightsaber, agreed. Grievous’ training was honed for three years

until Maul went off on a fatal mission to resurrect Exar Kun. By

then though, Grievous skills were amazing for a non-force user.

When President Dooku came to the IGBC, Trade

Federation, and other trade conglomerates for a defense pact,

they all agreed if Dooku promised one thing: make Grievous

General of their droid forces. Dooku agreed, not knowing that

he would be unleashing a monster upon the galaxy that he

couldn’t control. This was Grievous’ first battle, so no one knew

of his abilities or his flaws. All seemed well until the Battle of

Kamino. There, he caused wanton and unnecessary destruction

to Tipoca City and killed off most of the developing clones for the

Republic. Captain Czar and Anakin Skywalker, prominent

members of the CIS’s military, were both disgusted by his

actions and did their best to thwart any unnecessary destruction.

After the battle was over, and against Grievous suggestion, Czar

was promoted to Commander. Grievous hated Czar since he

curried favor with Dooku and was against Grievous’ tactic of

destroy-now-and-rebuild-later. Czar spoke to Dooku about

Grievous’ actions during the battle, and Dooku promised to

speak to Grievous in turn.

When Dooku approached him about his actions on Kamino,

Grievous rebuffed him. Grievous said, “We’re winning the war

because of me! My tactics are what keeps you in power! If you

have a better way of winning, prove it!” Needless to say, Dooku

was intimidated by Grievous, and was concerned that maybe he

was losing his mind. Dooku was also concerned since he finally

found out the Grievous had and could proficiently wield

lightsabers. As the war continued, Grievous became more and

more single-minded with his actions, only wanting to cause the

Republic pain. His tactics gained him infamy on both sides, and

he reveled in it. Anakin Skywalker despised Grievous and his

tactics and finally left the CIS eleven years after the Battle of

Naboo. Dooku was upset, but could do nothing to stop him, and

later the 30 other Jedi that joined the CIS, from leaving.

Grievous didn’t care and felt he was free to do even worse things

to the Republic now. Grievous was seen more and more on the

battlefield, killing any and all he could find; sometimes even

having his fleet chase after a single fighter or ship just to crush

the spirit of the Republic even more.B o b S t e v l i c

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As the year progressed, though, things started to happen to

Grievous. Those who did regular maintenance and refits of his

body started to come late every now and then. He was

accidentally coming late to meetings and battle debriefs more

often, and sometime he even missed his fleet when they left for

battle. Czar, as Commander of Grievous’ forces during these

incidents, took charge until Grievous got to the battle or

returned to the fleet. Sometimes, Grievous never made it in

time. The CIS Council, filled with those who originally

supported him, slowly took away all their support of him. By the

twelfth year after the Battle of Naboo, he was becoming

paranoid, fearful his tenor as General was at an end. But if

anyone ever wanted to bring him down, he would go down in a

blaze of glory, literally or not.

General Grievous: Adult Male Kaleesh Cyborg, Noble

2/Soldier 4/Officer 5/Elite Trooper 5; Init +3 (+3 Dex); Def 24

(+3 Dex, +11 Class); Spd 14m; VP/WP 139/12; Atk

+16/+11/+6 melee (1d4+3, crit 20, punch), +16/+11/+6 or

+12/+12/+7/+2 ranged (3d8, crit 19-20, Blaster [Rifle]),

+17/+12/+7 melee (2d8+5, crit 19-20, Lightsaber); SQ Cyborg,

Combat Heuristic Processor, Cybernetics, Splinter Arms,

Variable Geometry, Favor +1, Inspire Confidence, Leadership,

Noble bonus class skill (Tumble), Requisition Supplies, Tactics,

Weapon Focus (Lightsaber), Weapon Specialization

(Lightsaber), Uncanny Dodge (Dex Bonus), SV Fort +13, Ref

+12, Will +12; SZ M; FP: 0; Rep: +7; Str 16, Dex 16, Con 12, Int

16, Wis 13, Cha 14.

Equipment: Blaster Rifle - mastercrafted +2 [Customized

Threat Range +1 Blastech DT-57 Annihilator Blaster Rifle],

Duranium Armor Master Crafted +2 (DR 5), Cybernetics

[Modified Physical body giving Str 16, Dex 16, and Advanced

Legs Package +6 m speed, Optical Enhancer, Targeting Eye*],

Droid Humanoid Chassis (Environmental Compensation,

Humanoid Digital Manipulator Arm 2x2, Magnetic Feet 2,

Ultra Sonic Vocabulator) Lightsaber x4, Fighter [Belbullbaa-

22]

Skills: Astrogate +7, Balance +7, Bluff +16, Climb +11,

Computer Use +8, Demolitions +5, Diplomacy +16, Escape

Artist +2, Gather Information +7, Hide +9, Intimidate +14,

Jump +6, Knowledge (Jedi lore) +5, Knowledge (Tactics) +9,

Knowledge (World lore - Huk) +5, Knowledge (World lore -

Kalee) +8, Listen +10, Move Silently +10, Pilot +11,

Read/Write Basic, Houk, Kaleesh, Search +8, Sense Motive

+20, Speak Basic, Houk, Kaleesh, Spot +10, Swim +4, Treat

Injury +3, Tumble +8.

Feats: Armor Proficiency (heavy, light, medium), Combat

Expertise, Combat Veteran, Exotic Weapon Proficiency

(lightsaber), Heroic Surge, Improved Feint, Martial Arts,

Multidexterity, Off-Hand Parry, Point Blank Shot, Precise Shot,

Quick Draw, Sharp-eyed, Multi-weapon Fighting, Weapon

Focus (Lightsaber), Weapons Group Proficiency (blaster

pistols, blaster rifles, heavy weapons, simple weapons, vibro

weapons)

Special Qualities:

Cyborg: As a mixture of droid chassis and organic parts –

brain, spinal cord, and internal organs – supported in a droid

armor-plated chassis, the integration of the organics into the

droid body gives Grievous certain droid characteristics. He has

Multidexterity as a free feat like droids. He cannot gain Force

Points and is immune to a number of Force Skills. See the droid

entry in the RCR.

Combat Heuristic Processor: The modifications done to

General Grievous by the Separatists when he was recreated as a

cyborg allow him to become a deadly fighter. The Combat

Heuristic Processor allows him to gain a +1 to hit whenever he

makes a melee attack against an opponent he made a melee

attack against in the previous round. Grievous gets a small

bonus to hit – he gains a +1 insight bonus on melee attack rolls

against that opponent. If he stops attacking an opponent for a

round, these bonuses go away, but they can be regained during

successive rounds of combat.

Cybernetics: A cybernetic droid body gives him increased

Strength and Dexterity, giving him a Str 16 and a Dex 16.

Upgrades to his mental capacity give him a +2 Int bonus, as well

as increased movement (Speed 16m), and increased visual

acuity. Details listed in Equipment.

Splinter Arms: General Grievous has specially constructed

hands with six fingers, two of which are opposable thumbs on

opposite sides of the palm. Due to a mechanical feature of

construction, Grievous can dislocate his shoulders and split his

arms in two, gaining four arms, each one of which he can make

attacks with. The programming the Separatists put into place in

secondary processors give Grievous the Multi Weapon Fighting

Feat as a free feat. Also the splinter arms allow Grievous to split

the arms as a Move action, and if he’s able to draw a weapon and

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attack with one of those arms, the target is considered flatfooted

for that attack. Grievous can use this attack only once per

encounter and only once per opponent.

Variable Geometry: The special construction and joints in

the robotic body allow General Grievous to attack with all four of

his arms, and even his feet and other body parts, giving him the

Martial Artist Feat as a free feat.

Tactics: Grievous will typically spend a few rounds fighting

an opponent to learn their moves and abilities, possibly going on

the defensive, using Combat Expertise and Fighting Defensively

to still attack, but not open himself up to much damage,

allowing him to see the patterns in the attacks and defenses of

the opponent and giving the Combat Processors a chance to

work. This also allows a Jedi to spend vitality to up abilities, or

other Force effects. Then, when he is confident in an attack, he

will Feint. This is especially deadly with Jedi who have many

abilities that increase their Defense Bonus by relying on their

Dodge bonus, which are negated if the Dex bonus is also lost

(The Lightsaber feats like Master Defense are dodge bonuses,

and Expertise and Fighting Defensively are dodge bonuses,

meaning even a 15th level Jedi Guardian will only have a

Defense of 15 for the next attack if the Feint works. Meaning as

long as Grievous does not roll a 1, he hits). After a few hits like

that, if he has not dropped the Jedi, he will use his splinter arms,

and on the first round Quick Draw a Lightsaber and get an

attack which will also deny the Jedi their Dodge-based Defense

Bonuses. And if that does not kill them, the extra attacks should

very easily and quickly destroy a Jedi.

G E N E R A L G R I E V O U S 'S T A R F I G H T E R

B E L B U L L B A B - 2 2

S t a t s b y G h e n g i s S k a

Commissioned by General Grievous and built to his exacting

demands shortly after he attained the rank of Supreme

Commander, the Belbullbab-22 is a state-of-the-art starfighter.

Able to keep pace with the Republic's P-38 and V-wing

starfighters, the Belbullbab-22 can take punishment as well as

dish it out. Though short on shield power, its speed and

maneuverability easily makes up for this difficiency.

Craft: Feethan Ottraw Scalable Assemblies; Class: Starfighter;

Cost: 133,000 Credits New; Size: Tiny (10.7m length, 6.46m

length); Initiative: +5 (+3 Dex, +2 size); Crew: 1 (Unique);

Cargo Capacity: 75 kilograms; Consumables: 4 Days;

Hyperdrive: x1.5; Maximum Speed: Ramming (Good, 10

squares/action); Atmospheric Speed: 1500 km/h (25

squares/action); Maneuvers: +13 (+2 size, +7 crew, +2 engine

quality, +2 maneuvering system); Defense: 25 (+3 Dex, +2 size,

+10 armor); Hull Points: 140 (DR 10); Shield Points: 50 (DR

10).

Weapon: Blaster Cannon [Triple] (2); Fire Arc: Front;

Attack Bonus: +16/+11/+6 or +12/+12/+7/+2 (+2 size,

+12/+7/+2 or +8/+8/+3/-2 crew, +2 equipment bonus);

Damage: 5d10x2; Range Modifiers: PB +0, S -2, M/L N/A.

N E W S P E C I E S :K A L E E S H

K A L E E S H

S t a t s a n d B a c k g r o u n d I n f o r m a t i o n b y A n s t r o n a

The Kaleesh are inhabitants of the hostile world of the same

name, located near the Atrivis and Lahara sectors between

Muunilinst and Serenno in the Outer Rim Territories. These

reptilian humanoids are known for their sense of conquest and

expansionism. They treasure conflict and the sense of power

that only victory can bestow upon them. Having long since

explored and conquered their own arid world, the Kaleesh have

turned to neighboring star systems to further expand – such as

their prior conflict with the Huk. Kalee have evolved into a

semi-feudal society – various warlords rule over the land,

expanding their territories across the stars by inciting wars

wherever their conscripts and soldiers are able. The Kaleesh

harbor a deep-seeded hatred for the Old Republic – more

specifically for the Jedi due to their interference in their right of

conquest.

P E R S O N A L I T Y

Kaleesh most commonly exhibit a domineering nature, and a

pushy (often quite literally) impatience when their demands

aren’t met with expedience. They are also extraordinarily

arrogant and selfish.

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P H Y S I C A L D E S C R I P T I O N

Kaleesh are tall and slender, often standing between 1.8 and 2.2

meters tall. They are covered with reddish-orange scales that

accentuate their cold yellow eyes. The Kaleesh typically wrap

their skin in cloth to protect them from the blistering sun of

Kalee, leaving only their long four-fingered hands exposed in

order to manipulate their weaponry without impedance. Most

Kaleesh wear masks carved from some of the most ferocious

creatures of their world, such as the karabbac or the muumuu.

K A L E E S H H O M E W O R L D

The arid, harsh world of Kalee.

L A N G U A G E

Kalee speak Kaleesh and Basic.

E X A M P L E N A M E S

Grevious Shakar (General Grevious)

A D V E N T U R E R S

Kaleesh adventurers are quick to anger and ready to fight. More

often than not, they will instigate the conflict to begin with.

They see nothing wrong with simply taking the things they want

and fighting to the death if anyone has anything to say about it

otherwise. Kaleesh are forceful and merciless, and are often

intolerant, sometimes abusive, when their demands are

questioned or if they’re not carried out to their satisfaction

within what they feel to be an ample span of time. Despite all of

these qualities, a Kaleesh is not so foolish as to press on when it

becomes apparent that they can no longer control the situation

or win the fight.

K A L E E S P E C I E S T R A I T S

I +2 Dexterity, -2 Charisma: Kaleesh are very

agile and flexible, but due to their appearance

and demeanor, tend to be somewhat cold-

hearted and overbearing to others.

I Medium-Size: As Medium-sized creatures,

Kaleesh have no special bonuses or penalties

due to their size.

I Kalee base speed is 10 meters

I +2 species bonus on Survival checks: Kaleesh

have evolved on an arid world and have become

quite accustomed to surviving in harsh

environments.

I +2 species bonus on Fortitude saves vs. heat:

Kaleesh are able to sustain themselves in much

higher temperatures than most other species.

I -2 species penalty on Fortitude saves vs. cold:

Kaleesh are a reptilian species and as thus do

not fare well in cold weather conditions.

I 1 extra feat at 1st level: Kaleesh are quite

adaptable as they are able to learn specific tasks

with ease.

I Automatic Languages: Speak and Read/Write

Kaleesh and Basic.

K A L E ES t a t s a n d b a c k g r o u n d b y A n s t r o n a

R y a n B r o o k s

Planet Type: Terrestrial

Climate: Arid to tropical

Terrain: Deserts, plateaus, jungles

Atmosphere: Breathable

Gravity: Standard

Diameter: 14,350 km

Length of Day: 21.2 standard hours

Length of Year: 321 standard days

Sentient Species: Kalee

Languages: Kaleesh

Population: 1.2 billion

Species Mix: 99% Kalee, 1% other

Government: Semi-feudal

Major Exports: Conscripts, raw materials, refined materials,

slaves, water

Major Imports: Medical supplies, processed foods, raw

materials, starships, vehicles, weapons

System/Star: Kal System (and Gurm)

D E S C R I P T I O NKalee is a planet in the Kal system that lies between Muunilist

and Dantooine along the Outer Rim. The planet itself has a set

of very irregular properties. Most of the planet is barren,

consisting of rocky plateaus and desert plains, but the southern

pole of the planet is lush with thick vegetation, creating a dense

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jungle terrain that covers a few thousand square kilometers of

the pole. This territory was ferociously sought after by many of

the warring factions on the planet for thousands of years. The

northern hemisphere of the planet however is not only an arid

desert, but because of the position of the nearby Huk star system

being in such close proximity to the Kal system, it also has no

day/night cycle. It is always daylight on the northern

hemisphere, only a rising and setting of the Kal star which

creates a mild day cycle and a more unforgiving one when both

suns are up.

Much of the planet’s rockier areas have been settled by the

Kaleesh because of the rich deposits of metals that can be mined

there. Kalee is one of the few places in the galaxy where the

metal phrikite can be found, along with an assortment of other

metals both common and rare in variety such as tydirium and

the metals used in making duranium. The Kaleesh are

extremely accomplished craftsmen, and thus the planet is

dotted with many mines, refineries, and a handful of spaceports

where corporations who hold contracts with the various

Kaleesh warlords to bring metals from all over the galaxy to be

refined and combined into alloys using their secret techniques.

H I S T O R YKalee was once a world filled with hundreds of groups of

nomadic tribal hunters. The name Kalee was derived from the

creator and hunter God who created the Kaleesh race in their

image. Much of the Kaleesh race lived in the flourishing jungle

lands that reside on the planet’s southern pole, venturing out

into the desert plains known as the Dead Lands as tests of

strength and for hunting. Tension mounted as more and more

tribes tried to stake a claim in the jungle land, and wars were

waged – the victors claiming the territory of the defeated and

casting them out into the dead lands. Over the millennia, the

weaker tribes ventured further out in search of new places to

settle.

Approximately 4,000 years before the battle at Naboo, a

warlord by the name of Askele Amjad, who was an

accomplished craftsman and metallurgist, came to power.

Amjad created a process to combine the rare phrikite metal with

tydirium metal to create the sought-after phrik alloy that was

used to make a strong, yet lightweight metal. He used his

knowledge to create weapons the likes of which the Kaleesh of

old had never seen. He waged war against the other warlords

using his strategic expertise and superior weaponry, and over

decades of bloody conflict he managed to take control of the

entire planet, unifying the Kaleesh under one banner for the first

time in their history, which planted the seed for the modern

semi-feudal culture of the Kaleesh. Amjad is the only Kaleesh in

existence to have achieved the status of a god in their culture for

his ability to create “magical” weapons and for conquering the

entire planet. Since this time, the Kaleesh have abandoned their

beliefs in their gods and focus on conquest and craftsmanship.

Only the war masks carved from the skulls of the most deadly

creatures of their world serve as an echo to their tribal roots.

Since their introduction to the galaxy at large, the Kaleesh

have turned to other planets and star systems to expand and

conquer. They have settled several moons orbiting the planets

of Kabelren (named after their ancient god of the Karabbac) and

Gurmal (taken from the name Gurm, their god of war). The

Kaleesh have looked to the neighboring Huk system to further

expand – claiming the system orbiting the star they call Gurm to

be theirs. Every 20 years, the Huk planets, being situated 40

degrees off the Kalee elliptical plane, passes through the Kalee

system, and every few hundred years the Huk homeworld comes

within very close proximity to Kalee. The Kaleesh quickly

learned that the Huk planet was also rich with vast amounts of

resources – more so than their own world. The Kaleesh used the

unusual planetary orbit to their advantage to attempt an

invasion on Huk. In order to fund their war machine, the

R y a n B r o o k s

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Kaleesh accept contracts from various galactic corporations,

selling phrikite and creating their special alloys using their

metallurgical techniques, which they ferociously guard as a

national secret.

These circumstances caught the attention of the

Intergalactic Banking Clan on the nearby planet of Muunilist.

The IBC agreed to assist in funding their conquest in exchange

for their alloys. In the years preceding the Clone Wars, when the

Kaleesh’s war with the Huk turned in favor of their enemy, the

Galactic Republic hearing about the conflict between the two

races intervened, dispatching several Jedi Knights who

promptly sided with the Huk. A particularly strong warlord by

the name of Grevious Shakar pledged his permanent service to

the IBC in exchange for additional funding and support.

However, this did little to help turn the tide of battle as the Huk,

with the assistance of the Jedi Order, beat back the Kaleesh,

driving them back to their homeworld, where the Huk left the

planet in ruin.

Grevious did the unthinkable and divulged the metallurgical

secrets of the Kaleesh to the CIS, who used the knowledge to

create weapons to battle the Jedi under Grevious’ instruction.

Among the results were the noteworthy phrik alloy-made

electro-staves used by Grevious’ personal bodyguard droids

that, when energized with a low electrical charge, have the

unique ability of withstanding direct lightsaber strikes. Because

of Grevious’ treachery, the Kaleesh have lost much of their

corporate contracts and have become a starving nation – a mere

shadow of what it once was.

P E O P L EThe Kaleesh are dedicated to waging war and using their

crafting gifts to create metals and weaponry to wage those wars.

Most Kaleesh belong to a faction or tribe under the leadership of

a warlord and can be conscripted into battle when needed.

Those who are particularly troublesome or refuse to serve their

lord are either killed or sold into slavery to the various

corporations to which the warlord holds agreements or

contracts with. These individuals are forced to work in the

mines and refineries of the Kaleesh under the strict supervision

of those loyal to their lord.

Kaleesh soldiers are also contracted out to corporations and

planetary governments to act in a security or police capacity. On

occasion, Kaleesh are also hired as bounty hunters by various

crime lords throughout the galaxy. It is rumored that the Black

Sun holds a standing contract with a Kaleesh death squad for

assassination and bounty fulfillment.

Kaleesh Commoner (craftsman): Init +1 (Dex); Defense 11

(+1 Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3,

unarmed), +1 ranged; SQ Species Traits; SV Fort +0, Ref +1,

Will +0; SZ M; FP 0; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis

10, Cha 8.

Equipment: Cobbled war mask, desert cloak, personal

weapon (melee or ranged), survival pack, variety of personal

belongings.

Skills: Craft (weapons*) +1, Knowledge (metallurgy) +2,

Profession (craftsman**) +1, Read/Write Basic, Read/Write

Kalee, Speak Basic, Speak Kalee, Survival +2.

Feats: None.

Species Traits: +2 Dex, -2 Cha, +2 species bonus on

survival checks, +2 species bonus to fortitude saves versus heat,

-2 species bonus to fortitude saves versus cold.

Automatic Languages: Kalee and Basic.

*Kalee craftsman all specialize in a certain type of armor or

weapon, be it armor, blaster pistols & rifles, exotic weapons

(pick one), heavy weapons, simple & primitive weapons or vibro

weapons.

**Kalee craftsman specialize in either armor or weaponry.

Professions can either be armorsmith or weaponsmith.

Kaleesh Commoner (hunter): Init +1 (Dex); Defense 11 (+1

Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3, unarmed), +1

ranged; SQ Species Traits; SV Fort +0, Ref +1, Will +0; SZ M;

FP 0; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8.

Equipment: Cobbled war mask, desert cloak, personal

weapon (melee or ranged), survival pack, variety of personal

belongings.

Skills: Profession (hunter) +2, Read/Write Basic,

Read/Write Kalee, Speak Basic, Speak Kalee, Survival +3.

Feats: None.

Species Traits: +2 Dex, -2 Cha, +2 species bonus on

survival checks, +2 species bonus to fortitude saves versus heat,

-2 species bonus to fortitude saves versus cold.

Automatic Languages: Kalee and Basic.

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L O C A T I O N S

C O R P O R A T E R E F I N E R I E S

Corporate refineries dot the surface of Kalee, constantly

appearing and disappearing as new corporate contracts are

created and expire. These facilities are manned by thousands of

Kaleesh, either willingly or unwillingly, processing metals using

special techniques to create pure metals or alloys, while Kaleesh

warriors supervise to prevent theft or sabotage. These refineries

are very expensive to maintain, needing constant refitting and

retooling because of the constant working and the harsh

conditions of the planet, while still being extremely profitable.

Most of the top Republic-allied corporations continually hold

contracts on Kalee, such as Czerka Coporation and Kuat Drive

Yards – the bulk of which lies in duranium and phrik alloy

manufacturing.

J U N G L E R E G I O N

The jungle region is located on the southern pole of Kalee and

encompasses an area of approximately 2100 square kilometers.

This region is constantly changing hands as warlords fight for

control. During the Old Republic era from 4000 years before the

Battle of Naboo forward, and the Rise of the Empire era this

territory is held by the current planetary warlord. Prior to and

after this period, however, it is in a state of perpetual flux as one

warlord steals it from another. The entire area is very rich with

life and vegetation. It is one of the only locations on the planet to

have a plentiful supply of water and natural food sources. Many

warlords erect palaces inside this region that they use to

entertain corporate sponsors and other high profile off-world

visitors.

S L A V E M I N E S

Slave mines are manned and functioning round the clock

primarily by slaves and females, and are patrolled by Kaleesh

warriors that are loyal to the warlord who controls the territory

in which the mines lie. Conditions inside the mines are deadly

as the Kaleesh do very little to maintain a safe environment for

their workers, as slaves and females are considered expendable

(since Kaleesh take on multiple wives to spare, most commonly

wives taken from those they defeat in battle).

C O M M A N D E R C Z A RCommander Czar is a brown and golden haired Bothan actually

named Kehaiji Wei’Lasu. He hid his name once he became a

Mercenary Commander to protect his family’s good name and

interests. He became famed in the Outer Rim for being not only

a brilliant tactician, but also a man of culture. He also read a lot

of the Jedi lore available to the public, and highly respected

those who acted independently of the Republic.

When Count Dooku came to him, offering him a chance to

help restore peace and democracy to the corrupt galaxy, Czar

took up the offer, but under one condition. Czar’s ship, The

Renegade, needed to be modified to make it better suited for the

battles he fought. No longer were quick insertions with troops

sufficient if he was to fight the Republic. He needed room to be

able to hold tanks and various other weapons of war to fight

against the Republic.

Dooku honored his request, and soon after the war started,

Czar became a feared commander. But once his general,

New Material: Phrik AlloyPhrik alloy is created by the Kaleesh by combining phrikite and

tydirium metals in a special process known by few throughout the

galaxy. Phrik alloy is incredibly strong while being extremely

lightweight. Phrikite, which is the primary ingredient in phrik

alloy, is extremely rare, found almost exclusively on Gormas 16

and in much smaller quantities on Kalee. Because of this, phrik

alloy is extraordinarily expensive and rare throughout the galaxy.

Availability: Rare, restricted.

Weight: -15% from object’s weight.

Price: +80% to object’s price.

Damage Reduction: 15

Wound Points: 15 per cm of thickness

Hardness: 5

Special Properties: When charged with a minor electro-

magnetic current, the material is capable of withstanding

damage from a lightsaber and lower forms of particle or ray

shielding. Lightsabers do not ignore damage reduction when

hitting electrically charged phrik alloy. Objects made primarily

from phrik alloy also ignore personal- and vehicle- scale shields.

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General Grievous, started to use unnecessary heavy-handed

tactics against the Republic, Czar worried the CIS was losing its

focus on its goal. He became even more worried when the Jedi

who had joined left the CIS because of Grievous. Czar went to

Dooku, who tried to reassure him Grievous was controllable.

Czar hoped so, but soon made plans to start a rise to power in the

CIS. If Grievous became a menace to the CIS, he would work his

way to become the next General of the Droid army.

As Captain, and later Commander of Czar’s Imperial Guard,

his Mercenary Army, it is not uncommon to find Czar leading his

men from the front line. Czar wears black ceremonial armor

with emerald jewels sparingly put on his suit, which is made

with impure Cortosis ore. Thus, lightsabers cannot ignore his

armors DR’s when trying to cut through it. Trained in the ways

of the lightsaber by President Dooku, himself, Czar has become

a proficient duelist for a non-Force user, which he received as a

gift from the President as a token of friendship after the Battle of

Kamino.

Commander Czar: Middle Age Male Bothan, Noble 6/Soldier

2/Officer 5; Init -1 (-1 Dex); Def 17 (-1 Dex, +8 Class); Spd 8m

(Armor); VP/WP 96/10; Atk +8/+3 or +2/+2/+2/-3 ranged

(3d8, SoroSuub Firelance Blaster Rifle), +8/+3 or +4/+4/-1

ranged (3d6, Blaster [Pistol]), +9/+4 melee (1d3, punch),

+9/+4 melee (2d8, crit 19-20, Lightsaber); SQ Coordinate +1,

Favor +2, Inspire Confidence, Leadership, Noble bonus class

skill (Gather Information), Requisition Supplies, Resource

Access, Tactics; SV Fort +8, Ref +5, Will +10; SZ M; FP: 3;

DSPs: 1; Rep: +11; Str 11, Dex 9, Con 10, Int 18, Wis 15, Cha

16.

Equipment: Blaster [Pistol], Comlink [Encrypted], Czar's

Ceremonial armor (Damage Reduction: 5), DataPad

[Personal], Holoprojector [Personal], Lightsaber, SoroSuub

Firelance Blaster Rifle, Utility Belt.

Skills: Appraise +8, Astrogate +6, Bluff +12, Computer Use

+10, Diplomacy +14, Gather Information +18, Intimidate +16,

Knowledge (Alien species) +14, Knowledge (Cultures) +14,

Knowledge (Jedi lore) +14, Knowledge (Politics) +14,

Knowledge (Tactics) +20, Pilot +6, Profession (military officer)

+14, Read/Write Basic, Read/Write Bothese, Repair +8, Sense

Motive +14, Speak Basic, Speak Bothese, Speak Huttese, Speak

Vuvrian, Treat Injury +6

Feats: Armor Proficiency (light, medium), Exotic Weapon

Proficiency (lightsaber), Fame, Frightful Presence, Influence,

Persuasive, Starship Operation (starfighter), Trustworthy,

Weapons Group Proficiency (blaster pistols, blaster rifles,

simple weapons)

C O M M A N D E RC Z A R ' S C A P I T A LS H I P

T H E R E N E G A D EThe capital ship of Commander Czar, The Renegade, is a

relatively new ship. About 10 years before the Battle of Naboo,

the Trade Federation turned down this ship as a possible

replacement for the now aging Trade Federation Battleships.

The Renegade sat in the dockyards of Hoersch-Kessel Drive Inc.

until Czar came upon it 5 years before the Battle of Naboo. The

dockyards were ready to scrap the ship when Czar approached

them about purchasing the ship. They sold the ship instantly for

a low price, wanting to be rid of the ship.

The Renegade grew in infamy under Czar as he led his band

of mercenaries to victory after victory against his customers'

enemies. When Count Dooku approached Czar about a more

permanent contract, Czar agreed after his ship was properly

modified. Originally made for quick insertions and guerilla

tactics, the ship needed an expanded hanger and other

modifications to better suit this ship's new role. Now, The

Renegade grows in even greater infamy as it crushes the enemies

of the Separatists. Its unknown if anyone can bring down this

great ship anymore, and many fear it is a juggernaut as it drives

towards the Core.

Craft: Hoersch-Kessel Drive Inc.'s Crescent-class Star Cruiser;

Class: Capital Ship; Cost: Not Available for Sale; Size:

Colossal (1930m in diameter); Initiative: +0 (+8 crew, -8 size);

Crew: 1,250 (Expert +8); Passengers: 100; Troop

Compliment: 750; Vehicle Compliment: 9 TF HAG's, 66

GAT's, 10 Homing Spider Droids, 100 Spider Droids, 22

Hailfire Droids, 16 Corporate Alliance Tanks; Starship

Compliment: 2 Corellian Star Shuttles, 1 TF C-9979 Landing

Craft; Starfighter Compliment: 48 fighters, 192 droid fighters;

Cargo Capacity: 100,000 Metric tons; Consumables: 1 Year;

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Hyperdrive: x2 (backup x12); Maximum Speed: Cruising

(Average, 3 squares/action); Maneuvers: +0 (-8 size, +8 crew);

Defense: 12 (-8 size, +10 armor); Hull Points: 600 (DR 60);

Shield Points: 600 (DR 60).

Weapon: Turbolaser (30); Fire Arc: 14 Front, 8 Left, 8

Right; Attack Bonus: +8/+3 (-8 size, +8/+3 crew, +8 fire

control); Damage: 6d10x5; Range Modifiers: PB -6, S -4, M -2,

L +0.

Weapon: Laser Cannon [Quad] (20); Fire Arc: 5 Left, 10

Back, 5 Right; Attack Bonus: +0/-5 or -6/-6/-6 (-8 size, +8/+3

or +2/+2/+2 crew); Damage: 6d10x2; Range Modifiers: PB -2,

S +0, M/L N/A.

Weapon: Tractor Beam Projector (3); Fire Arc: Front;

Attack Bonus: +8/+3 (-8 size, +8/+3 crew, +8 fire control);

Damage: Special; Range Modifiers: PB -6, S -4, M/L N/A.

R E P U B L I CL O Y A L I S T SLoyal servants to the Republic, these people represent the best

and worst of society. From assassins to husbands of Queens,

each brings something different to the Republic. And that is

exactly what Palpatine needs as his plans for galactic

domination begin to take hold. Time will tell whether those still

not corrupt will fall under Palpatine’s dark ways.

M A S A M E D D A

S t a t s b y G h e n g i s S k a

Mas Amedda has been a fixture as Vice-Chair of the Senate since

the days of Chancellor Valorum. Being dedicated to the laws of

the Republic helped prevent Amedda from being corrupted by

the various Senators. Then Senator Palpatine was elected by the

Senate to replace the now disgraced Valorum.

Chancellor Palpatine is unlike any other political figure that

Mas Amedda has met. It appears that Palpatine shared

Amedda's vision: to reform the Republic into a more cohesive

unit, free from the corruption that has recently plagued it, and to

follow the Rule of Law. That above all was the centerpiece of

Amedda's world.

Many years later, Palpatine confessed to Amedda that

maybe the only way to get rid of the corruption was to remake

the Republic into a dictatorship. Faced with this

incontrovertible fact, Amedda agreed, and it was then that

Palpatine revealed himself fully to Mas Amedda. Without

batting an eye, Mas Amedda pledged to keep Palpatine's secret,

and would make sure to manipulate certain Senators into their

camp.

Mas Amedda: Adult Male Chagrian,

Diplomat 10; Init +0 (+0 Dex); Def 13 (+0

Dex, +3 Class); Spd 10m; VP/WP -/14; Atk +5

ranged (3d4, Blaster [Hold-out]), +6 melee

(1d3+1, punch); SQ Amphibious, Low-light

vision, Radiation resistance; SV Fort +5, Ref

+3, Will +8; SZ M; FP: 0; Rep: +3; Str 12 , Dex

10, Con 14, Int 14, Wis 12, Cha 14.

Equipment: Blaster [Hold-out], Clothes

[Formal], Comlink, Property, Transport [Air

Speeder]

Skills: Appraise +9, Bluff +16, Computer Use +8,

Diplomacy +18, Forgery +3, Gamble +2, Gather Information

+10, Intimidate +6, Knowledge (Bureaucracy) +11, Knowledge

(Politics) +8, Knowledge (World lore) +6, Listen +3, Profession

+10, Read/Write Basic, Read/Write Chagri, Sense Motive +6,

Speak Basic, Speak Chagri, Spot +3.

Feats: Alertness, Persuasive, Skill Emphasis (Gather

Information, Knowledge [Bureaucracy]), Underworld

Connections, Weapons Group Proficiency (blaster pistols)

S L Y M O O R E

S t a t s b y G h e n g i s S k a

Sly Moore has high ambitions. After being appointed to her

current position after the forced retirement of Sei Taria, who

occupied the post of Administer of the Republic, what most

people don't realize is that Moore was secretly behind her

predecessor's fall from grace.

One of the Supreme Chancellor's first goals for the Republic

was to get rid of corruption in the Senate. Moore planted

evidence of Taria's duplicity in illicit affairs for Republic

Intelligence. After being found guilty on all charges, Taria was

shipped off to a penal colony, never to be heard from again.

Impressed with Moore's dedication, Chancellor Palpatine

appointed Moore to her position.

In the years that followed, Sly Moore became more and

more indispensable to the Chancellor and the Senate. Working

closely with the Chancellor, Moore was able to garner the

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Chancellor's ultimate secret - that he was Darth Sidious, Dark

Lord of the Sith - and she pledged herself to him completely.

Sidious accepted her service.

Sly Moore: Adult Female Umbaran, Diplomat 3/Thug 1/Dark

Side Devotee 5; Init +0 (+0 Dex); Def 15 (+0 Dex, +5 Class);

Spd 10m; VP/WP -/13; Atk +5 ranged (by weapon), +6 melee

(1d3+1, punch); SQ Dark Side Talisman +2, Darkvision, Favor

+2, Light sensitive, Low-light vision; SV Fort +6, Ref +4, Will

+9; SZ M; FP: 0; DSPs: 4; Rep: +5; Str 13, Dex 11, Con 10, Int

15, Wis 15, Cha 14.

Equipment: Comlink, Property, Shadow cloak

Skills: Appraise +3, Bluff +9, Diplomacy +13, Disguise

+22, Gather Information +9, Intimidate +12, Knowledge

(Bureaucracy) +7, Knowledge (Politics) +7, Profession

(Administrative Aid) +7, Read/Write Basic, Read/Write

Umbarese, Sense Motive +9, Speak Basic, Speak Umbarese.

Force Skills: Affect Mind +9, Control Mind +10, Empathy

+8, Enhance Senses +7, Fear +3, Force Stealth +7, Force Strike

+5, Illusion +12, Telepathy +9.

Feats: Force-Sensitive, Influence, Persuasive, Skill

Emphasis (Force Strike, Illusion), Toughness, Trustworthy,

Weapons Group Proficiency (blaster pistols, simple weapons,

vibro weapons)

Force Feats: Alter, Control, Force Mind, Mind Trick,

Powerful Presence, Sense

A S K A A K

S t a t s b y G h e n g i s S k a

Senator Ask Aak is a strong proponent for the policies of

Supreme Chancellor Palpatine. To him, there is nothing more

important than the Republic, and he was one of the first

senators to support the Chancellor's decision on using the

clones on Kamino. Senator Aak collaborated with Senator

Mothma to have a group of Republic supporters attempt to

finish off that upstart, Count Dooku. Shortly after the

assassination attempt failed, Senator Aak offered a motion to

give Chancellor Palpatine emergency powers, which was passed

unanimously.

Ask Aak: Adult Male Gran, Diplomat 6/Thug 1; Init +0 (+0

Dex); Def 12 (+0 Dex, +2 Class); Spd 10m; VP/WP -/18; Atk +4

melee (1d3, punch), +4 ranged (3d4, Blaster [Hold-out]); SQ

Darkvision, Favor +2, Low-light vision; SV Fort +6, Ref +2, Will

+5; SZ M; FP: 1; Rep: +4; Str 11, Dex 11, Con 15, Int 9, Wis 10,

Cha 17.

Equipment: Blaster [Hold-out], Comlink, DataPad

[Personal], Property on various Worlds, Transport [Air

Speeder]

Skills: Bluff +8, Diplomacy +5, Gather Information +12,

Intimidate +6, Knowledge (Bureaucracy) +6, Knowledge

(Politics) +4, Profession (Senator) +6, Read/Write Basic, Gran,

Search +1, Sense Motive +4, Speak Basic, Speak Gran.

Feats: Bureaucratic Flair, Influence, Persuasive, Sharp-

eyed, Skill Emphasis (Bluff), Toughness, Weapons Group

Proficiency (blaster pistols, simple weapons, slug throwers)

B A I L O R G A N A

S t a t s b y G h e n g i s S k a

Bail Organa never meant to be a symbol, but when an assassin

failed to kill him, Bail Organa became one. He became a symbol

of the weakness and the instability the Republic suffered under.

Bail, at that time, was also facing an election to become Senator

for Alderaan, replacing the late Bail Antilles. In office, Bail

became a strong supporter of Palpatine’s reforms to protect the

Republic. This earned Bail a seat on the Loyalist Committee.

When it was announced that 1 million clones were ready to be

used by the Republic, Bail Organa, along with other prominent

Senators and Jedi, visited Kamino. There, they saw the

clonetroopers in action and were impressed with their battle

readiness. Bail helped push a vote to give Palpatine temporary

emergency powers to help combat the increasing rise in

terrorism. But as the war escalated, and Kamino was assaulted,

the situation for the Republic looked worse. Bail was stuck

between a rock and a hard place – keep the Republics civil

liberties still left or give Palpatine more sweeping powers to

combat the Separatists. He has kept quiet in most arguments

for more emergency powers until he can understand the mess

the galaxy is in.

Bail Organa: Adult Male Human, Noble 8; Init +0 (+0 Dex); Def

15 (+0 Dex, +5 Class); Spd 10m; VP/WP 46/12; Atk +6/+1

melee (1d3, punch), +6/+1 or +2/+2/-3 ranged (3d6, Blaster

[Pistol]), +6/+1 ranged (3d4, Blaster [Hold-out]); SQ

Coordinate +2, Favor +5, Inspire Confidence, Noble bonus class

skill (Bluff), Resource Access; SV Fort

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Wheels Within Wheels…B y M a t t H i n e s

The hum of a lightsaber filled the cargo hold. Master Raiyat Kahn

watched as his young Padawan defended himself from the three

training remotes. Kai was really doing quite well, the Jedi Master

concluded. His form was a little rusty, nowhere near as polished

as that of a true Form IV Master. But the Force sang with power

as Kai leaped over, twirled past, and deflected most of the bolts

that came his way.

"That's enough for now, Kai." Raiyat shut down the remotes,

and Kai shut down his lightsaber. "You did very well."

"Thank you, Master." The boy beamed at the compliment.

"Perhaps someday I'll even rival Anakin Skywalker."

Raiyat chuckled. "Perhaps. But I am no Qui-Gon Jinn, and

Anakin Skywalker is a Jedi prodigy like none I've ever known."

"Yes, Master, I know. But it would be something to dream

about, wouldn't it?"

The intercom beeped. "Master Kahn, we are approaching

the planet Alderaan."

Raiyat stepped toward the intercom. "Thank you, Captain.

We will be joining you momentarily."

They joined the captain on the bridge of the small freighter.

Kai looked intently at Alderaan, enjoying his first sight of the

planet. The fourteen-year-old had been off Coruscant before but

this was his first time to Alderaan, and he was excited. The

captain noticed.

"A fine sight. Isn't it, Padawan?"

"Yes, sir. I've been looking forward to seeing Alderaan. Some of

my friends have been there, and they say it's spectacular."

"It is indeed. If a man's looking for fine sights, he needn't

look any farther than Alderaan."

Raiyat smiled. "Just remember, Kai that we're not here for

sightseeing. We have a job to do."

Kai grinned. "Yes, Master." He glanced at the captain. "Will

our, ah, contact be waiting for us at Aldera Spaceport?"

"I don't think so. The Council was fairly certain we'd find him

at his place of residence." Raiyat frowned. Their mission could

be a difficult one. The senator for Alderaan, Bail Antilles, had

recently been assassinated by an unknown assailant. The

Viceroy of Alderaan, one Bail Organa, was coming to Coruscant

to act as Antilles' replacement, at least until a new Senator was

selected.

It was the duty of Master Kahn and his Padawan to ensure

Organa arrived safely, and Raiyat was inclined to take that duty

very seriously.

"Welcome, Master Kahn! And you too, Padawan Tredlan!"

Bail Organa ushered them into his private study. "I trust your trip

was uneventful?"

Raiyat took the seat he was offered, and noticed that Kai did

as well. "It was, yes. Has there been any trouble here?"

Bail shook his head. "Bail Antilles' funeral was held some

days ago, and the official mourning period just ended. There has

been no sign of any further terrorist actions." He glanced out his

study window toward the lake. "I must admit, though, Antilles'

assassination has me a bit unnerved. I am glad for the protection

the Jedi have extended."

"A service to you is a service to the Republic, Viceroy."

After some more small talk, the two Jedi and the Viceroy left

Organa Palace. "I keep a small residence on Coruscant," Bail

explained when the two Jedi commented on the absence of

luggage. "It's been very helpful when I have to take trips like this

one." Raiyat drove the rental speeder, while Organa sat in the

back with Kai. All three saw no reason to attract undue attention,

and Raiyat and Kai had even gone so far as to change into street

clothing. Raiyat could feel Kai's apprehension, and could tell that

the boy was busily scanning the area as they drove.

Suddenly, Kai frowned. "Master--"

Then the danger sense flared up in Raiyat's mind, and he

yanked the speeder's steering yoke hard to the left. A concussive

blast rocked the speeder, tipping it over and dumping the three

occupants out. "Viceroy, Kai, stay down!" Raiyat barked, drawing

his lightsaber. The assailant could be anywhere -- he couldn't get

a firm sense on its location.

The roar of an automatic slugthrower opened up, and as

Raiyat instinctively twisted away he felt two slugs slam into and

through his shoulder. The impact knocked him back several feet.

"Master!" Kai shouted, attempting to crawl to him.

"Kai," he growled, fighting past the pain. "Stay back."

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+3, Ref +4, Will +7; SZ M; FP: 3; Rep: +8; Str 11, Dex 11, Con

12, Int 14, Wis 13, Cha 16.

Equipment: Blaster [Hold-out], Blaster [Pistol], Clothes

[Formal], Comlink, Property on Alderaan and Coruscant,

Starship [Personal Transport Tantive IV], Transport [Air

Speeder]

Skills: Appraise +7, Bluff +14, Computer Use +7,

Diplomacy +20, Entertain (oratory) +10, Gather Information

+8, Intimidate +5, Knowledge (Bureaucracy) +9, Knowledge

(Cultures) +7, Knowledge (Politics) +13, Knowledge (World

lore - Alderaan) +5, Pilot +2, Profession (senator) +7,

Read/Write Basic, Ride +5, Sense Motive +14, Speak Basic,

Speak Calamarian, Speak Kel Dor, Speak Quarren, Speak Ryl,

Speak Shyriiwook (understand only), Speak Zabrak.

Feats: Bureaucratic Flair, Diplomatic Immunity, Fame,

Influence, Skeptical, Weapons Group Proficiency (blaster

pistols, simple weapons)

Kai stopped; one of the many traits Raiyat had instilled into

the boy was unquestioning obedience. "I need you to take the

Viceroy and get to the spaceport. Protect him with your life."

Raiyat had a plan to get the Viceroy away safely, but it was a

risky one, and it depended largely on the hope that the assassin

hadn't brought backup.

Kai's eyes reflected his doubt, but he rejoined the Viceroy.

The assassin, meanwhile, was apparently maneuvering into a

better position. Within seconds, the automatic begin spitting its

lethal ammunition, this time coming dangerously close to Raiyat.

Raiyat reached out with the Force and grasped a piece of

shattered duracrete. "Kai, go NOW!" he sent to his Padawan,

and hurled the duracrete toward the muzzle flashes. And then he

hurled another, and another, keeping the assassin pinned down

until Kai and the Viceroy had passed beyond his Jedi senses.

Then, finally, he let himself sink into a healing trance.

"The attempted assassination of our newest member, Bail

Organa, only underscores my point that the Republic needs a

dedicated security force. One that can defend against any threat

to its members." Palpatine's voice thundered from the holovid

speakers. Bail Organa and some of his friends and supporters

were gathered at Bail's Coruscant residence, watching

Chancellor Palpatine's speech on the Holonet.

"The Supreme Chancellor is very persuasive." Raiyat

commented.

"Indeed," Bail said. "The Senate is largely in favor of the

Defense Act, and it is likely to pass should it come to a vote."

"Speaking of votes, let me congratulate you on your election

to the office of Senator." Raiyat said.

Bail smiled. "Chancellor Palpatine predicted it would

happen. He said that the assassination attempt would likely

create a large sympathy vote." He grew grave for a few seconds.

"Of course, without the aid of yourself and your Padawan, I

wouldn't be here today. Where is young Tredlan, anyway?"

"Back at the Temple. He's been something of a celebrity

these past few days."

Kai was still getting used to all the attention. It was

something special to have all the Younglings looking at you

wide-eyed, to have the female Padawans -- even some older

than he was! -- smiling at him and asking him to tell how he'd

gotten the Viceroy to safety. It was fun, but a bit...overwhelming.

As he entered the dining hall, he heard hurried footsteps behind

him. "Kai! Kai Tredlan!" He turned to see Anakin Skywalker

coming toward him, with Master Jinn walking serenely not far

behind. "Anakin! I thought you were still out-system!"

"We just got back. The whole Temple's been buzzing about

the assassination attempt. They say you did really well." Anakin

said, grinning. Kai flushed with pleasure.

Qui-Gon caught up to them. "I read Master Kahn's report.

You did very well, Kai." He smiled down at the boy. "You'll do

great things some day, I can tell."

With that, they strode past him into the dining hall, but Kai

stood in the doorway, dumbfounded. "Did, did he really say that

to me?" he whispered to himself. Exhilaration took over.

"'Great things' he said...that's just so...so wizard!"

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M O N M O T H M A

S t a t s b y G h e n g i s S k a , B a c k g r o u n d b y

G r e e n _ C l o a k e d _ S o r c e r e r

Born into political life – her father was Arbiter-General of the

Republic and her mother was the Governor of Chandrila – Mon

Mothma quickly learned how to be a leader. Mon Mothma was

always interested in politics, and more importantly, helping

people. As soon she was old enough, Mothma immediately

joined the Galactic Senate, becoming the youngest Senator

from Chandrila, and the Galactic Republic, to date. She began

her hard work on trying to fix the problems within the Galactic

Republic.

When the Confederacy of Independent Systems started, she

stayed firm to her beliefs and helped to organize the legion of

Senators that became known as the Loyalists. Although she

voted for the clone army, she did so only because she wished to

protect democracy. To attempt to halt Palpatine’s rise to power,

Senator Mothma secretly set up an assassination attempt on

Count Dooku’s life. Little did she know this was all that Dooku

needed to ascend to the Presidency of the CIS and what

Chancellor Palpatine needed to be granted emergency powers.

When Palpatine began to abuse his powers, she worked

within the Senate to oppose granting him further executive

powers, even though a majority of senators wanted it. Mon

Mothma truly hoped Palpatine would step down after the war

had ended, but her hopes kept getting crushed, considering that

the Republic does not fair well in the war. And now the CIS

controls half the galaxy. Upon hearing that the Supreme

Chancellor was pressuring the Jedi into creating more clones,

Senator Mothma has begun to become unsettled with the way

the Republic is heading. She has been heard stating that

Palpatine should step down. She has also started a movement to

stop the addition of these clones to the army, seeing them as

unnecessary.

Mon Mothma: Adult Female Human, Noble 6; Init +0 (+0 Dex);

Def 14 (+0 Dex, +4 Class); Spd 10m; VP/WP 35/12; Atk +3

melee (1d3-1, punch), +4 ranged (3d4, Blaster [Hold-out]); SQ

Coordinate +1, Favor +4, Inspire Confidence, Noble bonus class

skill (Gather Information), Resource Access; SV Fort +3, Ref

+3, Will +7; SZ M; FP: 3; Rep: +7; Str 9, Dex 10, Con 12, Int 14,

Wis 14, Cha 15.

Equipment: Blaster [Hold-out], Clothes [Formal],

Comlink, Transport [Air Speeder]

Skills: Appraise +6, Computer Use +6, Diplomacy +17,

Disguise +6, Gather Information +15, Intimidate +5,

Knowledge (Bureaucracy) +10, Knowledge (Cultures) +4,

Knowledge (History) +7, Knowledge (Politics) +11, Profession

(senator) +8, Read/Write Basic, Ride +4, Sense Motive +13,

Speak Aqualish, Speak Basic, Speak Calamarian, Speak Gran,

Speak Ithorese, Speak Ryl, Speak Shyriiwook (Understand

Only)

Feats: Bureaucratic Flair, Fame, Influence, Skeptical,

Trustworthy, Weapons Group Proficiency (blaster pistols,

simple weapons)

O R N F R E E T A A

S t a t s b y G h e n g i s S k a

Senator Orn Free Taa of Ryloth is a corpulent, robust Twi'-lek,

marked by having four lekku. His biggest secret is that he has

one of the largest crime syndicates operating out of Ryloth. The

fact that he is the Senator from Ryloth has allowed him access to

any records that will put him in a compromising situation.

When Chancellor Valorum was voted out by a no-

confidence vote, Senator Taa was the one who nominated

Senator Palpatine to replace him. Of course Palpatine has an

understanding with Senator Taa - Palpatine won't do anything

that will risk his business concerns. As long as the Chancellor

doesn't nose around his business concerns, he will continue to

support him.

Orn Free Taa: Adult Male Twi'lek, Diplomat 9/Crime Lord 6;

Init -1 (-1 Dex); Def 15 (-1 Dex, +6 Class); Spd 10m; VP/WP

34/15; Atk +6/+1 ranged (3d4, Blaster [Hold-out]), +8/+3

melee (1d3+1, punch); SQ Contacts (x2), Favor +2, Inspire

Fear -4, Low-light vision, Minions, Resilient, Resource Access;

SV Fort +8, Ref +5, Will +11; SZ M; FP: 0; Rep: +11; Str 13

(+1), Dex 9 (-1), Con 15 (+2), Int 14 (+2), Wis 11 (+0), Cha 14

(+2).

Equipment: Blaster [Hold-out], Clothes [Formal], Comlink

[Encrypted], DataPad [Personal], and Property

Skills: Appraise +9, Bluff +22, Computer Use +4,

Diplomacy +22, Disguise +4, Forgery +7, Gamble +5, Gather

Information +19, Intimidate +16, Knowledge (Bureaucracy)

+9, Knowledge (Politics) +7, Knowledge (World lore) +5,

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Profession +4, Read/Write Basic, Read/Write Ryl, Sense

Motive +17, Speak Basic, Lekku, Speak Ryl

Feats: Deceptive, Diplomatic Immunity, Infamy, Influence,

Persuasive, Trustworthy, Weapons Group Proficiency (blaster

pistols)

S E P A R A T I S TP A T R I O T SThe progressive minded group of business barons, the

Separatist Patriots is a unique group for the galaxy. While not

the first intention for each of these leaders, each is now

committed to ending the Republic and restoring democracy to

the galaxy.

A R C H D U K E P O G G L E T H E L E S S E R

S t a t s b y G h e n g i s S k a

Archduke Poggle the Lesser was a revolutionary who was very

lucky. Fighting against the previous Archduke, Poggle dreamed

of being the ruler of all of Geonosis. This ambition got him far,

but not far enough. Running out of money and supplies, Poggle

became desperate. Then San Hill came into the picture. Hill and

the Inter-Galactic Banking Clan had come to collect defaulted

loans from the current Archduke. Hill, on the ride over, heard of

Poggle’s struggle and offered to give him some help with IGBC

forces. Poggle agreed, and a day later General Grievous was

leading Hailfire droids to the ruling colony’s hive. The Archduke

was quickly crushed beneath Grievous foot, and Poggle

ascended to the throne.

Poggle worked quickly to pay off the debt to the IGBC, and

to consolidate his control of the entire planet. With Grievous

help, he conquered all hives on Geonosis and led the world to

unseen economic prosperity. When Dooku was looking for a

cheap labor force to help the Confederacy maintain a prolonged

war against the Republic, Poggle made his planet available. Just

like others on the Separatist Council, Poggle called for Grievous

to be General of CIS forces. Dooku agreed, and the Council was

pleased.

By the time the war started, Poggle had diversified the

planets manufacturing base. Geonosis was soon a major

manufacturing world for the CIS. Also many Geonosians have

become the labor force for the CIS, rebuilding many of the

worlds Grievous destroys. Of all the Council members, Poggle

still supports Grievous. Having been saved by Grievous due to

his brutal tactics, he sees no problem, especially since his

workers help rebuild these worlds.

Poggle the Lesser: Adult Male Geonosian [Aristocrat], Noble

10; Init +2 (+2 Dex); Def 20 (+2 Dex, +6 Class, +2 Species); Spd

10m, fly 15m (poor); VP/WP 41/10; Atk +8/+3 melee (1d3+1,

punch), +9/+4 ranged (by weapon); SQ +1 Rep with other

Nobles, +2 on Fort Saves against radiation, Coordinate +2,

Favor +5, Inspire Confidence, Low-light vision, Noble bonus

class skill (Repair), Radiation resistance, Resource Access; SV

Fort +3, Ref +7, Will +8; SZ M; FP: 0; Rep: +6; Str 13, Dex 15,

Con 10, Int 13, Wis 12, Cha 13.

Equipment: none.

Skills: Appraise +6, Bluff +3, Computer Use +6, Craft

(blaster pistols and rifles) +7, Craft (droids) +16, Craft

(starfighters) +7, Diplomacy +12, Entertain +3, Entertain +3,

Gather Information +3, Handle Animal +2, Intimidate +6,

Knowledge (Business) +4, Knowledge (Technology) +6,

Knowledge (World lore) +4, Listen +3, Pilot +6, Profession +7,

Read/Write Geonosian, Repair +8, Ride +6, Search +3, Sense

Motive +9, Speak Basic, Speak Geonosian, Spot +3.

Feats: Aristocrat's Honor, Artistic, Influence, Persuasive,

Sharp-eyed, Skill Emphasis (Craft [droids]), Weapons Group

Proficiency (blaster pistols, simple weapons)

S H U M A I

S t a t s b y G h e n g i s S k a

Shu Mai's life had always been a fight for dominance. From

rising out of the ashes of her world to rising to the top of the

Commerce Guild, Shu Mai had beaten all of the odds. Things in

her life seemed to be going her way until the debacle at Naboo.

The Trade Federation’s actions soon made other commerce

organizations look evil. Infuriated at this, Shu Mai worked hard

to show the Commerce Guild had no connection or the same

ambition as the Trade Federation. But all over the galaxy, people

looked at the Commerce Guild with fear. Then Nute Gunray

approached her with a proposition.

Gunray offered Shu Mai a chance to join the Confederacy of

Independent Systems. The catch - Shu Mai must sign the

Defense Pact and pledge all Commerce Guild forces to the CIS.

Shu Mai was hesitant at first - she did not want to become a

traitor and alienate her Republic clientele. But Nute Gunray

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assured her that she wouldn’t alienate the worlds she did

business with since many would probably join her and the CIS.

Shu Mai was still hesitant. She wanted to know who would be

leading their forces. Gunray showed here a Holo-document of

the top candidate - General Grievous. Impressed by his record

with the Inter-Galactic Banking Clan, she agreed. But she

wanted General Grievous to be General of their forces. Gunray

agreed to help push her proposal with the others signing the

Defense Pact.

When war was declared, just as Nute Gunray said, many of

the Commerce Guilds clients did join the CIS. And as the war

turned in favor of the CIS, those on the Separatist Council like

Shu Mai began to look inwards at a growing problem. General

Grievous was winning the war, but he was destroying worlds,

making it near impossible for the CIS to profit from their

acquisitions. Shu Mai quietly wondered what she did to get

herself into this mess.

Shu Mai: Adult Female Gossam, Noble 10; Init +1 (+1 Dex);

Def 18 (+1 Dex, +6 Class, +1 Size); Spd 6m; VP/WP -/11; Atk

+7/+2 melee (1d2-1, punch), +9/+4 ranged (3d4, Blaster

[Hold-out]); SQ +2 on 1 Craft check, Coordinate +2, Favor +5,

Inspire Confidence, Noble bonus class skill (Bluff), Resource

Access; SV Fort +3, Ref +6, Will +9; SZ S; FP: 0; Rep: +5; Str 9,

Dex 12, Con 11, Int 16, Wis 14, Cha 15.

Equipment: Blaster [Hold-out], Clothes [Business],

Comlink [Encrypted], DataPad [Personal], Property, Starship

[Personal Transport]

Skills: Appraise +11, Bluff +19, Computer Use +8,

Diplomacy +23, Disguise +4, Forgery +4, Gamble +3, Gather

Information +9, Hide +5, Intimidate +11, Knowledge

(Bureaucracy) +13, Knowledge (Business) +13, Knowledge

(Politics) +11, Knowledge (World lore) +8, Listen +4,

Profession (merchant) +7, Read/Write Gossam, Sense Motive

+12, Speak Basic, Speak Geonosian, Speak Gossam, Speak

Huttese, Speak Neimoidian, Speak Skakoverbal, Spot +4.

Feats: Deceptive, Influence, Merchant Trader, Persuasive,

Skeptical, Untouchable, Weapons Group Proficiency (blaster

pistols, simple weapons)

N U T E G U N R A Y

S t a t s b y G h e n g i s S k a

When Queen Amidala pointed her gun at Nute Gunray, he made

a promise – he swore he would never break, never deal with the

Sith. While the Sith had promised him everything he wanted, in

the end he got nothing except a court date by the Republic

Judicial Department. Luckily for Nute, and his attaché Rune

Haako, the wheels of justice were easily greased with enough

“donations.” Nute was brought back to court three more times

that year, but each time a mistrial was called. Nute realized that

it was best just to try to exploit the system, not to beat it.

As worlds started to secede from the Republic, Nute Gunray

saw an opportunity. If he supported these seceding worlds, he

could get a nice control over the trade in the areas. Nute Gunray

immediately had the Trade Federation openly support the

Republic and these Separatist worlds. By eight years after the

Battle of Naboo, the seceding worlds organized themselves into

the Confederacy of Independent Systems, under the leadership

of the former Jedi Master Dooku. Nute Gunray met with

Dooku, but was immediately cautious. Nute did not want to

mess with another Sith like Lord Sidious and Lord Maul. But

Dooku assured him numerous times that he had nothing to do

with the Sith. In actuality, Dooku wished to stop the Sith. Nute

immediately began to like this CIS, and began to support the CIS

in many forms.

When war was on the horizon two years later, Dooku came

to Nute Gunray for help. The CIS had a small, organic standing

army at the time. They needed a professional army completed

immediately to help compete against the Republic’s new clone

army. Gunray, now armed with new Super Battle Droids,

agreed and suggested pulling in other commerce organizations

into the fold. Together, the CIS would have a dangerous army.

Dooku liked this idea and had Nute speak to commerce and

other interested groups with armies who wanted to join the CIS.

Gunray spoke to commerce groups like the Commerce Guild

and the Corporate Alliance to help supplement the Trade

Federation’s droid forces. He also spoke to the Archduke Poggle

the Lesser of the Geonosians and Captain Czar of Czar’s

Imperial Guard mercenary groups to gain organic manpower

and organic armed forces. By the time all the negotiations were

completed, the CIS was fully ready for war. Dooku had all the

groups sign a Defense Pact (for the commerce and commerce

related groups), or a contract (for the mercenary groups). The

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Defense Pact had the heads of each organization or government

made a member of the Separatist Council, since each

contributed greatly to the CIS. One clause to the pact, though,

would have many repercussions that the Separatist Council

would regret adding in later on. San Hill of the InterGalactic

Banking Clan convinced the others of the Separatist Council

that they should choose their General for the war. Dooku saw no

harm in that and agreed to it. They named General Grievous,

the General of the IGBC, General of the CIS forces.

As the war raged, the Trade Federation has succeeded on

the battlefield and with trade between Separatist worlds,

especially on worlds that had been captured and had finally

rebuilt themselves. And Gunray was named Senior Council

member of the Separatist Council, effectively making him

number two to President Dooku. Yet all was not perfect.

Gunray had to forget about his vendetta with Amidala after

Naboo joined the CIS and she was made Queen again. He

wasn’t that terribly polite, but he tolerated her since he didn’t

wish to anger her husband, the Jedi Anakin Skywalker, who was

now a high-ranking member of the CIS military. Grievous also

became a problem since he used heavy-handed tactics more and

more often just for “fun”, which left little for the CIS coffers.

After Anakin Skywalker and the Jedi who join the CIS left

because of Grievous, the Council slowly began to rethink its

decision to have him as General. Czar, realizing their change in

opinion, approached Gunray with a plan to stop Grievous.

Whether or not it will work, time will tell, but Gunray is betting

his life on its success.

Nute Gunray: Adult Male Neimoidian, Diplomat 14; Init +0 (+0

Dex); Def 14 (+0 Dex, +4 Class); Spd 10m; VP/WP -/10; Atk

+6/+1 melee (1d3-1, punch), +7/+2 ranged (by weapon); SQ

+2 on 1 Craft check; SV Fort +4, Ref +4, Will +10; SZ M; FP: 0;

Rep: +4; Str 8, Dex 11, Con 10, Int 12, Wis 13, Cha 15.

Equipment:

Skills: Appraise +17, Bluff +15, Computer Use +6,

Diplomacy +26, Intimidate +6, Knowledge (Bureaucracy) +6,

Knowledge (Business) +21, Profession (merchant) +18,

Read/Write Neimoidian, Read/Write Pak Pak, Sense Motive

+7, Speak Basic, Speak Neimoidian, Speak Pak Pak

Feats: Merchant Trader, Persuasive, Shady Merchant, Skill

Emphasis (Appraise, Diplomacy, Knowledge [Business]),

Weapons Group Proficiency (simple weapons)

S A N H I L L

S t a t s b y G h e n g i s S k a

Record Profits – the middle name of San Hill. When he became

chairman of the Inter-Galactic Banking Clan, San Hill worked

immediately to turn the group from a passive organization to an

aggressive group not willing to be snuffed when someone forgot

to pay back their loans. Hailfire droids were created to help

enforce the IGBC’s regulations. But, San Hill realized the IGBC

needed a General. Darth Maul, in disguise, offered to bring him

the General he wanted. Foolishly, San Hill accepted this and

agreed to keep an eye out for this being named Grievous. The

night before he was to go to the meeting point, Darth Maul

called San Hill and told him that Grievous could be in danger of

being attacked and to be ready to take him to surgeons. San Hill

did so and rushed his ship out, only to see Grievous’ ship

explode in front of him. Rushing to save him, he had him put in

a bacta tank and made preparations to see Geonosian surgeons.

When Grievous awoke, San Hill took the opportunity to force

Grievous to become his General. Grievous refused at first, and

even when Hill offered to build him a new body he refused. So

Hill used his trump card: unless he joined him, he would die in 4

hours. Fear finally hit Grievous, and he reluctantly agreed. As

Grievous was put under the knife, San Hill made it clear to the

surgeons, “Make me a good general. One with no compassion,

kindness, and honor, but filled with anger, hate, and a slight lust

for destruction.”

While in surgery, Darth Maul returned in disguise and

offered to train him in the ways of the lightsaber. San Hill saw

the advantage of this, and agreed to Maul’s offer, as well as

making modifications to Grievous’ body to allow him to be a

better fighter. San Hill watched for 3 years as Grievous became

a deadly lightsaber combatant. When Maul left, Hill stepped in

and had Grievous become the General of the IGBC. Under his

leadership, Grievous became a ruthless general and Hill’s

deadliest bodyguard. Soon, no one messed with the IGBC,

fearing being taken over by Grievous. During this time,

Grievous showed to be a competent general who calculated the

risks and fought his battles wisely. When San Hill was offered a

place in the Confederacy, Hill agreed on one condition – have

General Grievous as a choice for leading the Confederacy forces.

Gunray and Dooku agreed, and one by one the Separatist

Council agreed that Grievous was the right being for the job.

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San Hill basked in the congratulations for finding Grievous. But

this would disappear as the war progressed.

San Hill watched as Grievous became mentally unstable as

the war progressed. Hill became the first Council member to

pull support from Grievous, realizing that there was something

wrong with Grievous. Hill soon began to blame himself for

unleashing this monster and joined Commander Czar’s secret

group that opposed Grievous. San Hill also had a decoy replace

him on the Council, deciding to hide on Muunilist away from

Grievous to ensure he could be helpful to Czar and not be

caught. No one but Czar and Nute Gunray know that the San

Hill on the Council is a decoy.

San Hill: Adult Male Muun, Diplomat 10/Noble 2; Init +1 (+1

Dex); Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP 8/9; Atk

+5/+0 melee (1d3-1, punch), +7/+2 ranged (3d4, Blaster

[Hold-out]); SQ Favor +1, Inspire Confidence, Noble bonus

class skill (Intimidate); SV Fort +2, Ref +6, Will +14; SZ M; FP:

0; Rep: +4; Str 8, Dex 12, Con 9, Int 17, Wis 14, Cha 13.^.

Equipment: Blaster [Hold-out]

Skills: Appraise +17, Bluff +8, Computer Use +12,

Diplomacy +28, Gather Information +8, Intimidate +13,

Knowledge (Bureaucracy) +12, Knowledge (Business) +17,

Knowledge (Politics) +13, Knowledge (World lore) +10,

Profession (banker) +15, Read/Write Basic, Read/Write

Huttese, Read/Write Muun, Read/Write Neimoidian,

Read/Write Ryl, Sense Motive +12, Speak Aqualish, Speak

Basic, Speak Huttese, Speak Lekku, Speak Muun, Speak

Neimoidian, Speak Ryl

Feats: Bureaucratic Flair, Iron Will, Persuasive, Shady

Merchant, Skill Emphasis (Appraise, Diplomacy),

Trustworthy, Weapons Group Proficiency (blaster pistols,

simple weapons)

P O N U D O

S t a t s b y G h e n g i s S k a , B a c k g r o u n d I n f o b y

S m u g g l e r J e d i

Many planets sided with the Separatists. Ando was one of those.

At the forefront was Po Nudo, the Aqualish senator who had

become dissatisfied with the Senate. He was always being

pushed around, and he felt his planet’s issues were being

ignored by the increasingly human-oriented Senate and its

charismatic, if almost tyrannical, supervisor, Chancellor

Palpatine.

When he first heard of the Separatist menace, he thought it

was a joke. Only after the assassination of a prominent pro-

Republic businessman on Corav IV, who had chided the

Separatists, was he convinced they were a real threat. He

secretly made contact with the Separatists and arranged for his

planet to supply financial and military support to the growing

movement.

Ando was one of the first planets to formally secede from the

Republic, and Po Nudo took a prominent place in the Separatist

Forum. He agreed with Wat Tambor that they needed to be

more unified and have a stronger sense of leadership, but he

disagreed that Count Dooku should be elected president. He

had his own desires of being the President of the Confederacy of

Independent Systems, but was compelled to vote for him

anyway when everyone else did so, not wanting a sense of

dissension this early on in the Confederacy’s existence. Still, he

harbors resentment towards Dooku and his officers, for he feels

that a human in that seat will just be bad as the pro-human

Palpatine, and may one day make his move for the Presidency.

Only time will tell.

Po Nudo: Adult Male Aqualish [Quara and Ualaq], Thug

2/Diplomat 7/Scoundrel 3; Init +1 (+1 Dex); Def 14 (+1 Dex,

+3 Class); Spd 10m; VP/WP -/13; Atk +8/+3 melee (1d3+1,

punch), +8/+3 ranged (by weapon); SQ Amphibious, Breathe

Underwater, Illicit barter, Lucky (1/day), Precise Attack +1; SV

Fort +7, Ref +6, Will +7; SZ M; FP: 0; Rep: +3; Str 13, Dex 13,

Con 13, Int 16, Wis 12, Cha 14.

Equipment: Senatorial robes.

Skills: Appraise +13, Bluff +12, Climb +4, Computer Use

+9, Diplomacy +14, Disguise +4, Gather Information +15,

Intimidate +13, Knowledge +8, Knowledge +8, Knowledge +8,

Listen +7, Profession +10, Read/Write Aqualish, Search +8,

Sense Motive +9, Sleight of Hand +6, Speak Aqualish, Spot +6,

Survival +3, Swim +8.

Feats: Deceptive, Diplomatic Immunity, Persuasive, Skill

Emphasis (Gather Information), Trustworthy, Underworld

Connections, Weapons Group Proficiency (blaster pistols,

simple weapons, vibro weapons)

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W A T T A M B O R

S t a t s b y G h e n g i s S k a , B a c k g r o u n d b y S m u g g l e r J e d i

Wat Tambor was the Skakoan leader of the Techno Union long

before the Separatists became a galactic issue. But he never

truly liked the Republic; it said it was for everyone with its ideals

of democracy and liberty, but more and more Tambor noticed

that the Republic was becoming increasingly harsh on

interplanetary companies. While he believed that the blockade

of Naboo by the Trade Federation was rash and looked bad for

other major conglomerates, he felt the Federation was doing its

best to recover on old debts and struggle to avoid bankruptcy. In

that light, the punishments and penalties meted out by the

Republic were unnecessary, and in fact malevolent.

There was no hesitation when Tambor was given the chance

to join the Separatists. When he was first contacted by a

Separatist commando, he thought the Republic had come to

assassinate him. He was overjoyed when he heard the offer and

threw his support behind the Separatists, but covertly. He was

paranoid about Chancellor Palpatine and his league of

supporters, some of whom existed even within the Techno

Union. Even before he had been contacted by the Separatist

commando, Tambor had been suspicious of Palpatine and the

rest of the Senate. He felt the Senate was not a free agency, but

was in fact controlled by another sinister being with its own

twisted agenda. But when Palpatine supported the raise of

heavy droid tariffs in the Colonies region on all droids produced

by companies based in the Mid Rim and beyond, he was

infuriated. He immediately sent a formal letter of complaint to

Palpatine’s office and the Union’s representative in the Senate

publicly denounced the tariffs and Palpatine’s recent

oppressive, unreasonable, and unwarranted economic policies.

The Union’s representative vanished shortly thereafter.

Tambor personally knew the Union representative, and

called his people to abandon the Republic in a fiery anti-

Palpatine (and, labeled by some, anti-Senatorial) speech to the

Union. Public opinion of Tambor went soaring, and a new

group of Tambor loyalists convinced most Skakoans, as well as

the other members of the Techno Union, that the Republic was

simply wrong. In a plebiscite, the public unanimously voted to

forsake the Galactic Republic and become independent.

The Senate was in an uproar over the Union’s departure.

Many planets saw it as an opportunity to profit from the power

vacuum in the Senate and not only gain power but also make

their voices heard. Many others saw it as an act of treason and

proof that the Techno Union was no good. Most of them saw it

as proof the Republic was in serious trouble and their

misgivings were right after all. Palpatine formally declared the

Techno Union to be an outlaw organization, and all of their

products were banned on Republic planets. Several Union

customers were furious with the proclamation, and right then

and there some three dozen planets followed the Union’s

example and seceded from the Republic, angry that some of

their greatest economic partners were now unable to do

business with them.

Tambor’s position was only strengthening with the Senate’s

reaction. Shortly after the Union left the Republic, he became

the leader of his own small bloc, mostly made up of planets that

were deep friends of the Union and were with them. Not

desiring a chance to abuse his powers like Palpatine did,

Tambor made sure the bloc was quietly and peacefully dissolved

and encouraged the other planets to voice their concerns in the

Separatist Forum. At that time, many planets were joining the

Separatists, and in a fiery speech, Tambor suggested a new

organization be created. No longer were they just an outlaw

political movement. They were to be a true government in their

own right. At this Forum meeting, he proposed a new name –

the Confederacy of Independent Systems. Unanimously, the

Forum accepted the name and also Tambor’s selection for

President: Count Dooku.

Tambor had known Dooku from before the Forum meeting.

Dooku sympathized with Tambor and the Techno Union, and

encouraged by his conversations with him, asked Tambor to

sign the Defense Pact. Tambor sensed that the Techno Union

and he had a destiny in reforming the galaxy. Tambor agreed,

and joined the other commercial conglomerates in the Defense

Pact.

Tambor has some doubts about the new war, however. He

expected a quick and easy war just to get away from the

Republic, not a full-blown galactic maelstrom with the

Confederacy fighting for martial and economic superiority over

the Republic. He was sickened by the pure savagery that

General Grievous demonstrated, and was also dismayed that his

friend, Dooku, appointed him to the position of Supreme

Commander. He never understood why there was so much

support for Grievous in the first place.

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While suspicion against the Separatist Jedi was sparse in

the Confederate Assembly, Tambor had plenty of it, seeing

Anakin and his comrades only as Republic spies, saboteurs, and

potential assassins. He felt relieved when they quit, although his

mind changed rapidly when the war became a stalemate. The

continued brutality of General Grievous convinced Tambor to

support Commander Czar’s bid for Supreme Commander.

Currently, Tambor is hiding alongside the rest of the

Confederate Assembly on some remote Separatist outpost. He

is arguing for the removal of Grievous as Supreme Commander

and for his replacement to be Commander Czar. His arguments

fall on deaf ears, it seems, for while some agree, most believe

that Grievous’ brutality is winning this war for them. Tambor

cannot see any Confederate victory in sight.

Wat Tambor: Adult Male Skakoan, Tech Specialist 9/Noble 6;

Init -1 (-1 Dex); Def 16 (-1 Dex, +7 Class); Spd 8m (Armor);

VP/WP 76/15; Atk +10/+5 melee (1d3, punch), +9/+4 or

+5/+5/+0 ranged (3d6, Blaster [Pistol]); SQ +2 to 1 of

following Knowledge physics, engineering or technology,

Coordinate +1, Expert (Profession), Favor +2, Inspire

Confidence, Instant Mastery (Disable Device), Noble bonus

class skill (Repair), Research, Resource Access, Tech Specialty

(Master crafter +2), Unique Physiology; SV Fort +8, Ref +6,

Will +10; SZ M; FP: 0; Rep: +4; Str 10, Dex 9, Con 15, Int 18,

Wis 12, Cha 16.

Equipment: Blaster [Pistol], Skakoan Pressure Suit Med

[Master craft +2] (Damage Reduction: 6)

Skills: Appraise +8, Astrogate +6, Balance -5, Climb -4,

Computer Use +18, Craft (droids) +25, Craft (electronic

devices) +19, Craft (hyper drives) +11, Demolitions +7,

Diplomacy +15, Disable Device +10, Entertain +5, Entertain

+5, Escape Artist -5, Hide -5, Jump -4, Knowledge (business)

+13, Knowledge (technology) +14, Knowledge (engineering)

+14, Knowledge (politics) +9, Knowledge (worldlore: Skako)

+9, Move Silently -5, Pilot +7, Profession (bureaucrat) +24,

Read/Write Skakoform, Repair +22, Search +10, Sense Motive

+8, Speak Skakoverbal, Swim -4, Treat Injury +3.

Feats: Armor Proficiency (light, medium), Artistic,

Gearhead, Sharp-eyed, Skill Emphasis (Craft [droids], Craft

[electronic devices], Profession [bureaucrat], Repair),

Technical Wizard, Weapons Group Proficiency (blaster pistols,

simple weapons)

P A S S E L A R G E N T E

S t a t s b y G h e n g i s S k a

Passel Argente enjoyed a nice life as a merchant. Starting out at

the bottom of the Corporate Alliance chain, he worked his way

up through backstabbing and economic prowess. As leader of

the Corporate Alliance, he has seen great profits and great

losses. Disheartened by the increased regulations, he jumped to

the idea of joining the CIS. After seeing the Kaleesh’s extensive

“résumé”, Passel also agreed to support Grievous’ bid for

general. But just as quickly, Passel pulled his support as

Grievous started to destroy worlds. Passel is a quiet member on

the Council and follows the majority on the Separatist Council.

Passel Argente: Adult Male Koorivar, Diplomat 9/Noble 2; Init

+0 (+0 Dex); Def 14 (+0 Dex, +4 Class); Spd 10m; VP/WP 8/8;

Atk +5 melee (1d3, punch), +5 ranged (by weapon); SQ Favor

+1, Inspire Confidence, Wealthy; SV Fort +2, Ref +5, Will +10;

SZ M; FP: 0; Rep: +3; Str 10, Dex 11, Con 8, Int 12, Wis 11,

Cha 18.

Equipment:

Skills: Appraise +13, Bluff +15, Computer Use +6,

Diplomacy +25, Gather Information +7, Intimidate +8,

Knowledge (Bureaucracy) +6, Knowledge (Business) +15,

Profession (merchant) +14, Read/Write Koorivar, Sense

Motive +8, Speak Basic, Speak Koorivar

Feats: Persuasive, Shady Merchant, Skill Emphasis

(Appraise, Diplomacy, Gather Information), Weapons Group

Proficiency (blaster pistols, simple weapons)

S E P A R A T I S T D R O I DT R O O P SThe first generation of troops for the Separatist, these droids

represented a cheap but reliable army. But after the Battle of

Kamino, a new army would soon emerge to replace these droids.

The age of droid armies was already nearing an end.

A D V A N C E D D W A R F S P I D E RD R O I D

S t a t s a n d b a c k g r o u n d t e x t b y M r . F e t t

One of the Corporate Alliances scariest droids produced. Based

on the weaker dwarf model, the advanced dwarf spider droid is

much hardier and is able to cut through clone lines. Clone

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Commandos across the galaxy are running into more and more

of these vile machines. Their armor is starship rated and is

nearly impenetrable by small arms fire. The droid has only one

weak point. The optical sensors located beneath the droid's

cannon. With a few well placed sniper shots a commando can

bring down one of these clankers quickly.

Corporate Alliance Advanced Dwarf Spider Droid: Walking

Droid Tank; Class: Ground (Walker); Cost: Not Available for

Sale; Size: Large (3.8m height); Initiative: +3 (+4 crew, -1 size);

Crew: Skilled +4 (droid brain); Passengers: 0; Cargo

Capacity: 0 kilograms; Speed: 15m (max. speed 45 km/h, 1

squares/action); Maneuvers: +3 (-1 size, +4 crew); Defense: 19

(-1 size, +10 armor); Hull Points: 85(DR 10).

Weapon: Blaster Cannon; Fire Arc: Front; Attack Bonus:

+4 (-2 size, +2 crew, +4 fire control); Damage: 6d10; Range:

40m.

Weapon: Dual anti-personal rockets; Fire Arc: Front;

Attack Bonus: +5 (-2 size, +2 crew, +5 fire control); Damage:

5d6x2; Range: 50m

* The Corporate Alliance Dwarf Spider Droid provides full

cover to its passengers.

S N I P E R D R O I D

S t a t s b y M r . F e t t

First seen at the Battle of Muunilist, the Sniper Droids

slaughtered Republic Clonetroopers. President Dooku saw the

advantage of this droid, and had production increased to allow

these droids to be put all across the Confederacy. Though

organic troops eventually replaced droid forces, these droids

were surprisingly kept in common use. Many could be found

with CIS Clone forces, continuing their slaughter of Republic

Clonetroopers.

Baktoid Combat Automata Sniper Battle Droid, Thug 4; Init

+3 (-2 remote processor, -1 Dex); Defense 10 (+1 class, -1

Dex); Spd 10m; VP/WP 0/9; Atk +3 melee (1d4+1, hand) or +3

ranged (3d8+1/19-20, Sniper Rifle); SV Fort +5, Ref +0, Will

+0; FP 0; DSP 0; Rep +1; Str 12, Dex 8, Con 9, Int 6, Wis 8, Cha

6. Challenge Code B

Equipment: advanced targeting computers (+1 to all

ranged attacks), Integrated comlink, remote receiver (5,000-

Km range), Sniper Rifle, Vocabulator

Skills: Spot +5, Speak Basic

Feats: Ambidexterity, Alertness, Weapon Focus (blaster

rifle), Weapon Group Proficiency (blaster pistols, blaster rifle,

simple weapons)

A S S A U L T D R O I D

S t a t s b y M r . F e t t

The Assault Droid was a common sight on the Separatist

battlefield. Used as Anti-Air and Anti-Armor, these droids were

barely effective enough to do their job. These droids had little

understanding of cover, and it was common to have them killed

just as they prepare to destroy an enemy vehicle. When CIS

clones were deployed throughout the Confederacy, the Assault

Droid was quickly phased out to allow the more effective

Separatist Assault Trooper to take its place.

Baktoid Combat Automata Assault Battle Droid, Thug 4; Init

+3 (-2 remote processor, -1 Dex); Defense 10 (+1 class, -1

Dex); Spd 10m; VP/WP 0/9; Atk +3 melee (1d4+1, hand) or +2

ranged (5d6/19-20, Anti-Vehicle Missile Launcher) or +1

ranged (3d6, blaster pistol); SV Fort +5, Ref +0, Will +0; FP 0;

DSP 0; Rep +1; Str 12, Dex 8, Con 9, Int 6, Wis 8, Cha 6.

Challenge Code B

Equipment: blaster pistol, Integrated comlink, missile

launcher, remote receiver (5,000-Km range), Vocabulator

Skills: Demolitons +4, Speak Basic

Feats: Ambridexterity, Cautious, Weapon Focus (Missile

Launcher), Weapon Group Proficiency (blaster pistols, blaster

rifle, simple weapons)

B A K T O I D C O M B A T A U T O M A T A B 1 -A S E R I E S

S t a t s a n d b a c k g r o u n d b y P a d a w a n J o h n

The B1-A did not in any way replace the “standard” Battle

Droids on the field. Rather, they were meant to compliment

their less advanced brethren when battling Jedi forces. The

advantages that had been built into the B1-A were an

independent processor and a basic knowledge of Jedi military

tactics. In addition, their armor was woven throughout with the

rare cortosis ore, which deactivated any lightsaber that caused

damage to the B1-A. The greatest threat posed by these new

droids was the fact that they were indistinguishable from

ordinary Battle Droids until their paint had been chipped off, at

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which point it could be seen that the metal they were made of

was significantly darker than normal.

Baktoid Combat Automata B1-A Walking Battle Droid, Thug

2; Init -1 (Dex); Defense: 10 (+1 Class, -1 Dex); SQ: Cortosis

weave armor (deactivates any lightsaber that causes damage);

Speed: 10m; VP/WP: 0/8; Atk +2 melee (1d4+1, hand) or +0

ranged (3d8/19-20, blaster rifle); SV: Fort +1, Ref -1, Will -1;

Size: M; Rep +1; Str 12, Dex 8, Con 8, Int 10, Wis 8, Cha 6.

Equipment: Blaster rifle, heuristic processor, integrated

comlink, vocabulator.

Skills: Knowledge (Jedi tactics) +2, Speak Basic; Unspent

Skill Points: 0

Feats: Ambidexterity, Weapon Group Proficiencies (blaster

pistols, blaster rifles, simple weapons)

Cost: 18,800 credits

B A K T O I D C O M B A T A U T O M A T A B 2 -A S E R I E S

S t a t s a n d b a c k g r o u n d b y P a d a w a n J o h n

For all the world, the B2-A looked like the standard B2 “Super”

Battle Droid used by the Seperatists in the Battle of Geonosis. It

had been enhanced, however, much like the B1-A. The new and

improved “Super” Battle Droid came complete with its own

internal heuristic processor and cortosis-weave armor. Any

lightsaber that did damage to the B2-A was automatically

deactivated.

Baktoid Combat Automata B1-A Battle Droid, Soldier 1; Init

+0; Defense: 12 (+2 Class) DR: 3; SQ: Cortosis weave armor

(deactivates any lightsaber that causes damage); Speed: 10m;

VP/WP: 10/10; Atk +2 melee (1d4+1, hand) or +2 ranged

(3d8/19-20, blaster rifle); SV Fort +2, Ref +0, Will -1; Size: M;

Rep +1; Str 12, Dex 10; Con 10, Int 10, Wis 8, Cha 6.

Equipment: Blaster rifle, heuristic processor, integrated

comlink, light armor, vocabulator

Skills: Intimidate +2, Jump +3, Speak Basic, Spot +1;

Unspent Skill Points: 0

Feats: Ambidexterity, Armor Proficiency (light), Weapon

Focus (blaster rifles), Weapon Group Proficiencies (blaster

pistols, blaster rifles, heavy weapon, simple weapons, vibro

weapons)

Cost: 20,300 credits

D R O I D E K A , M K I I

S t a t s a n d b a c k g r o u n d b y P a d a w a n J o h n

The Mark II Droideka, like the B1-A and B2-A, had been given

its own internal processor and cortosis-weave armor. These

elite Destroyer Droids guarded only the most important

members of the Seperatist hierarchy, primarily the leaders of the

factions that made up the Ruling Council. Part of President

Dooku’s security detail always had no fewer than six of these

killing machines.

Droideka Series, Mark II; Wheeled/Walking Destroyer Droid,

Thug 12/Soldier 1; Init +1 (+1 Dex); Defense: 16 (+5 Class, +1

Dex) DR: 3; SQ: Cortosis weave armor (deactivates any

lightsaber that causes damage); Speed: 4m, wheel mode 25m;

VP/WP: 12/15; Atk: +14/+9/+4 melee (1d4+1, appendage) or

+14/+9/+4 ranged (4d8/19-20, heavy repeating blaster); SV

Design Notes: MagnaguardElectrostaff: “MagnaGuards carry long-handled electrostaffs

that deliver lethal jolts. The body of each electrostaff is

composed of rare Phrik metal, one of the few substances to

stand up to the effect of a lightsaber strike” (Star Wars Insider

Issue 81, page 38). Electrostaffs deal 2d6/2d6 electrical damage

on a successful hit and retain their hardness against attacks from

lightsabers.

Backup processor: “MagnaGuards are equipped with

backup processors that allow them to continue fighting even after

they have been beheaded or sustained traumatic amputations”

(Revenge of the Sith Visual Dictionary, page 27). Whenever the

MagnaGuard is dying (that is, when its wound point total is

between -1 and -9), it may take one attack action on its turn every

round until it reaches -10 wound points. This special rule is

identical to the berserker droid’s killing machine class feature

(see Hero’s Guide, page 160).

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Fort +12, Ref +5, Will -3; SZ M; Rep: +4; Str 13, Dex 13, Con

15, Int 10, Wis 8, Cha 6.

Equipment: Light armor, two heavy repeating blasters,

shields (DR 9), heuristic processor, integrated comlink,

vocabulator

Skills: Listen +4, Speak Basic, Spot +4; Unspent Skill

Points: 1

Feats: Ambidexterity, Armor Proficiency (light), Multishot,

Point Blank Shot, Rapid Shot, Two-Weapon Fighting, Weapon

Group Proficiencies (blaster pistols, blaster rifles, heavy

weapon, simple weapons, vibro weapons)

Cost: 38,000 credits

I G - 1 0 0 M A G N A G U A R D

S t a t s b y G M S m i t h , B a c k g r o u n d i n f o b y J o h n n y

P u t r i d

Designed to the personal specifications of the Separatist droid

leader General Grievous, the Prototype Self-Motivating

Heuristically Programmed Combat Droid was the most

advanced droid unit in the Separatist Forces. Armed with a

variety of deadly weapons, including the lightsaber-resistant

electrostaff, the IG-100 series droids served both as General

Grievous’ personal bodyguards and as an elite fighting force for

the Separatists during the Clone Wars. Their advanced combat

programming enabled them to quickly adapt to their opponents’

tactics and counter them with ruthless efficiency. Trained by

Grievous himself, and armored in heavy duranium plating, the

droids were more than a match for conventional clone troops

and were capable of defeating all but the most skilled of Jedi

Knights. MagnaGuards were particularly well versed in

teamwork and often fought together in pairs and small groups.

Their backup heuristic processors enabled them to continue

fighting even after suffering traumatic amputations and injuries.

IG-100 MagnaGuard: Walking guardian droid, Soldier

3/Bodyguard 2; Init +3 (Dex); Defense 18 (+5 class, +3 Dex);

DR 3; Spd 10 m; VP/WP 49/17; Atk +7 melee (2d6+3,

electrostaff) or +5/+5 melee (2d6+3/2d6+3, electrostaff) or +3

ranged; SQ Harm’s way, combat sense +1; SV Fort +8, Ref +7,

Will +2; SZ M; Face/Reach 2 m by 2 m/2 m; Rep +1; Str 17, Dex

17, Con 17, Int 11, Wis 13, Cha 14.

Equipment: Electrostaff*, light armor, backup processor*,

heuristic processor, locked access, motion sensors, telescopic

sensors, vocabulator, combat-tattered cloak.

Skills: Intimidate +8, Listen +9, Sense Motive +6, Speak

Basic, Spot +11.

Feats: Ambidexterity, Armor Proficiency (light), Combat

Reflexes, Dual Strike, Martial Programming, Two-Weapon

Fighting, Weapon Group Proficiencies (blaster pistols, blaster

rifles, heavy weapons, simple weapons, vibro weapons).

*See design notes for additional information.

V E H I C L E SWith armies at war, one needs vehicles of war. Corporations on

both sides dig deep in their R&D to give each army some of the

best vehicles available. But these are just the beginning of the

new weapons of war.

A T - R T W A L K E R

S t a t s b y R o n i n

This speedy new walker was designed for clones to quickly race

across the battlefield. This walker had become a great asset to

commanders of the Galactic Army of the Republic. Jedi

Generals had implemented these walkers with amazing tactical

efficiency, often times turning the tide of battle through the use

of these speedy little walkers.

Rothana Heavy Engineering AT-RT Walker; Crew: 1 (Skilled

+4); Class: Walker; Initiative: +3 (+4 crew, -1 size); Size: large

(4 meters tall); Maneuver: +3 (+4 crew, -1 size); Passengers:

none; Defense: 14 (+5 armor, -1 size); Cargo capacity: 16 kg;

Shield Points: 0; Speed: 40m; Hull points: 20 (DR 5); Max.

Velocity: 120 kph; Cost: Not Available For Sale

Weapon: Blaster cannon; Fire arc: front; Attack bonus: +3

(-1 size, +2 crew, +2 fire control); Damage: 4D8/19-20; Range

increment: 40m

B A W H A G ( H E A V Y A R T I L L E R YG U N )

S t a t s b y M r . F e t t

The most feared artillery weapon before the re-introduction of

Base Delta Zero starships, the BAW HAG is a devastating piece

of equipment. Originally seen during the Battle of Naboo, these

weapons proved their worth when bombarding rebel Naboo

positions. After Naboo, though, the weapon was given a

redesign. While the original version was effective, it was quite

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slow and a large target for enemy air. The newer design had the

design move away from the old Multi-Utility Transport design

and more towards the AAT design. The new design also allowed

the vehicle to reduce its crew compliment from 4 to 2. Both the

original and the new design are ready by the beginning of the

war. If a GM wishes to have the heroes encounter the original

HAG, give the HAG a crew of 4, add 2 blaster cannons facing

front, add shield rating of 60, and reduce speed to 30m (90 kph)

Baktoid Automated Works Heavy Artillery Gun; Crew: 2

pilots (Skilled +4); Class: Speeder [Ground]; Initiative: +0 (+4

crew, -4 size); Size: gargantuan (10m long); Maneuver: +0 (+4

crew, -4 size); Passengers: none; Defense: 14 (+8 armor, -4

size); Cargo capacity: 100kg; Shield Points: 0; Speed: 40m;

Hull points: 50 (DR 10); Max. Velocity: 120 kph; Cost: Not

Available For Sale

Weapon: Heavy Shell Launcher; Fire arc: front; Attack

Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage:

4d10x5/19-20; Range Increment: 800m

B A W M U T ( M U L T I U T I L I T YT R A N S P O R T )

S t a t s b y M r . F e t t

The BAW MUT is the updated version of the original MUT.

Redesigned for a more sleek and aerodynamic look, the BAW

MUT was originally used to transport battle droids. The original

design did this well, but suffered from a design flaw with the

rear. The new design helped to solve this flaw, and at the same

time made the BAW MUT even better in design. These BAW

MUTs could now sweep aside ground forces as well as smash

through buildings, making them very popular for the

Separatists. Once clone forces were introduced, though, the

design fell out of common use with the military. The BAW MUT

becomes a supply transport due to the Separatists’ already

having a replacement: the AT-GE and the Hover Assault

Gunship.

Baktoid Automated Works Multi Utility Transport; Crew: 5

pilots (Skilled +4); Class: Speeder [Ground]; Initiative: -4 (+4

crew, -8 size); Size: Colossal (50 meters long); Maneuver: -4

(+4 crew, -8 size); Passengers: none; Defense: 12 (+10 armor,

-8 size); Cargo capacity: 90 tons; Shield Points: 0; Speed:

20m; Hull points: 180 (DR 20); Max. Velocity: 60 kph; Cost:

Not Available For Sale;

Weapons: none

C A D ( C O R P O R A T E A L L I A N C ED R O I D )

S t a t s b y M r . F e t t , B a c k g r o u n d I n f o b y D r e n d a r

M o r e v o .

This tank was the mainstay of the Corporate Alliance even

before the start of the Clone Wars. Armed with enough

firepower to level buildings, the Persuader quickly became the

premier armored vehicle in the Separatist Armed Forces. To

further strike fear into the hearts of enemies, the Persuader had

a voice modulator, allowing it to jeer at its enemies while it

crushed them. In addition, the sheer weight of the vehicle was

enough to ram through almost any wall or barricade. The

vehicle was propelled by a single drive tread running the length

of the armored droid, while two outriggers stabilized the vehicle

against collisions or enemy fire. After the Clone Wars ended,

most of the droids were either scrapped or sold at scrap prices to

mercenaries and crime lords.

Corporate Alliance Droid; Crew: droid brain (Skilled +4);

Class: Tracked; Initiative: +0 (+4 crew, -4 size); Size:

gargantuan (10m long); Maneuver: +0 (+4 crew, -4 size);

Passengers: none; Defense: 14 (+8 armor, -4 size); Cargo

capacity: none; Shield Points: 0; Speed: 40m; Hull points: 70

(DR 10); Max. Velocity: 120 kph; Cost: Not Available For Sale;

Weapon: Blaster Cannon (2 fire-linked); Fire arc: Front;

Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage:

4d10/19-20; Range Increment: 200m

Weapon: Laser Cannon (2 fire-linked); Fire arc: Front;

Attack Bonus: +1 (-4 size, +2 crew, +3 fire control); Damage:

5d8/19-20; Range increment: 20m

R O T H A N A H E A V Y E N G I N E E R I N GR T T ( R E P U B L I C T R O O PT R A N S P O R T )

S t a t s b y M r . F e t t

To help facilitate troop deployment when the LAAT/i weren’t

around, the Republic Troop Transport, or the RTT, came into

play. Created by Rothana Heavy Engineering, this troop

transport was a fast speeder that can deploy 30 clonetroops

quickly – a necessary feature if the Republic were to overwhelm

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the Confederacy. With its fire-linked blaster cannons and its

laser cannon, this speeder could hit enemy vehicles hard if need

be. But the guns were stuck facing forward, a huge weakness.

If CIS forces were to flank it, they could easily attack with no fear

of retaliation. Thus, the rules of engagement had this vehicle in

the middle or the front of a formation, where allies could protect

its rear.

Rothana Heavy Engineering Republic Troop Transport;

Crew: 1 pilot & 1 gunner (Skilled +4); Class: Speeder

[Ground]; Initiative: +0 (+4 crew, -4 size); Size: gargantuan

(12m long); Maneuver: +0 (+4 crew, -4 size); Passengers: 30;

Defense: 11 (+5 armor, -4 size); Cargo capacity: 3 tons; Shield

points: 0; Speed: 40m; Hull points: 40 (DR 10); Max. Velocity:

120 kph; Cost: NAFS;

Weapon: blaster cannon (2 fire-linked); Fire Arc: front;

Attack Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage:

4d10/19-20; Range Increment:150m

Weapon: laser cannon; Fire Arc: front; Attack Bonus: +1

(-4 size, +2 crew, +3 fire control); Damage: 4d8/19-; 20; Range

Increment: 20m

J U G G E R N A U T

S t a t s b y M r . F e t t , B a c k g r o u n d I n f o b y D r e n d a r

M o r e v o

The largest model of Juggernaut assault vehicle ever produced,

the A6 is nearly twice the length of the older A5 model, and twice

as deadly to match. Towards the end of the Clone Wars, the

A-Sixes were used on all fronts, and even became more plentiful

than the AT-TEs featured in the early years of the Clone Wars.

Unfortunately, like all Juggernaut models, due to their ten

wheels and extreme length, they have difficulty making turns in

all but open areas. Most of the time it is preferred to have them

roll backwards thanks to the double command posts in front and

in back. Command crews had come to call the vehicles “Rolling

Slabs”, and after a while became highly attached to them. After

the end of the Clone Wars, Juggernauts were transferred to

backwater worlds to help maintain order for the new Emperor.

Unfortunately, due to this drop in use, replacement parts are

either not made at all or are impossible to get from Imperial

supply depots. The black market has become the prime spot for

getting replacement parts.

Kuat Drive Yards HAVw A6 Juggernaut; Crew: 19 (Expert

+8); Class: Wheeled Vehicle; Initiative: +0 (+8 crew, -8 size);;

Size: Colossal (49.4 m long); Maneuver: +0 (+8 crew, -8 size);

Passengers: 50-300 (depending on configuration); Defense:

12 (+10 armor, -8 size); Cargo capacity: 2 tons; Shield Points:

75 (DR 20); Speed: 60m; Hull points: 200 (DR 20); Max.

Velocity: 160 kph; Cost: Not Available For Sale;

Weapon: Heavy Laser Cannon Turret; Fire Arc: Turret;

Attack Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage:

5d10; Range Increment: 200m

Weapon: Rapid Repeating Laser Cannon; Fire Arc: Turret;

Attack Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage:

6d10; Range Increment: 300m

Weapon: Medium Antipersonnel Laser Cannons (2); Fire

Arc: front/rear (depending on which way the tank is moving);

Attack Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage:

4d10; Range Increment: 200m

Weapon: Twin Blaster Cannons (2); Fire Arc: Front, Rear;

Attack Bonus: +1 (-8 size, +4 crew, +5 fire control); Damage:

5d10; Range Increment: 150m

Weapon: Rocket/Grenade Launchers; Fire arc: front/rear

(depending on which way the tank is moving); Attack bonus:

+1 (-8 size, +4 crew, +5 fire control); Damage: Special*; Range

increment: 6km (max of 5 range increments)

Rockets: 5d10

Grenade (thermal detonators): 8d6+6

Grenade (frag): 4d6+1

Grenade (stun): Fort DC 18

D R O I D G U N S H I PThe Separatist’s answer to the Republic’s LAAT/i, the droid

gunship, or Heavy Missile Platform, was built for attack. Slow

and ungainly in an atmosphere, the droid gunship’s primary

purpose was to soften up the enemies’ forces or their fortified

emplacements. Built with a variable weapons package, the

droid gunship was capable for any mission that it was outfitted

for.

Baktoid Fleet Ordnance HMP (Heavy Missile Platform);

Crew: integrated droid brain (skilled +4); Class: Starfighter;

Hyperdrive: none; Size: Tiny (12.3m long); Initiative: +6 (+2

size, +4 crew); Passengers: none; Manuever: +6 (+2 size, +4

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crew); Cargo Capacity: none; Defense: 22 (+2 size, +10

armor); Consumables: none; Shield Points: 60 (DR 10); Cost:

Not Available For Sale; Hull Points: 125 (DR 10); Maximum

Speed in Space: Cruising (4 squares/action); Atmospheric

Speed: 568 kph (8 squares/action);

Weapon: Medium Laser Cannon Turrets (2); Fire Arc: 1

Left, 1 Right; Attack Bonus: +10 (+2 size, +4 crew, +4 fire

control); Damage: 5d10x2; Range Modifiers: PB +2, S/M +0,

L N/A

Weapon: Medium Laser Cannon (1); Fire Arc: Front;

Attack Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage:

5d10x2; Range Modifiers: PB/S/M +2, L +0

Weapon: Light Laser Cannons (2); Fire Arc: Front; Attack

Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage:

4d10x2; Range Modifiers: PB +2, S +0, M/L N/A

Weapon: Various Missile Types (14); Fire Arc: Front;

Damage: Special*; Missile Quality: Average (+10)

*The Droid Gunship is configured with multiple ordinances

ranging from concussion missiles (9d10x2 damage) to other

more exotic types. Ask your GM for details.

S T A R F I G H T E R SWhile the Republic was ready with many ground vehicles and

capital ships, they were unprepared when it came to

starfighters. The Separatists, on the other hand, had been

developing starfighters for years, leading to three designs

emerging at the beginning of the war. The Republic, for a time,

used Z-95’s and Delta-7’s before the development of the V-

Wing a year later.

G E N I V E X - C L A S S “ F A N B L A D E ”S T A R F I G H T E R

S t a t s b y Z u n i s h a h d

Built for an unknown pilot immediately prior to the cessation of

the Clone Wars, this strange starfighter was seen once at the

Battle of Muunilinst. Much of its construction pointed toward

the engineering genius of the Geonosians, but this is

speculation. Aside from the heavy, rapid-fire laser weaponry,

the Fanblade’s most unusual feature was the extendable

translucent fan that it spreads during combat operations. It was

believed that this device was what gave the craft its amazing

maneuverability and might have played part in the accuracy of

its guns.

Huppla Pasa Tisc Shipwright Collective Genivex-class

“Fanblade” Starfighter; Crew: 1 (skilled +4); Class:

Starfighter; Hyperdrive: ×1; Size: Diminutive (8.7 meters);

Initiative: +8 (+4 size, +4 crew); Passengers: none; Maneuver:

+11 (+4 size, +4 crew, +3 engine quality); Consumables: 1

week; Defense: 24 (+4 size, +10 armor); Cargo Capacity: 20

kg; Shield Points: 50 (DR 10); Cost: Not Available for Sale

(valued at 327,250 credits); Hull Points: 100 (DR 10);

Maximum Speed: Ramming (13 squares/ action);

Atmospheric Speed: 1,350 kph (22 squares/ action);

Weapon: Double Laser Cannons (2 fire linked); Fire Arc:

Half Turret (front/right/left); Attack Bonus: +15 (+4 size, +2

crew, +6 fire control, +3 engine quality) Multifire; Damage:

6d10×2; Range Modifiers: PB +0, S/M/L N/A

Other Equipment: +6 Sensor Mask

T R I - F I G H T E R

S t a t s b y M r . F e t t , B a c k g r o u n d I n f o b y D a r i o n A ' r e s

The droid tri-fighter was introduced late in the Clone Wars by

the Colla Designs and Phlac-Arphocc Automata Industries, the

very same designers of the Droideka Destroyer Droids. The

droid’s ridged, three-armed design was based on the skull

features of a fearsome predator native to the designers’ planet of

Colla IV. They were designed as quick and agile starfighters

piloted by droid brains that could excel in space battle

dogfighting that was previously dominated by the Jedi and clone

pilots of the Republic. Its three independent thrusters provided

the agility, and their range, in conjunction with its powerful

reactor core and control/communications transceiver, made it

to be an unusually extended range fighter drone. This fighter

allowed the Confederacy to start winning back the planets and

territories that it had lost.

Its weapon systems consisted of a medium laser cannon

clutched in the center of its sensor clustered “skull”, a light laser

cannon attached to each of its three “arms”, and a missile

launcher with a variable payload of two to six discord missiles,

the primary method of deployment of the Separatist Buzz

Droids. The discord missiles were quick and highly

maneuverable with the capability to outrun and outpace

starfighters’ and capital ships’ defenses. These weapon systems

allow it to stand its ground against even the ARC-170

starfighters piloted by advanced clone trooper pilots.

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Later in its production, an experimental booster rocket pack

was designed that increased the ship’s speed and range for a

brief period time. These boosters gave the droid tri-fighter the

ability to be fired from the Confederacy capital ships as missile-

like projectiles. When they reached their designated target

zone, they jettisoned the booster pack and used its standard

thrusters and weapons to engage the enemy in combat. All of

these features combined together to provide the Confederacy

with a highly versatile and powerful starfighter presence among

the battlefields.

Colla Designs and Phlac-Arphoc Automata Industries "Tri-

Fighter"; Crew: integrated droid brain (skilled +4); Class:

Starfighter; Hyperdrive: none; Size: Fine (5.4m long);

Initiative: +12 (+8 size, +4 crew); Passengers: none;

Manuever: +12 (+8 size, +4 crew); Cargo Capacity: none;

Defense: 28 (+8 size, +10 armor); Consumables: none; Shield

Points: none; Cost: Not Available For Sale; Hull Points: 125

(DR10); Maximum Speed in Space: Ramming (10 squares);

Atmospheric Speed: 1,150 kph (19 squares/action);

Weapon: Medium Laser Cannon (1); Fire Arc: Front;

Attack Bonus: +10 (+8 size, +2 crew); Damage: 4d10x2;

Range Modifiers: PB +0, S -2, M -4, L N/A

Weapon: Light Laser Cannon (3); Fire Arc: Front; Attack

Bonus: +10 (+8 size, +2 crew); Damage: 5d10x2; Range

Modifiers: PB +0, S -2, M/L N/A

Weapon: Buzz Droid Missile (6 missiles); Fire Arc: Front;

Damage: Special; Missile Quality: Ordinary (+10)

M A N K V I M - 8 1 4 I N T E R C E P T O R

S t a t s b y G h e n g i s S k a

Designed to be a cheap fighter, the Techno Union starfighter, or

the Mankvim-814 Starfighter, is seen as the Separatist main

manned fighter. Using pre-fab factories from the Techno

Union, this fighter is quickly manufactured to help in the

defense of a newly conquered world. The fighter has amazing

speed within an atmosphere of a planet, and nominal speed in

space, and it has been known to outrun even the vaunted V-wing

on a planet. These fighters were originally piloted by the B1

battle droids, which lead to sometimes mass slaughter of these

fighters. Once enough Separatist Fighter Pilots were grown,

they became the final pilots of the fighter. Due to their advance

skill, though, they often pushed the fighter far beyond its ability,

and it was common to see a few tear themselves apart during a

battle.

Feethan Ottraw Scalable Assemblies Mankvim-814

Interceptor; Crew: 1 (skilled +4); Class: Starfighter;

Hyperdrive: none; Size:Tiny (10.7m long); Initiative: +6 (+2

size, +4 crew); Passengers: none; Maneuver: +6 (+2 size, +4

crew); Cost: 71,000 Credits new; Defense: 22 (+2 size, +10

armor); Cargo Capacity: 50 kg; Shield Points: 30 (DR 10);

Consumables: 1 day; Hull Points: 60 (DR 10); Maximum

Speed in Space: Attack (9 squares/action); Atmospheric

Speed: 1500 kph (25 squares/action);

Weapon: Laser Cannon (2); Fire Arc: Front; Attack

Bonus: +10 (+2 size, +4 crew, +4 fire control); Damage:

4d10x2; Range Modifiers: PB +0, S -2, M/L N/A.

C A P I T A L S H I P SNeither side could go long without true ships of war. The

Acclamator and those ships of trade used by the Separatist were

inadequate as the war heated up. The first real warship, the

Invisible Hand, proved its worth in battle, and soon more ships

of a destructive nature emerged to fight against their foes.

V E N A T O R - C L A S S S T A RD E S T R O Y E R

S t a t s b y M r . F e t t , B a c k g r o u n d I n f o b y D r e n d a r

M o r e v o

Towards the end of the tenth year after The Battle of Naboo, the

Republic decided it needed a vessel more powerful than the old

Acclamator-class assault ships, but they needed one that carried

more fighters than the earlier Victory class Star Destroyers.

When the design for the Venator came out, it was obvious it’s a

carrier. At little more than a kilometer long, it was the largest

ship in the Republic armada, and in its fighter bay it carried over

400 starfighters and support craft. The vessels obviously held

their heritage high with the classic dagger-blade shape shining

through space, pouring fear into the hearts of many a Separatist

commander. Unfortunately, the massive internal hangar bay

came with a price – the ship’s spine was incredibly weak, and a

few shots hitting the spine at critical points could cause the

vessel to break in two. The double bridge on the Venators also

made for a distinguishing feature; no other ship of its kind

featured such a radical design in command stations. After the

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Clone Wars ended, these vessels were mostly retired and put

into mothballs or sold to lesser governments such as the

Corporate Sector Authority. Few remained in Imperial service.

Kuat Drive Yards Venator-Class Star Destroyer; Crew: 7,400

(skilled +4); Class: Capital Ship; Hyperdrive: x1; Size: Colossal

(1,137m long); Initiative: -4 (-8 size, +4 crew); Cost: Not

Available For Sale; Maneuvers: -4 (-8 size, +4 crew);

Passengers: 4,000 troops; Defense: 12 (-8 size, +10 armor);

Cargo Capacity: 18,000 tons (400 starfighters in hangars);

Shield Points: 270 (DR 50); Consumables: 4 years; Hull

Points: 650 (DR 50); Maximum Speed In Space: Cruising (3

squares/action); Atmospheric Speed: 650 kph (11

squares/action);

Weapon: Heavy Turbolaser Turrets (8); Fire Arc: 4

front/left (partial turrets), 6 front/right (partial turrets); Attack

Bonus: +2 (-8 size, +2 crew, +7 fire control, +1 battery fire);

Damage: 5d10 x5; Range Modifiers: PB +0, S -2, M/L -4

Weapon: Medium Dual Turbolaser Turrets (2); Fire Arc:

Front; Attack Bonus: +0 (-8 size, +2 crew, +6 fire control);

Damage: 4d10 x5; Range Modifiers: PB +0, S/M -2, L N/A

Weapon: Point Laser Cannons (52, point defense); Fire

Arc: 5 front, 4 right, 4 left; Attack Bonus: +1 (-8 size, +2 crew,

+4 fire control, +3 battery fire); Damage:2d10x2; Range

Modifiers: PB +0, S/M/L N/A

Weapon: Heavy Proton Torpedo Tubes (4, 20 torpedoes

each); Fire Arc: Front; Damage: 9d10x5; Missile Quality:

Ordinary (+10)

R E C U S A N T - C L A S S L I G H TD E S T R O Y E RBuilt to be a cheap and easily replaced warship, the Recusant

-class light destroyer was just that. The Commerce Guild’s

manufacturing capabilities meant that for every Recusant

destroyed, another two would take its place. In the early years of

the Clone Wars, the majority of Recusants were crewed by

droids. But, as with all wars, the Confederacy of Independent

Systems was given an influx of recruits from every conceivable

walk of life within the member worlds of the CIS. As more and

more recruits poured into recruiting offices, and the Separatist

clones became more common, the Separatist leadership

requested the Commerce Guild to redesign the Recusant-class

to add living quarters for organic soldiers, and with these

constraints, the Commerce Guild was able to meet the need.

Hoersch-Kessel Drive, Inc. Recusant-class Destroyer; Crew:

300 (skilled +4); Class: Capital Ship; Hyperdrive: x2; Size:

Colossal (1,187 meters long); Initiative: -4 (-8 size, +4 crew);

Cost: Not Available For Sale; Maneuvers: -4 (-8 size, +4 crew);

Passengers: 40,000 (Battle droids) or 3000 organic troops;

Defense: 12 (-8 size, +10 armor); Cargo Capacity: 17,000

tons; Shield Pts: 300 (DR 60); Consumables: 1 year; Hull Pts:

500 (DR 60); Maximum Speed in Space: Cruising (3

squares/action); Atmospheric Speed: N/A;

Weapon: Heavy Turbolaser Cannons (5); Fire Arc: 1 Front,

2 Left, 2 Right; Attack Bonus: +2 (-8 Size, +4 Crew, +6 Fire

Control); Damage: 7d10x5; Range Modifier: PB +0, S -2, M -4,

L -6

Weapon: Heavy Turbolaser Turrets (6); Fire Arc: 2 Turrets

Front, 2 Turrets Left, 2 Turrets Right; Attack Bonus: +3 (-8

Size, +4 Crew, +6 Fire Control, +1 Battery Fire); Damage:

6d10x5; Range Modifier: PB +0, S -2, M -4, L N/A

Weapon: Turbolaser Cannons (5); Fire Arc: 1 Front, 2 Left,

2 Right; Attack Bonus: +2 (-8 Size, +4 Crew, +6 Fire Control);

Damage: 5d10x5; Range Modifier: PB +0, S -2, M -4, L N/A

Weapon: Dual-Laser Cannons (30); Fire Arc: 2 Batteries

Front, 2 Batteries Left, 2 Batteries Right; Attack Bonus: +6 (-8

Size, +4 Crew, +6 Fire Control, +4 Battery Fire); Damage:

5d10x5; Range Modifier: PB +0, S -2, M/L N/A

Weapon: Dual-Light Laser Cannons (12); Fire Arc: 3

Front, 3 Left, 3 Right, 3 Rear; Attack Bonus: +2 (-8 Size, +4

Crew, +6 Fire Control); Damage: 5d10x2; Range Modifier: PB

+0, S/M/L N/A

Weapon: Point Laser Cannons (60, point defense); Fire

Arc: 3 Batteries Front, 3 Left, 3 Right, 3 Rear; Attack Bonus:

+6 (-8 Size, +4 Crew, +6 Fire Control, +4 Battery Fire);

Damage: 2d10x2; Range Modifier: PB +0, S/M/L N/A

T h o r A . T h o r s o n J r .

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M U N I F I C E N T - C L A S S F R I G A T EThe backbone of the IGBC, and later the Separatist Fleet, the

Munificent -class Star Frigate was an amazing ship. While not

heavily armed like the Recusant class, the Munificent-class

could hold its own against most starships. But what made this

ship so important was its holonet transceiver. Worried of data

theft, the IGBC created their personal holonet network using the

Munificent-class Star Frigate as the transceiver. This

transceiver did much of what holonet nodes did for the Republic

in each sector, as well as allowing instant communication

between fleets. The ships powerful communications array could

also be used to jam enemy craft in nearby space, causing a

penalty on Computer Use checks to operate sensors or

communications (-6 for starfighters, -4 for space transports, -2

for capital ships). Luckily, this feature did not affect friendly

ships, though it couldn’t affect space stations either. This

feature, even with its slight shortcomings, had made the

Munificent-class Star Frigate essential in every fleet. Once

organic troops began to replace battle droids, the Munificent-

class Star Frigate was modified to allow two thousand troops to

be on the ship. While they couldn’t assault a world, they were

perfect for ship security and boarding actions in space.

Hoerschl-Kessel Drive, Inc. and Gwori Revolutionary

Industries Munificent-Class Frigate; Crew: 200 (skilled +4);

Class: Capital Ship; Hyperdrive: x1; Size: Gargantuan (825 m

long); Initiative: +0 (-4 size, +4 crew); Cost: Not Available For

Sale; Maneuvers: +0 (-4 size, +4 crew); Passengers: 150,000

(Battle Droids) or 2000 organic troops; Defense: 16 (-4 size,

+10 armor); Cargo Capacity: 15,000 tons Shield Points: 250

(DR 40); Consumables: 1 year; Hull Points: 360 (DR 40);

Maximum Speed In Space: Cruising (4 squares/action);

Atmospheric Speed: N/A;

Weapon: Hvy Turbolaser Cannons (2); Fire Arc: 2 Front;

Attack Bonus: +6 (-4 size, +4 crew, +6 fire control); Damage

6d10x5; Range Modifier: PB +0, S -2, M -4, L N/A

Weapon: Ion Cannons (2); Fire Arc: 2 Front; Attack

Bonus: +6 (-4 size, +4 crew, +6 fire control); Damage: Special;

Range Modifier: PB +0, S -2, M -4, L -6

Weapon: Dual Turbolaser Cannons (26); Fire Arc: 1

Battery Front, 5 Batteries Left, 5 Batteries Right, 2 Batteries

Rear; Attack Bonus: +7 (-4 size, +4 crew, +6 fire control, +1

Battery Fire); Damage: 5d10x5; Range Modifier: PB -2, S/M

+0, L -2

Weapon: Lt Turbolaser Turrets (20); Fire Arc: 5 Front, 5

Left, 5 Right, 5 Rear; Attack Bonus: +6 (-4 size, +4 crew, +6 fire

control); Damage: 4d10x2; Range Modifier: PB +2, S +0, M/L

N/A

Weapon: Point Laser Cannons (38, point defense); Fire

Arc: 7 Front, 12 Left, 12 Right, 7 Rear; Attack Bonus: +6 (-4

size, +4 crew, +6 fire control); Damage: 2d10x2; Range

Modifier: PB +0, S/M/L N/A

T H E I N V I S I B L E H A N DBuilt at the shipyards of Mon Calamari, the Invisible Hand was

a gift by Mon Calamari and the Quarren to the Separatist when

their world joined. The Neimoidian Lushros Dolfine, a famed

captain of the Trade Federation, became the Invisible Hand’'s

captain. With only a few more of the Providence-class

carrier/destroyer being built at the time, General Grievous saw

it a wise decision to make the Invisible Hand his command ship.

On his suggestion, the hanger bay was expanded to help make it

a better starfighter carrier and invasion craft. And the sensor

pod was made into Grievous personal quarters. When the war

began, Grievous quickly made this ship a terror.

The Invisible Hand’s gained its infamy at the Battle of

Kamino. The Invisible Hand destroyed much of Kamino’s

Tipoca City, and crippled the clone production there.

Afterwards the Invisible Hand didn’t take the lead in capturing

planets due to mounting pressure by the Separatist Council to

capture, not destroy, worlds. When General Grievous is not

available to lead the battle, Commander Czar leads from the

bridge of the Invisible Hand.

Free Dac Volunteers, Pommant Docks Modified Providence-

class Carrier/Destroyer; Crew: 600 (Skilled +4); Class:

Capital; Hyperdrive: x1.5; Size: Colossal (1,088 meters long);

Initiative: -4 (-8 size, +4 crew); Passengers: 1.5 million (Battle

Droids) or 6000 organic troops; Maneuvers: -4 (-8 size, +4

crew); Cargo Capacity: 30,000 tons; Defense: 12 (-8 size, +10

armor); Consumables: 2 years; Shield Pts: 300 (DR 60); Cost:

NAFS; Hull Pts: 650 (DR 60); Maximum Speed in Space:

Cruising (3 squares/action); Atmospheric Speed: N/A;

Weapon: Quad Turbolaser Turrets (14); Fire Arc: 4 Front,

5 Left, 5 Right; Attack Bonus: +2 (-8 size, +4 crew, +6 Fire

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Control); Damage: 6d10x5; Range Modifier: PB +0, S +0, M/L

N/A

Weapon: Dual Laser Cannons (34); Fire Arc: 9 Front, 9

Left, 9 Right, 7 Rear; Attack Bonus: +2 (-8 size, +4 crew, +6

Fire Control); Damage: 5d10x5; Range Modifier: PB +0, S -2,

M -2, L N/A

Weapon: Ion Cannons (2); Fire Arc: 2 Front; Attack

Bonus: +2 (-8 size, +4 crew, +6 fire control); Damage: Special;

Range Modifier: PB +0, S -2, M -2, L -4

Weapon: Ion Cannons (12, point defense); Fire Arc: 6 Left,

6 Right; Attack Bonus: +2 (-8 size, +4 crew, +6 fire control);

Damage: Special; Range Modifier: PB +0, S/M/L N/A

Weapon: Proton Torpedo Tubes (102, 15 torpedoes each);

Fire Arc: 5 Batteries Front, 6 Batteries Left, 6 Batteries Right, 3

Batteries Rear; Attack Bonus: +6 (-8 size, +4 crew, +6 fire

control, +4 battery fire); Damage: 9d10x5; Missile Quality:

Good (+15).

A D V E N T U R E H O O K SHere are some adventures for everyone to enjoy. Some

adventures, though, are interconnected into Super adventures,

and have been broken up to allow side adventures, or as I like to

call it “tangent adventures”, that may occur because of the

adventure.

C R I M E S O F T H E R E B E L L I O U SAfter Mace Windu and Yoda inspected the clone army of the

Republic, Mace proposes that the Jedi become Generals of the

newly created Grand Army of the Republic. The Council agrees

after many hours of debate and makes a call out to all Jedi in the

galaxy to return to Coruscant to get their mission. One Jedi, the

charismatic Kojo Ayo, has refused to leave Drongar. On the

suggestion of Quinlan Vos and Kal Remos, the heroes are

suggested. This is either because of previous work the heroes

have done for them, or they have heard of the heroes’ reputation.

The heroes are asked to reason with Kojo and convince him to

take up his role as General. He shouldn’t hurt them, but if he

does become violent they have full authority to kill him in self-

defense. The Jedi Council, though, stress that attacking should

be the last option. Kojo commands well over 20 rebellious Jedi,

and if he were to die, these Jedi could join the Separatist with

Anakin. But the Jedi Council also wants the heroes to not fail,

and talk to him as long as possible to convince him to do his

duties. The heroes will find Kojo wandering in the swamps on

Drongar. When they do encounter him, he will politely turn

down the Council’s offer and urge them to leave immediately.

While in conversation, a shot shoots out from the heroes’

direction. Kojo will immediately spring to action and attack the

heroes, thinking they attacked him. He will not kill them, but he

will disarm them. If the heroes are defeated, or if they

overpower him, he will leave and spread news of the Council’s

betrayal. When the heroes return, the Council will not blame the

heroes. Through the Force, they know they are innocent. But

the Council is upset that someone ruined the talks, and even

more upset that someone knew of the meeting. Dark forces are

afoot.

K O J O A Y O

Kojo is a famed Jedi known for his great charisma and

negotiation skills. His skills earned him the title Jedi Master far

early than usual. A fair fighter, Kojo has mastered the Form III

lightsaber form. As the galaxy descended to chaos, Jedi like

Kojo began to leave the known galaxy for far off places where

they could be a help to the citizens of the galaxy. They believed

that the Jedi had become too intertwined with the corrupt

Republic to be a force for good anymore. When the Jedi Council

called on all Jedi to return to Coruscant for assignments as

Generals of the Grand Army, Kojo and his followers refused.

Most of Kojo’s followers are on Drongar, but a few are in other

places now deep in Separatist territory, and many are leaning

towards leaving the Order. Kojo is calling for patience, but Kojo

is also leaning towards the Separatists since they offer exactly

what they want. Yet both sides are preaching reform of the

galaxy. Kojo is waiting to see who really follows through with

their promises.

Kojo Ayo: Adult Male Nautolan, Jedi Guardian 8/Jedi Master 5;

Init +2 (+2 Dex); Def 22 (+2 Dex, +9 Class, +1 Species); Spd

10m, swim 6m; VP/WP 146/15; Atk +15/+10/+5 melee

(1d3+2, punch), +15/+10/+5 ranged (by weapon),

+16/+11/+6 melee * (4d8+2, crit 19-20, Lightsaber); SQ

Breathe Underwater, Deflect (Attack -4, Defense +2, Extend

Defense and Attack), Increase Lightsaber damage +2d8, Low-

light vision, Pheromonal Sensor; SV Fort +11, Ref +11, Will

+10; SZ M; FP: 9; Rep: +5; Str 14, Dex 14, Con 15, Int 12, Wis

14, Cha 15.

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Equipment: Lightsaber, Utility Belt

* Kojo Ayo has constructed his own Lightsaber.

Skills: Balance +8, Computer Use +6, Craft (lightsaber) +6,

Diplomacy +8, Gather Information +8, Intimidate +8, Jump

+11, Knowledge (Jedi lore) +6, Pilot +6, Read/Write Basic,

Read/Write Nautila, Sense Motive +8, Speak Basic, Speak

Nautila, Treat Injury +6, Tumble +10

Force Skills: Affect Mind +6, Enhance Ability +6, Enhance

Senses +4, Farseeing +4, Force Defense +4, Force Strike +4,

Heal Self +6, Move Object +4, See Force +6

Feats: Acrobatic, Athletic, Combat Reflexes, Dodge, Exotic

Weapon Proficiency (lightsaber), Force-Sensitive, Mobility,

Power Attack, Weapons Group Proficiency (blaster pistols,

simple weapons)

Force Feats: Alter, Attuned, Control, Form III Mastery,

Lightsaber Defense, Sense

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P A G E 8 2

The war is in a lull, as both sides re-assess their situations. With

the Separatists now making millions of superior clones to that of

the Republic, the Republic is becoming desperate to tip the

scales back in their favor. But with most of the 5 million clones

originally set out for the Republic killed, and key groups

defecting to the Separatists, the Republic has few options left.

As the year progresses past the half-way point, though, the

Separatists emerge with their new clone forces and take over

half the galaxy. Palpatine now worries for his rule as General

Grievous makes his march towards the Core.

T I M E L I N E O F T H E

, P T . 3ABN – After the Battle of Naboo

1 1 A B N

I The design team behind the development of the

KSE Aethersprite-class Delta-7 Jedi Starfighter

defects to the Confederacy of Independent

Systems. They bring along with them, all of the

design specs of an improved Delta-7 that they

have been working on. With input from Anakin

Skywalker, the new Eta-2 Actis-class starfighter

is put into full production for all their organic

soldiers that the Confederacy has in its army

and navy.

I During a lull in the war, Anakin confides to

Padmé that he may have been mistaken about

abandoning his Jedi vows and regrets his role in

helping the Confederacy, and its success in the

war.

I Incom/Subpro begins mass-production of its

latest starfighter – the ARC-170 and KSE is

given the go-ahead for mass-production of the

V-Wing starfighter.

I Anakin personally delivers his resignation as

Commander of Starfighter Deployment to

President Dooku, due to the extreme savagery

of his commander, General Grievous. President

Dooku watches helplessly as all of the

remaining former Jedi, 30 in number, that

defected to the Separatists emulate Anakin

Skywalker, and leave the Confederacy as well.

Anakin agrees to meet with them at a later date.

I The war for the Republic is going badly. The

Confederacy of Independent Systems now

controls half of the known galaxy, with thanks

from their new clone troops.

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N E W W E A P O N S A N DE Q U I P M E N TAs the war starts its second year, new weapons of war emerge.

New guns made to be far deadlier then a normal blaster, the

Separatists are now pulling out all the stops to end this war

swiftly, once their clone forces are made. The Republic responds

with the creation of the Republic Commandos and their

advanced armor.

A C P A R R A Y G U N

S t a t s a n d b a c k g r o u n d b y M r . F e t t

A nostalgic weapon of a sort, that resembles a slugthrower rifle

from a bygone era; this weapon is a blend of old and new

technology. It uses slugs which it supercharges and then lets it

loose down the barrel as a plasma bolt which travels at super

high speeds the only problem is that the plasma bolt quickly

diffuses and becomes ineffective at long range. Manufactured

by Arakyd Industries, these weapons are extremely effective at

short range against organic targets; however, it doesn't fare well

against droids and targets farther than a few meters. This

weapon and others like it are strongly favored by Trandoshan

slavers.

Type: Accelerated Charged Particle Gun

WGP: Blaster Rifles

Damage: 3d8+4

Range: 4m (limit of 4 range increments)

Weight: 4.8 Kg

Ammo: 8 "slugs"

A C P R E P E A T E R G U N

S t a t s a n d b a c k g r o u n d b y M r . F e t t

Once again, another weapon that looks like one from centuries

before. A design from the cutting room floor of Arakyd

Industries, this weapon has become the staple weapon of the

Trandoshan Mercenary forces. If a commando isn't careful this

weapon will cut right through their personal shields rending

them vulnerable to enemy fire.

Type: Accelerated Charged Particle Gun

WGP: Blaster Pistol

Damage: 3d8+1

Range: 12m

Weight: 3.5 Kg

Ammo: 40 shots per clip

Special: Only works in multifire mode.

L S - 1 5 0 H E A V Y A C P R E P E A T E RG U N

S t a t s a n d b a c k g r o u n d b y M r . F e t t

Designed and manufactured by Arakyd Industries, this weapon

is the heaviest in their production line. Utilizing the same

technology as the aforementioned weapons but on a much

larger scale, this weapon is capable of cutting through enemy

lines or holding off enemy advancements. Whoever is strong

enough to carry and wield this weapon has a definite advantage

in any firefight. On the end of this monstrosity is a large bayonet

for stabbing enemies when they close in. The bayonet is capable

of penetrating the heaviest of personal armor. This weapon is

favored by Trandoshan Heavy Mercs. It is often referred to as

the "Trandoshan Repeater".

Type: Accelerated Charged Particle Gun

WGP: Heavy Weapons

Damage: 5d8+2

Range: 60m

Weight: 18 Kg

Ammo: 100 shots per clip

Special: Only works in multifire/autofire mode. The ACP heavy

repeater also features an attached vibrobayonet (stats below).

V I B R O - B A Y O N E T

Type: vibro-bayonet

WGP: Vibro weapons

Damage: 2d6

Range: Melee

K A T A R N - C L A S S B A T T L E A R M O R

S t a t s a n d b a c k g r o u n d b y M r . F e t t

Appreciated by clone commandos all across the galaxy,

designed and manufactured by Kaminoan armor smiths, these

suits provide top of the line protection for the always on the

move Republic Commando. The battle armor has many advance

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features that gives a commando the edge they need during a

firefight including such features as a vibrodagger (deals 2d4

damage) located above the left wrist. The armor also provides

+4 equipment bonus against hostile environments. The helmet

includes several different audio and visual sensors that provide

a +2 equipment bonus to both spot and listen checks. The

helmet also includes integrated electrobinoculars and a low

light vision mode.

Type: Powered

Maximum Dexterity Bonus: +2

Damage Reduction: 6

Shield Points: 15*

Check Penalty: -3

Speed: 8m

Weight: 20 Kg

Size: M

* shield points recharge at a rate of 5 per round after 2 rounds

since the last absorbed damage.

N E W S T A R F I G H T E R SAfter an entire year of waiting, Kuat System Engineering has

developed two new fighters to fight the Republic. But the team

creating a new Jedi Starfighter defected to the Separatists,

tipping the scales once again in favor of the Separatists. But

with the V-Wing and the ARC-170 from Incom, the war is still

too close to tell.

E T A - 2 A C T I S - C L A S SI N T E R C E P T O R

S t a t s b y W i s p e r _ s r

When the designers of the original Jedi Starfighter defected to

the Confederacy, they brought with them plans of a new

starfighter that would rival the speed and maneuverability of the

Jedi Starfighter. Considering that the Confederacy had nothing

equating the Republic for starfighters, President Dooku

personally funded the first few prototypes of these intrepid

designers, and assigned Commander Skywalker as a liaison to

these designers in hopes that Anakin's intuitive knowledge of

technology would improve any shortcomings of the design.

President Dooku also informed these designers, that if the

design meets the approval of Commander Skywalker, he would

personally fund the entire starfighter line. A year after The

Battle of Kamino, the first squadrons of these starfighters

appeared in the Separatist fleet, and quickly gained a reputation

that they're a force to be reckoned with, especially if the pilot

was a veteran pilot.

Kuat Systems Engineering Eta-2 Actis Interceptor; Crew: 1

pilot and astromech droid (Skilled +4); Class: Starfighter;

Hyperdrive: None; Size: Diminutive (5.47m long); Initiative:

+8 (+4 size, +4 crew); Passengers: None; Maneuver: +14 (+4

size, +4 crew, +3 engine, +3 maneuvering systems); Cargo

Capacity: 50 kg; Defense: 24 (+4 size, +10 armor);

Consumables: 1 wk; Shield Points: None; Cost: 170,000

(new); Hull Points: 120 (DR: 10); Max Spd in Space:

Ramming (10 square/action); Atmosphere Speed: 1,150 kph

(19 squares/action);

Weapon: 2 Twin Laser Cannons (fire-linked); Fire Arc:

Front; Attack Bonus: +15 (+4 size, +4 fire control, +3 engines,

+4 crew); Range Modifier: PB +0, S –; 2, M/L N/A; Damage:

3d10x2

Weapon: 2 Light Ion Cannons; Fire Arc: Front; Attack

Bonus: +15 (+4 size, +4 fire control, +3 engines, +4 crew);

Damage: Special; Range Modifiers: PB +0, S/M/L N/A

V - W I N G S T A R F I G H T E R

S t a t s b y M r . F e t t

When the design team for the improved Delta-7 defected to the

Separatists, the Republic turned to the proven design

technicians at Kuat Drive Yards' subsidiary, KSE, to come up

with a new design. Luckily, in the early stages of the design for

what would become the Eta-2 Actis-class Interceptor, a design

for a slightly larger starfighter was proposed but was initially

T h o r A . T h o r s o n J r .

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rejected. With the war seemingly unending, the Supreme

Chancellor "requested" that KSE reevaluate the design. After

making a few adjustments, KSE submitted the design to the

Chancellor, which was immediately approved. After a short

period of time while KSE ramped up its production facilities, the

V-wing made its debut in the Battle of Mygeeto.

Kuat System Engineering Alpha-3 Nimbus "V-Wing"

starfighter; Crew: 1 (skilled +4); Class: Starfighter;

Hyperdrive: none; Size: Diminutive (7.9m long); Initiative: +8

(+4 size, +4 crew); Passengers: One astromech to act as co-

pilot; Manuever: +8 (+4 size, +4 crew); Cost: Not Available For

Sale; Defense: 24 (+4 size, +10 armor); Cargo Capacity: 60kg;

Shield Points: 30 (DR 10); Consumables: 1 day; Hull Points:

75 (DR 10); Maximum Speed in Space: Ramming (10

squares); Atmospheric Speed: 1,100 kph (18 squares/action);

Weapon: Twin laser cannons (2, fire-linked); Fire Arc:

Front; Attack Bonus: +10 (+4 size, +2 crew, +4 fire control);

Damage: 6d10x2; Range Modifiers: PB +0, S/M/L N/A

A R C - 1 7 0 S T A R F I G H T E R

S t a t s b y Z u n i s h a h d , B a c k g r o u n d I n f o b y

D a r i o n A ' r e s

The ARC-170 starfighter was designed under a joint project

combining Incom's and Subcom's technological innovations.

Specifically designed for the Republic with the Kaminoan clone

troopers in mind it took advantage of their developed battle

mind. Its advanced design, weapons, and class 1.5 hyperdrive

allow it to be one of the most dominating fighters in any space

battle. Manned by three specially trained clone troopers the

fighter makes it's presence known in any battle and despite it's

emergence late in the war it's impact on the battlefield has not

been lessened. Its introduction was quintessential in the

reclaiming of the planets that had been previously claimed by

the Confederacy. Squadrons of ARC fighters lead by Jedi pilots

met the enemy Confederates in battlefield after battlefield and

it's only true competitor was the Droid Tri-fighter.

The primary forward cockpit is manned by the pilot, who is

responsible for taking advantage of the extremely maneuverable

nature of craft as well as the primary weapons systems. Behind

the primary seat is the navigation station manned by its second

clone trooper who works in unison with the astromech droid.

This trooper is in charge of the complex calculations involved in

astronavigation, sensors, and the proper shield distribution to

protect the craft from assault. The third and final clone trooper

is in the gunnery chair manning the rear firing arc, the aft laser

cannons go far in keeping the fighter undamaged for longer

periods of time, allowing for an improved balance in the costs of

producing the craft and the advanced training to fly it. The ARC-

170's presence in war will not be forgotten and will reign a new

era of all purpose fighters for future generations of warriors.

Incom/Subpro ARC-170 Starfighter; Crew: 1 + 2 gunners

(skilled clones +4) + 1 R4 astromech droid; Class: Starfighter*;

Hyperdrive: ×3; Size: Small (22 meters); Initiative: +5 (+1 size,

+4 crew); Cost: 130,000 (new), 40,000 (used); Maneuver: +5

(+1 size, +4 crew); Passengers: none; Defense: 21 (+1 size,

+10 armor); Cargo Capacity: 100 kg.; Shield Points: 30 (DR

20); Consumables: 2 weeks; Hull Points: 130 (DR 20);

Maximum Speed in Space: Ramming (9 squares/ action);

Atmospheric Speed: 1,080 kph (18 squares/ action);

*Note: While the ARC-170 is the size of a Small transport,

it has the capabilities of a starfighter. This means it requires the

Starship Operations (Starfighters) feat to fly it and it mounts

weapon systems as if it were a starfighter.

Weapon: Heavy Blaster Cannons (2 fire linked); Fire Arc:

front; Attack Bonus: +7 (+1 size, +2 crew, +4 fire control)

Multifire; Damage: 6d10×2; Range Modifiers: PB +0, S/M/L

n/a

Weapon: Blaster Cannons (2); Fire Arc: rear; Attack

Bonus: +7 (+1 size, +2 crew, +4 fire control) Multifire;

Damage: 4d10×2; Range: PB +0, S/M/L N/A.

Weapon: Proton Torpedo Launchers (2, 3 missiles each),

Fire Arc: front; Attack Bonus: +7 (+1 size, +2 crew, +4 fire

control); Damage: 10d10×2; Missile Quality: Ordinary (+10)

N E W C A P I T A L S H I P SWith their new clone forces, a new ship was needed to help ferry

clone forces from planet to planet and to be able to make

planetary assaults. The Mon Calamari and the Quarren heeded

this call and created the MC-75.

M O N C A L A M A R I S T A R C R U I S E RThe Mon Calamari Star Cruiser is the Confederacy’s answer to

the need for a troop transport. Made by the Mon Calamari, these

ships are converted luxury star liners originally for civilian use.

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With the Confederacy now using clones, many of the ships

created by the Confederacy were inadequate for troop transport.

The Confederacy was willing to modify ships to have clones

serve as security, but the Confederacy thought it would be more

economical to build an all new ship to facilitate troop

movement. The Mon Calamari and Quarren offered the MC-75

Star Cruiser, a new design. The ship was first tested at Gyndine,

were it released swarms of confederate clones against the

unsuspecting Republic. The Republic was soundly defeated.

Ever since then these ships have been seen in every Confederate

fleet. The ship carries the unique organic look the Mon Calamari

and Quarren are famous for with their luxury star liners. These

ships can allow non-Mon Calamari or Quarren command staff

command these ships, but they must have a pilot of at least +10

or they will not be able to use the command equipment. Other

positions on the ship can be crewed by any one else.

Mon Calamari's MC-75 Mon Calamari Star Cruiser; Class:

Capital Ship; Cost: Not Available for Sale (estimated

construction cost 55.03 mCr); Size: Colossal (1,200m in

diameter); Initiative: -4 (+4 crew, -8 size); Crew: 6,000 (Skilled

+4); Troop Compliment: 3000; Vehicle Compliment: 100

various armored vehicles; Starship Compliment: 20 various

shuttles; Starfighter Compliment: 36 starfighters; Cargo

Capacity: 20,000 Metric tons; Consumables: 1 Year;

Hyperdrive: x1 (backup x12); Maximum Speed: Cruising

(Average, 4 squares/action); Atmospheric Speed: 800 km/h

(13 squares/action); Maneuvers: -4 (-8 size, +4 crew);

Defense: 12 (-8 size, +10 armor); Hull Points: 400 (DR 60);

Shield Points: 250 (DR 60)*.

Weapon: Turbolaser (36); Fire Arc: 1 Battery Front, 1

Battery Left, 1 Battery Right; Attack Bonus: +8 (-8

size, +4 crew, +8 fire control, +4 battery fire); Damage:

7d10x5; Range Modifiers: PB -6, S -4, M -2, L +0.

Weapon: Ion Cannon (12); Fire Arc: 1 Battery Front, 1

Battery Left, 1 Battery Right; Attack Bonus: +3 (-8 size, +4

crew, +4 fire control, +3 battery fire); Damage: Special; Range

Modifiers: PB -2, S/M +0, L N/A.

Weapon: Tractor Beam Projector (6); Fire Arc: 4 Front, 1

Left, 1 Right; Attack Bonus: +4 (-8 size, +4 crew, +8 fire

control); Damage: Special; Range Modifiers: PB -6, S -4, M/L

N/A.

* The Mon Calamari Star Cruiser has multiple banks of

shield generators. As a result, it recovers shield points at twice

the normal rate.

N E W V E H I C L E SWith the creation of clone forces, the Separatists needed new

ground vehicles to properly support them. With the stolen AT-

AP design, the Geonosians created their own version of the AT-

AP and the AT-GE. Both are piloted by either droid pilots or

organic volunteers to the Separatist army. Also the Separatist

Assault Gunboat emerged to contend with the Republic’s

LAAT/I design.

A T - A POriginally made by Kuat Drive Yards, the AT-AP was stolen by

the Separatists during a raid at Rothana. Once the proto-type

was returned to Confederate space, the Geonosians

immediately worked on reverse-engineering the design.

Realizing that the design suffered from two fatal flaws, the

Geonosians worked to fix them. The gunner atop the Heavy

blaster cannon, once a favorite target for sniper droids during

the first few battles of the war in AT-TE, was put inside the

AT-AP. The gunner wore a special helmet which allowed it to

see 360 degrees around the AT-AP. The AT-AP design also

suffered from instability when firing its Heavy Projectile

Launcher. The original design had when the vehicle fires, the

AT-AP’s two legs would contract and force the kinetic energy

through its legs and into the ground. The Geonosians thought

this was an overly complicated process, and decided to attach a

third leg to help compensate for the instability factor instead.

This leg can only be extended while stationary; it can be

extended as a free action in any round in which the AT-AP does

not move and retracted as a free action in any later round. Also,

the Geonosians added in a small shield generator to give the

walker a little bit of extra protection. This vehicle has become

common place with the Confederacy, and the Republic always

regrets losing the vehicle when they see the AT-AP crushing

Republic forces.

Geonosian AT-AP (All-Terrain Attack Pod); Class: Walker

[Ground]; Crew: 3 (Skilled +4); Size: Gargantuan (11 meters

tall); Initiative: +0 (-4 size, +4 crew); Passengers: None;

Maneuver: +0 (-4 size, +4 crew); Cargo Capacity: 300 kg;

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Defense: 16* (-4 size, +10 armor); Speed: 25 m; Shield

Points: 30 (DR 15); Max Velocity: 75 km/h; Hull Points: 120

(DR 15); Cost: NAFS

*Provides full cover to driver, main gunner and to top

gunner.

Weapon: Heavy Projectile Launcher** (50 shells carried);

Fire Arc: Front; Attack Bonus: +0 (-4 size, +2 crew, +2 fire

control); Damage: 6d10; Range Increment: 400 m (10 m).

Weapon: Heavy blaster cannon; Fire Arc: Turret; Attack

Bonus: +2 (-4 size, +2 crew, +4 fire control); Damage: 5d10;

Range Increment: 300 m.

Weapon: Medium laser cannon; Fire Arc: Front/left/right

(partial turret); Attack Bonus: +4 (-4 size, +2 crew, +6 fire

control); Damage: 3d10; Range Increment: 100 m.

**If fired in the same round the AT-AP moves, driver must

make a Pilot check to avoid hazard (DC 20) and double all speed

penalties to gunner's attack roll.

A T - G EBased off of the AT-TE, the All-Terrain Ground Enforcer is the

Geonosians attempt to create their own ground walker. Using

stolen technology from the AT-AP design, the AT-GE was to

replace the BAW MUT, which could only transport battle

droids. The AT-GT, unlike the AT-TE, stands far above the

ground with its 6 legs. The rear legs, though, are integral with

the use of the Heavy projectile launchers. When the Heavy

projectile launcher fires, the AT-GE’s legs must be standing

still, placed in the locked position (a free action), or else

something serious could happen to the AT-GE (check below).

Just like the AT-AP, the AT-GE has a shield generator. The AT-

GE releases 24 troops through its rear hatch once the AT-GE

has kneeled on the ground.

Geonosian All-Terrain Ground Enforcer; Class: Ground

(Walker); Cost: Not Available for Sale; Size: Colossal (12.4

meters long, 13.4 meters tall); Crew: 4 (Skilled +4);

Passengers: 24 Separatist Commandos; Cargo Capacity: 1

metric ton; Speed: 30 m; max speed 90 kph; Shield Points: 30

(DR 10); Defense: 12 (-8 Size, +10 Armor); Hull Points: 150

(DR 15)

Weapons: Heavy Laser Cannons x2; Fire Arc: 1 Front/Left,

1 Front/Right; Attack Bonus: +0 (-8 size, +4 fire control, +4

crew); Damage: 6d10; Range: 300 m

Weapon: Heavy projectile launcher** x2 (fire-linked, 50

shells carried); Fire Arc: Front; Attack Bonus: +0 (-8 size, +4

crew, +4 fire control); Damage: 6d10; Range Increment: 400

m

**If fired in the same round as the AT-GE moves, the driver

must make Pilot check to avoid hazard (DC 20) and double all

speed penalties to gunner's attack roll.

S E P A R A T I S T A S S A U L T G U N B O A TThe Separatist Assault Gunboat is the Separatist response to the

success of the Republic Gunship. Built by Mekuun, which had

defected at the beginning of the war, this ship is used for quick

insertion of small forces. The gunboat, though, carries few

heavy weapons, and thus isn’t as useful as the gunship. Brought

into the military around the same time as the Separatist clones

were introduced, this vehicle has become invaluable towards the

war effort and can be found on many Separatist ships.

Separatist Assault Gunboat; Class: Airspeeder; Crew: 5

(Skilled +4); Size: Gargantuan (20 meters long); Initiative: +0

(-4 size, +4 crew); Hyperdrive: None; Maneuver: +0 (-4 size, +4

crew); Passengers: 20; Defense: 16 (-4 size, +10 armor);

Cargo Capacity: 4 metric tons; Shield Points: 30 (DR 10);

Maximum Altitude: Suborbital; Hull Points: 80 (DR 10); Cost:

NAFS; Maximum Speed in Space: Cruising (4

squares/action); Atmospheric Speed: 600 km/h (10

squares/action)

Weapon: Heavy Laser Cannons; Fire Arc: Front; Attack

Bonus: +0 (-8 size, +4 fire control, +4 crew); Damage: 6d10;

Range Increment: 300 m

Weapon: Twin blaster cannons (4); Fire Arc: 2

Front/left/back (partial turret), 2 front/right/back (partial

turret); Attack Bonus: +4 (-2 size, +2 crew, +4 fire control);

Damage: 2d10; Range Increment: 100 m.

R E P U B L I C T R O O P SWith the Grand Army of the Republic fighting on many different

fronts, the need for specialized troops emerged. These troops

are as follows.

A R C C O M M A N D E RThe ARC Commander is the highest form of clonetroopers

created by the Republic. Trained by the ARC Trooper Alpha,

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they learned the important skills to help Jedi command their

clone forces. The only problem was that their training was

rushed due to the bad situation the Republic was in. The war

was going terrible for the Republic and the Jedi needed all of the

assistance they could get. As the Jedi numbers dwindled even

more and the ARC Commander’s numbers grew, ARC

Commanders were soon leading clone forces by themselves, or

being lead by regular non-cloned officers. When Order 66 was

enacted, all ARC Commanders attached to Jedi Generals turned

on them. All ARC Commanders became temporary Generals

until the Empire could give proper replacements. ARC

Commanders remained loyal to the Emperor and the Empire,

but if someone was to oust Palpatine, their programming would

make them immediately loyal to the new Emperor.

ARC Commander: Adult Male Human Thug 5/Soldier 2/Noble

2/Officer 3; Init +1 (+1 Dex); Defense 19 (+1 Dex, +5 Class, +3

Misc); Spd 8m (Armor); VP/WP 63/12; Atk 11/+6 melee

(1d3+1, punch), +11/+6 or +7/+7/+2 ranged (3d6, DC-17

Pistol), +11/+6 or +7/+7/+2 ranged (3d8, crit 19-20, DC-15A

Rifle) or +11/+6 or +7/+7/+2 ranged (3d8, crit 19-20, DC-15S

Carbine); SQ Favor +1, Inspire Confidence, Leadership, Noble

bonus class skill (Bluff), Requisition Supplies; SV Fort +10, Ref

+6, Will +7; SZ M; FP: 0; DSP: 0; Rep: +5; Str 12, Dex 13, Con

12, Int 12, Wis 12, Cha 14.

Equipment: Clonetrooper armor [ARC Commander]

(Damage Reduction: 5), DC-15A Rifle or DC-15S Carbine, DC-

17 Pistol x2, Polarized Macrobinoculars, Power pack x3, Utility

Belt.

Skills: Bluff +8, Climb +4, Computer Use +6, Diplomacy

+8, Gather Information +8, Intimidate +10, Knowledge

(Bureaucracy) +7, Knowledge (Tactics) +7, Profession (clone

trooper officer) +8, Read/Write Basic, Repair +4, Search +6,

Sense Motive +7, Speak Basic, Spot +7, Swim +2, Treat Injury

+6.

Feats: Armor Proficiency (light, medium, powered),

Athletic, Far Shot, Heroic Surge, Point Blank Shot, Precise

Shot, Weapons Group Proficiency (blaster pistols, blaster rifles,

heavy weapons, simple weapons, vibro weapons).

J E T T R O O P E R

S t a t s b y M r . F e t t

Jet Troopers are a rare breed of clonetroopers. Using the muscle

memory from Jango Fett, these Jet Troopers are effective shock

troopers. With their EM Pulse Launcher, they were effective in

the beginning of the war. Once Separatist Commando’s came

onto the battlefield, their importance started to wane. It wasn’t

until they were given light repeater rifles that they became an

effective on the battlefield again. Even so, their numbers were

always kept low on the battlefield since they worked better in

small groups.

Jet Trooper: Adult Male Human Soldier 8: Init +6 (+2 Dex, +4

Improved Init); Defense 18 (+6 class, +2 Dex)DR 5; Spd 8m;

VP/WP 64/13; Atk +9/+4 melee (1d3+1, unarmed) or +10/+5

ranged (3d8+3, EM Pulse Launcher) or +10/+5 ranged (3d8,

DC-17 blaster pistol); SQ Immunities; SV Fort +7, Ref +4, Will

+1; FP 1; DSP 1; Rep +2; Str 12, Dex 14, Con 13, Int 10, Wis 8,

Cha 9. .

Equipment: Clonetrooper Armor, Comlink, Dc-17 blaster

pistol, Jet Pack, Merr-Sonn EM Pulse Launcher (only works on

droids and electronics)

Skills: Climb +3, Computer Use +4, Intimidate +6,

Knowledge (Tactics) +2, Move Silently +4, Read/Write Basic,

Speak Basic, Spot +5, Tumble +4.

Feats: Armor Proficiencies (light, medium, powered),

Dodge, Improved Initiative, Mobility, Point Blank Shot, Precise

Shot, Shot on the Run, Weapon Group Proficiency (blaster

pistol, blaster rifle, heavy weapons, simple weapons, vibro

weapons).

A N T I - A I R C L O N E T R O O P E R

S t a t s b y M r . F e t t

Anti-Air Clonetroopers are the backbone of all clone forces.

With their Anti-Air missile Launcher, they can tear up droid

starfighters. The missile also works well against armored

vehicles, so it’s not uncommon to see them also in the role of

Anti-Armor. Most clone squads have at least 2 Anti-Air

Clonetroopers, though it might be less or more depending on

the mission profile.

Anti-Air Clonetrooper: Adult Male Human Thug 8; Init +2

(+2Dex); Defense 14 (+2 class, +2 Dex); DR 5; Spd 8m; VP/WP

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0/15; Atk +9/+4 melee (1d3+1, hand) or +10/+5 ranged (3d6,

Blaster Pistol) or +12 ranged (5d6+2 ,anti-air missile); SQ

Immunities; SV Fort +7, Ref +4, Will +1; FP 1; DSP 1; Rep +2;

Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 9.

Equipment: Clonetrooper armor, blaster pistol, comlink,

Anti-Air missile Launcher, Targeting Computer Pack, x3

missiles

Skills: Climb +4, Intimidate +3, Profession (clonetrooper)

+2, Read/Write Basic, Search +2, Speak Basic, Spot +2

Feats: Armor Proficiencies (light, medium, powered),

Toughness, Weapon Group Proficiencies (Blaster pistol, blaster

rifle, simple weapons)

E L I T E R E P U B L I C C L O N EC O M M A N D O

S t a t s b y M r . F e t t

Elite Republic Clone Commandos were the answer to a more

controllable ARC Trooper. ARC Troopers were highly effective,

but just like Jango Fett they were very independent, to the point

of ignoring orders. The Republic couldn’t trust the ARC

Troopers to do missions by themselves unless they had Jedi

supervision. Since the Jedi numbers were so limited to begin

with and only dropping as the war went on, Clone Commandos

were in high demand. While Delta and a few other squads had

seen use at the beginning of the war, more were made to help

supplement the Grand Army.

The Clone Commandos were used a lot a year after the war

started. They were used so much that many considered a squad

was attached to each army. This wasn’t far off from the truth,

but they still weren’t as common as other specialized

Clonetroopers. Some of the most well known Commando

squads are Delta, Kappa, Sigma, Theta, Alpha, Beta, and

Omega.

Elite Republic Clone Commando: Adult Male Human Soldier

6/Elite Trooper 4; Init +2 (+2 Dex); Defense 19 (+7 class, +2

Dex); DR 5; Spd 8m; VP/WP 83/13; Atk +11/+6/+1 melee

(1d3+1, punch) or +11/+6/+1 melee (2d4+1, vibrodagger) or

+13/+8/+3 ranged (3d8, DC-17m) or +13 ranged (5d8,DC-

17m anti-armor attachment) or +13/+8/+3 (3d8+2, DC-17m

sniper attachment); SQ Immunities, Uncanny Dodge (Dex

bonus); SV Fort +10, Ref +6, Will +4; SZ M; FP 1; DSP 1; Rep

+4; Str 13, Dex 14, Con 13, Int 10, Wis 10, Cha 9.

Equipment: Dc-17m w/anti-armor and sniper

attachments, days rations 2, frag grenades 2, Katarn-armor

(comlink, helmet light, vibrodagger, macrobinocular, low-light

vision, +2 equipment bonus to listen and spot checks, and +2 to

Fortitude saves against hostile environments, DR 5)

Skills: Climb +8, Computer Use +6, Demolitions +8,

Intimidate +4, Knowledge (Tactics) +4, Listen +5, Survival +4,

Read/Write Basic, Search +7, Speak Basic, Spot +7

Feats: Armor Proficiencies (light, medium, heavy,

powered), Combat reflexes, Dodge, Endurance, Point Blank

Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon Focus

(DC-17m), Weapon Group Proficiencies (Blaster pistols,

blaster rifles, heavy weapons, simple weapons, vibroweapons)

C L O N E G R E N A D I E R

S t a t s b y M r . F e t t

Clone Grenadiers are an unknown and under respected

clonetrooper. Their skills are with grenades and mortars. One is

usually in a squad, but that’s in small group formations. When

entire regiments and battalions are involved, entire squads of

Clone Grenadiers are made. Clone Grenadiers also double as

artillery gunners and starship gunners for the Grand Army.

Clone Grenadier: Adult Male Human Thug 8; Init +2 (+2 Dex);

Defense 14 (+2 class, +2 Dex); DR 5; Spd 8m; VP/WP 0/15; Atk

+9/+4 melee (1d3+1, hand) or +10/+5 ranged (3d6, Blaster

Pistol); SQ Immunities; SV Fort +7, Ref +4, Will +1; FP 1; DSP

1; Rep +2; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 9.

Equipment: Clonetrooper armor, blaster pistol, comlink,

Mortar Lancher, 5 thermal detonators

Skills: Climb +4, Intimidate +3, Profession (clonetrooper)

+2, Read/Write Basic, Search +2, Speak Basic, Spot +2

Feats: Armor Proficiencies (light, medium, powered),

Toughness, Weapon Group Proficiencies (Blaster pistol, blaster

rifle, simple weapons)

C L O N E S H A R P S H O O T E R

S t a t s b y R o s t e k

Clone Sharpshooters are a rarely seen group of Clonetroopers.

And rarely seen for a good reason: if someone sees them they are

either just about to kill you or they want you to see them. Clone

Sharpshooters are silent killers who also help target areas for

Base Delta Zero. No more then two squads of Clone

Sharpshooters are attached to each army, allowing these

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amazing killers to be spread about the galaxy.

Clone Sharpshooter: Male Human Scout 2/Soldier

4/Sharpshooter 2; Init +7 (+3 Dex, +4 Improved Initiative);

Defense +17 (+5 class, +2 Dex); Spd 8 m; VP/WP 52/12;

Atk+10/+5 ranged (3d8/19-20 or DC 18 stun, Blaster rifle,

range 30 m) or +6/+6/+1 ranged (3d8/19-20, Blaster rifle with

Multifire, range 30 m) or +9/+4 ranged (3d6/20 or DC 15 stun,

Blaster pistol, range 10 m) or +5/+5/±0 ranged (3d6/20,

Blaster pistol with Multifire, range 10 m) or +7/+2 melee

(1d3+1, Unarmed); SQ Preferred Weapon +1 (Dc-15x),

Ranged Sneak Attack +1d6, Trailblazing; SV Fort +7, Ref +8,

Will +8; SZ M; Rep 1; Str 13, Dex 17, Con 12, Int 10, Wis 14,

Cha 8.

Equipment: clonetrooper armor (DR 5), blaster pistorl,

scoped DC-15x blaster rifle, utility belt with survival equipment

Skills: Climb+3, Computer Use+3, Craft (blaster pistols

and rifles)+2, Demolitions+5, Disguise+4, Hide+10,

Intimidate+4, Jump+3, Knowledge (wilderness lore)+5,

Pilot+4, Profession (clone trooper)+4, Read/Write Basic,

Repair+4, Search+5, Speak Basic, Spot+8, Survival+7, Treat

Injury+4.

Feats: Armor Proficiency (light), Armor Proficiency

(medium), Armor Proficiency (powered), Far Shot, Improved

Initiative, Point Blank Shot, Precise Shot, Sharp-Eyed, Weapon

Focus (Blaster rifle), Weapon Group Proficiency (blaster

pistols), Weapon Group Proficiency (blaster rifles), Weapon

Group Proficiency (heavy weapons), Weapon Group

Proficiency (simple weapons), Weapon Group Proficiency

(vibro weapons).

S C U B A T R O O P E R

S t a t s b y M r . F e t t

Engineered by the Kaminoans to be able to withstand the rigors

of underwater combat, the Republic Scuba Trooper is capable of

extended underwater combat. Considering the lack of

Separatist-controlled water worlds, there never was a real need

for more of these amazing clonetrooper variants.

Scuba Trooper: Male Human Thug 8; Init +2 (+2Dex);

Defense 14 (+2 class, +2 Dex); DR 4; Spd 8m; VP/WP 0/12;

Atk +9/+4 melee (1d3+1, hand) or +10/+5 ranged (3d8-1/19-

20, Water Adapted Blaster Rifle); SV Fort +7, Ref +4, Will +1;

FP 1; DSP 1; Rep +2; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha

9.

Equipment:Scuba trooper armor, blaster rifle, comlink,

maneuvering pack

Skills: Intimidate +3, Profession (clonetrooper) +2,

Read/Write Basic, Search +2, Speak Basic, Spot +2, Swim +7

Feats: Armor Proficiencies (light, medium, powered), Skill

Emphasis (Swim), Weapon Group Proficiencies (Blaster pistol,

blaster rifle, simple weapons)

S E P A R A T I S T T R O O P SMade from clones of numerous individuals, the Separatist

troops are cloned forces to combat the Republic Clone army. So

far they have done a wonderful job of doing so, and just

whispering Separatist Commando, quiets a room.

S E P A R A T I S T C O M M A N D OCloned from 300 of the thousands of CIS organic troops, the

Separatist Commando is the culmination of months of hard

work. They can fight well in large or small groups, and it’s

jokingly said they don’t miss twice. Few have lived to counter

such a claim. Originally made from a Jango Fett template, that

template sample deteriorated after a month. Unconcerned by

this, the CIS clone technicians picked three hundred human CIS

soldiers at random to provide new, more viable templates. This

lead to a varied army that couldn’t easily succumb to a disease

created for one template, like with the Republic’s clone army.

Separatist Commandos are well trained; far better then even

the Republic’s regular clones. Put through a tough training

regime created by Czar and other Mercenary commanders, the

clones quickly learned to become highly versatile and, in theory,

be an army of one. And with new techniques to grow clones

faster, the CIS was able to amass a clone army easily on par with

the Republic quickly. The only prominent disadvantage is that

the Separatist Commandos wear lighter, weaker armor then the

Republic Clones. But, with all of their skills, greater

independent thought, and training, this isn’t a problem.

Separatist Commandos begin to show up towards the end of

year 10 ABN and at the beginning of year 11 ABN. When the

war ended, 99% of all CIS cloning facilities are shut down.

Those that still run have been hidden in backwater areas of the

galaxy, and are helping to build the next army to fight against

the Empire and restore democracy to the galaxy.

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Separatist Commando: Adult Male Human, Scout 2/Soldier 3;

Init +6 (+2 Dex, +4 Bonus); Def 16 (+2 Dex, +4 Class); Spd

10m; VP/WP 62/14; Atk +4/+4 or +2/+2/+2 ranged (3d8, crit

19-20, Blaster [Light Repeating]), +5 melee (1d3+1, punch),

+5 melee (1d4+1, Knife), +6 or +2/+2 ranged (3d6, Blaster

[Pistol]); SQ Trailblazing; SV Fort +7, Ref +5, Will +4; SZ M;

FP: 1; DSPs: 2; Rep: +1; Str 13, Dex 15, Con 14, Int 14, Wis 12,

Cha 11.

Equipment: Blaster [Light Repeating], Blaster [Pistol],

Combat Jumpsuit (Damage Reduction: 3), Comlink, Knife,

Macrobinoculars, Medpac, Security kit, Utility Belt

Skills: Climb +2, Computer Use +6, Demolitions +6, Hide

+4, Intimidate +8, Jump +2, Knowledge (Streetwise) +6,

Knowledge (Tactics) +6, Knowledge (Wilderness lore) +6,

Knowledge (World lore) +6, Listen +4, Move Silently +3,

Profession (mercenary) +4, Read/Write Basic, Repair +6,

Search +4, Speak Basic, Spot +3, Survival +8, Swim +0, Treat

Injury +4

Feats: Armor Proficiency (light), Dodge, Improved

Initiative, Mobility, Quickness, Skill Emphasis (Survival),

Stealthy, Weapons Group Proficiency (blaster pistols, blaster

rifles, simple weapons)

N E I M O I D I A N S O L D I E RContrary to popular belief, some Neimoidians do like to fight.

The Neimoidian Soldier represents these few individuals willing

to risk their lives to protect important Neimoidian or Trade

Federation officials and key facilities. When the war between

the CIS and the Republic erupted, the Neimoidian Soldiers were

slowly brought to the front lines to help supplement the then

droid forces. Once the CIS’s own clones were ready and

deployed, Neimoidian Soldiers became elite troops used

primarily as bodyguards for now CIS officials and CIS key

facilities. A Neimoidian Soldier’s sniping skills are second to

none with its blaster rifle, almost never missing its target. When

the war ends, many Neimoidian Soldiers become mercenaries,

having shown the galaxy that these Neimoidians are a force to

be reckoned with.

Neimoidian Soldier: Adult Male Neimoidian, Thug 2/Soldier 4;

Init +3 (+3 Dex); Def 15 (+3 Dex, +2 Class); Spd 8m (Armor);

VP/WP 44/16; Atk +10/+5 or +6/+6/+1 ranged (3d8, crit 19-20,

Blaster [Rifle]), +8/+3 melee (1d3+2, punch); SV Fort +8, Ref

+4, Will +1; SZ M; FP: 1; DSPs: 1; Rep: +1; Str 14, Dex 16, Con

13, Int 10, Wis 10, Cha 10.

Equipment: Battle armor [Padded] (Damage Reduction:

4), Blaster [Rifle], Comlink, Utility Belt

Skills: Climb +3, Intimidate +4, Knowledge (Neimoidia)

+2, Profession (neimoidian soldier) +5, Read/Write

Neimoidian, Speak Basic, Speak Neimoidian, Spot +5, Treat

Injury +2

Feats: Armor Proficiency (light, medium), Athletic, Far

Shot, Point Blank Shot, Precise Shot, Toughness, Weapon

Focus (Blaster [Rifle]), Weapons Group Proficiency (blaster

pistols, blaster rifles)

S E P A R A T I S T F I G H T E R P I L O TWhen members of one of KSE’s design teams joined the

Separatists, they brought with them a gift: partial designs to a

new Jedi starfighter. With Commander Anakin Skywalker’s

input, they completed the Eta-2 Actis-class Interceptor. But

there was one problem with the design: well trained pilots or

Jedi were needed to fly these fighters properly. The design relied

upon a pilot’s instinct and skill, cutting back on many safety nets

found in fighters like shields. Not wanting to waste this amazing

fighter, the CIS chose 300 of the best Neimoidian pilots within

the CIS, and had these pilots become clone templates for the

Separatist Fighter Pilot. They chose the Neimoidians since their

species as a whole had the most experience with space flight,

and many of the mercenary companies were too hard pressed to

give up the few pilots they had and.

The Separatist Fighter Pilot was, by itself, a good fighter

pilot, but lacked that connection Jedi had with their fighters. So

Neimoidian scientists augmented the pilot’s great skill with

surgically attached data goggles specifically made for fighters.

Originally made for the Trade Federation’s pilots of

Freighters/Battleships, with a slight modification they worked

perfectly with the new Eta-2 Actis-class Interceptor. Separatist

Fighter Pilots became greatly feared by the Republic for their

amazing skills and abilities. Those who survived the war went

rebel or mercenary.

Separatist Fighter Pilot: Adult Male Neimoidian, Soldier 6; Init

+8 (+4 Dex, +4 Bonus); Def 19 (+4 Dex, +5 Class); Spd 10m;

VP/WP 60/10; Atk +10/+5 or +6/+6/+1 ranged (3d6, Blaster

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[Pistol]), +5/+0 melee (1d3-1, punch); SV Fort +5, Ref +6, Will

+3; SZ M; FP: 1; DSPs: 1; Rep: +2; Str 8, Dex 19, Con 10, Int

15, Wis 12, Cha 10.

Equipment: Blaster [Pistol], Data Goggles, Flight suit, Tool

kit, Utility Belt.

Skills: Astrogate +16, Computer Use +12, Intimidate +5,

Knowledge (Neimoidia) +6, Knowledge (Tactics) +6,

Knowledge (World lore) +7, Pilot +26, Profession (separatist

pilot) +6, Read/Write Basic, Read/Write Neimoidian, Repair

+16, Speak Basic, Speak Neimoidian, Treat Injury +4.

Feats: Armor Proficiency (light, medium), Dodge,

Improved Initiative, Maneuver Expertise, Skill Emphasis

(Pilot), Starship Dodge (starfighter), Starship Operation

(starfighter), Weapons Group Proficiency (blaster pistols,

blaster rifles, heavy weapons, simple weapons, vibro weapons).

S E P A R A T I S T A S S A U L T T R O O P E RThe Separatist Assault Trooper is the answer to the short-

comings of the Assault Droid. These soldiers, for instance, use

better tactics when assaulting an enemy vehicle. Also,

Separatist Assault Troopers use either Blaster Cannon’s or

Heavy Repeater Rifles against enemy vehicles. It packs slightly

less power, but they get more shots to compensate for this. They

are one of the few specialized Confederate clones, but do their

job very well.

Separatist Assault Trooper: Adult Male Human, Scout

2/Soldier 4; Init +6 (+2 Dex, +4 Bonus); Def 16 (+2 Dex, +4

Class); Spd 10m; VP/WP 74/14; Atk +5/+5 or +3/+3/+3

ranged (4d8, crit 19-20, Blaster [Heavy Repeating]) or +8

ranged (4d8, crit 19-20, Blaster [Cannon]), +6 melee (1d3+1,

punch), +6 melee (1d4+1, Knife), +7 or +3/+3 ranged (3d6,

Blaster [Pistol]), +7 ranged (8d6+6, Thermal Detonator); SQ

Trailblazing; SV Fort +8, Ref +5, Will +4; SZ M; FP: 1; DSPs:

2; Rep: +1; Str 13, Dex 15, Con 14, Int 14, Wis 12, Cha 11.

Equipment: Blaster [Cannon] or Blaster [Heavy

Repeating], Blaster [Pistol], Combat Jumpsuit (Damage

Reduction: 3), Comlink, Knife, Macrobinoculars, Medpac,

Security kit, Thermal Detonator x4, Utility Belt

Skills: Climb +2, Computer Use +6, Demolitions +6, Hide

+4, Intimidate +8, Jump +2, Knowledge (Streetwise) +7,

Knowledge (Tactics) +8, Knowledge (Wilderness lore) +7,

Knowledge (World lore) +7, Listen +4, Move Silently +3,

Profession (mercenary) +6, Read/Write Basic, Repair +6,

Search +4, Speak Basic, Spot +3, Survival +8, Swim +0, Treat

Injury +4

Feats: Armor Proficiency (light), Dodge, Improved

Initiative, Mobility, Quickness, Skill Emphasis (Survival),

Stealthy, Weapon Focus (Blaster [Cannon]), Weapons Group

Proficiency (blaster pistols, blaster rifles, heavy weapons,

simple weapons)

M Y G E E T OS t a t s a n d B a c k g r o u n d I n f o b y J e d i R a n g e r

Planet Type: Frigid

Temperature: Cold, Wind, Artic

Terrain: Crystallized Glaciers

Atmosphere: Breathable

Gravity: Standard

Length of Day: 26 Hours

Length of Year: 406

Sentient species: Muun

Population: 23 Million

Languages: Muun, Basic

Species Mix: Muun 87%, 13% Other

Planet Function: Trade, Fortress

Government: Federation

Major Exports: Raw Materials

Major Imports: Food, War Machines

R y a n B r o o k s

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System/Star: Mygeeto

Name Type Moons

Mygeeto Terrestrial 3

Asteroid Field Asteroid Field 0

D E S C R I P T I O NIn the ancient trade language of the Muuns, Mygeeto means

"gem." It's a fitting name for the glittering world, perennially

locked in ice age and covered in crystallized glaciation. Its

internal fires have long cooled, and the geologically dormant

world has left a trove of precious stones within its crust and

mantle. The enormous nova crystal deposits and fields of lasing

crystals have made it one of the most valuable worlds in the

galaxy. The Jedi had longed to explore the world for crystals

suitable for lightsaber use, but since its discovery, Mygeeto had

been firmly in the hold of the InterGalactic Banking Clan.

The gaunt Muun bankers jealously guarded their world with

an intimidating blockade of frigates and cruisers. Daring tales of

raiding the crystal caves of Mygeeto became the stuff of cantina

tall tales throughout the galaxy. If a thief was foolhardy enough

to somehow penetrate the screen of defensive ships, he still had

to contend with a planet that was mostly wasteland. If the harsh

winds and jagged surface weren't discouraging enough,

burrowing through the planet's ice shelves were enormous

worms with voracious appetites and ill tempers.

The few Mygeeto cities that dot the reflective surface are

sunken into the crystalline surface. Drawing power by

synthesizing specific crystal breeds, the cities are built around

enormous capacitor towers that store and distribute energy. The

cities serve to administer the crystal mines, but also are vaults

for the Banking Clan's most security-conscience clients. As

home to the Confederacy's deepest coffers, Mygeeto became a

prime target during the early years of the Clone Wars.

H I S T O R YA frigid world of crystallized ice, Mygeeto was a major holding

of the InterGalactic Banking Clan that became a battle site

during the early years of the Clone Wars. General and Jedi

Master Kit Fisto and Commander Serra Keto led the Galactic

Marine clone troopers in extended urban fighting amid the

ultramodern towers of a major Mygeeto city. The blistering

cannonades and laserfire of towering Separatists tri-droids and

Republic artillery carriers reduced much of the city and

crystalline landscape into rubble, polluting the icy winds with a

persistent pall of gray ash.

P E O P L EThe most common race on Mygeeto are the Muun. This tall,

thin, humanoid race is native to the planet Muunilinst. Their

skulls were elongated and thin, with a tall brain cavity and

drooping cheekbones. Their large hands were tipped with

equally long fingers. The skin of the average Muun is a pasty-

white color, the result of living indoors and underground for

much of their lives. A Muun's internal organs were perhaps

most noted for the fact that each Muun has three hearts. They

later found the material rich planet and started to colonize there.

L O C A T I O N S

T H E C R Y S T A L C A V E S

The Numerous caves on Mygeeto are home of some of the finest

crystals in the galaxy. Most are used for ore in materials while

other is used for jewelry. Some of the least known crystals

happen to be the most worthy. For hundreds of years the Jedi

tried to use crystals from Mygeeto, but the planet is firmly under

the control of the IGBC.

K R E E T O G O

The Capital city of Mygeeto is also the major Starport on the

planet. All trading and Travel comes though this huge main city.

The IGBC has a secondary Base of Operations here; the main

base is on Muunilist.

New Material: MygeetoCrystalAvailability: Rare, restricted.

Weight: .5 kg

Price: +70% to object’s price.

Damage Reduction: 10

Wound Points: 10 per cm of thickness

Hardness: 10

Special Properties: When used properly these crystals can be

used for lightsabers. This gives the weapon a +1 to Damage.

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N E W C R E A T U R E S / S P E C I E S

C R Y S T A L W O R M

The huge “digger” worms as many locals call them are the only

surviving creatures on Mygeeto. The Muun decided to keep

them alive because they made mining easier and caves would

constantly be created. They are very dangerous though and that

entire venture into the caves without the right firepower can be

in trouble…big trouble.

Species Traits

Damage Reduction Crystal Worms ignore the first 5 wound

points

Swallow Whole Crystal Worms can Swallow a Medium sized

Being or Creature on a successful grapple check as a free action

Dark Vision The Crystal Worm can see up to 20 meters in total

darkness

Crystal Worm: Huge Predator 8; Init +4: Defense 15 (+5

Natural) DR 5 ;Speed 12m: VP/WP 49/54 Atk +8/+3 Melee

(2d8 Bite) or +8/+3 ( 1d6 Slam); SQ: Damage Reduction 5,

Swallow Whole, Dark Vision; SV Fort+9 Ref+3 Will+8; SZ H

;Face/Reach 8m by 8m/8m; Str 30 Dex 10 Con 27 Int 4 Wis 11

Cha 10 .Challenge Code E.

Skills: Intimidate +9, Listen +8, Move Silently -5, Spot +9

Feats: Improved Initiative, Power Attack

A L L I E S A N D A D V E R S A R I E S

M I N I N G D R O I D S

Instead of using valuable organic beings, the Muun use cheap

droids to dig out the raw materials of the Mygeeto caves. While

very good in their service they are also very capable of fighting

back if the situation arises.

Mining Droid: Walking Expert 4/Thug 4; Init +0; Defense 13

(+3 Class); Speed 8m VP/WP 0/12; Atk +7 Melee (1d3) or +7

Ranged (3d6 Blaster Pisto)l; SV Fort+5 Ref+2 Will+5; SZ M;

Face Reach 2m by 2m/2m; Rep+0, Str 10 Dex 14 Con 12 Int 14

Wis 10 Cha 10. Challenge Code B.

Equipment: Environmental Compensator [Cold],

Improved Sensor Package, Infrared Vision, Tool Mount (x2),

Weapon Mount, Blaster Pistol, Welding Laser/Cutting Torch

Skills: Climb+6, Jump +4, Repair +3

Feats: Ambidexterity, Skill Emphasis [Climb], Weapon

Proficiency [Simple, Blaster Pistols]

Cost: 2,100 Credits

A D V E N T U R E H O O K SHere are some adventures for everyone to enjoy. Some

adventures, though, are interconnected into Super adventures,

and have been broken up to allow side adventures, or as I like to

call it “tangent adventures”, that may occur because of the

adventure.

S M O K E A N D M I R R O R SThe Separatists are preparing for a major assault on the Core.

But, Core worlds are heavily defended, so a full assault will

prove to be costly and demoralizing. Commander Czar, on

request of the reclusive General Grievouus, asks the heroes for

help. He needs them to jump into the Coruscant System, in a

space transport provided for them by the CIS, and scout the

world for a possible assault. The heroes will be captured when

they enter the system, and will be interrogated. CIS techies will

leave behind incriminating evidence to make it look as though

the heroes are a scouting force for the CIS. When they are

interrogated, they will have to beat a DC of 40 against

intimidation, or else they will tell their mission. That is what

Czar and Grievous are hoping for. Once the interrogation on all

of the heroes is complet, Separatist agents will rescue the

heroes, sealing the deal. When the heroes return back to

Separatist space, they will find out that the Republic was

soundly defeated at Duros. Czar will congratulate the heroes for

their part, saying that they were crucial in the capture of Duros.

Czar will also reward the heroes an appropriate amount of

credits for a job well done.

C R Y S T A L H U N T I N G

A d v e n t u r e H o o k b y J e d i R a n g e r

Jedi or not, the hunt for Mygeeto crystals is a worthy adventure.

Rumors of unguarded caves full of rich and powerful crystals are

waiting to be discovered. Watch out for the Crystal Worms and

Mining Droids!

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It is a time of endless war, as the Republic strike hard at the

Separatist. With partial success, it seems Palpatine’s dark

dreams will come to fruition. But as times turn dark, a bright

light emerges. A new Order is rising to help bring balance to the

force, led by Anakin Skywalker. But a darker force is also

emerging, as two clones rise up to take the mantle of Sith under

their master, Darth Sidious. By the years end, though, the

Separatists finally strike back.

T I M E L I N E O F T H E

, P T . 4ABN – After the Battle of Naboo

1 2 A B N

I In a series of lightning strikes, the Grand Army

of the Republic is able to repel Separatist clone

forces from several worlds within the Core,

Colonies, and Inner Rim. There is heavy loss of

life on both sides.

I Martial Law is declared on all remaining

Republic worlds.

I The clone facility on Faa has perfected its clone

facilities to produce fully mature clones within a

year and secretly informs Chancellor Palpatine

that they are ready for mass production.

I Anakin Skywalker secretly enters the Jedi

Temple. He is drawn to the Jedi Archives to a

rarely used portion of the Jedi library. There he

finds an ancient holocron that seemingly and

inexplicably has drawn Anakin to it. The

holocron's gatekeeper, through telepathy tells

Anakin that the Jedi have lost their way, and

because he is the Chosen One, it is Anakin's

duty to rebuild what was lost. Anakin then

contacts each of the former Jedi and arranges

for them to meet him on the planet Dantooine.

There he will give them each a new purpose

from the will of the Force, a new order - The

Bendu.

I Asajj Ventress, now known to her master as

Darth Tyranus, secretly arrives on Faa, and with

the help of a duplicitous member of Ko Sai’s

staff, deposits her stash of Qui-Gon Jinn and

Anakin Skywalker’s hair sample and a copy of

their brain scans, in order to create clones for

her master. During the cloning process, Assaj

introduce Sith teaching within the flash-

learning program. Upon their completion, the

Qui-Gon and Anakin clones are spirited away to

Thule, in order to indoctrinate them fully into

the Sith.

I The Galactic Senate votes to give Chancellor

Palpatine more and more powers, so that he is

effectively dictator in everything but name.

I Separatist forces, stinging from their recent

losses of territory, renew an effort to retake

those lost worlds.

I It is announced that Queen Amidala is pregnant.

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N E W C O R E C L A S S :B E N D U D I S C I P L EBy will of the Force, Anakin Skywalker is drawn to the Jedi

Archives - to a rarely used portion of the Jedi library. There he

finds an ancient holocron that seemingly and inexplicably has

drawn Anakin to it. The holocron's gatekeeper, through

telepathy tells Anakin that the Jedi have lost their way, and

because he is the Chosen One, it is Anakin's duty to rebuild what

was lost.

Through many hours of meditation, Anakin comes to one

conclusion; he will build a new Force tradition. This new Force

Tradition, which he names after the original tenets of the Jedi

Order, focuses upon the Unifying Force - there is no all-

consuming Dark Side to the Force: there is only the Dark Side of

oneself.

E X P L O I T SThe Bendu Disciple uses all his options to bring about the will of

the Force. He does not see the Force as being neither Light nor

Dark, he see the Force as One. Overall, the Disciple works to

show the Jedi of what they have diverted from, and return to

what is the truth of the Force.

C H A R A C T E R I S T I C S

A Bendu disciple's strength flows from the Force, granting him

special powers. This character often masters the ability to feel

and alter the Force within himself and others, as is typified by

the Alter feat.

V I T A L I T Y

Bendu Disciples gain 1d10 vitality points per level. The

character's Constitution modifier applies.

C L A S S S K I L L S

Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int),

Craft* (Int), Intimidate (Cha), Jump (Str), Knowledge* (Int),

Pilot (Dex), Read/Write Language, Sense Motive (Wis), Speak

Language, Treat Injury (Wis), Tumble (Dex), plus all Force

Skills.

*This skill actually encompasses a number of unrelated skills. Each time this

skill is learned, a specific category must also be chosen. Examples include Craft

(droids), and Knowledge (Jedi Lore).

Skill Points at 1st Level: (5 + Int modifier) x 4

Skill Points at Each Additional Level: 5 + Int modifier

C L A S S F E A T U R E SAll of the following are to be considered class features.

S T A R T I N G F E A T S

Bendu Disciples begin play with the following Feats:

Exotic Weapon Proficiency (lightsaber)

Force-Sensitive*

Weapon Group Proficiencies (blaster pistols, primitive

weapons, simple weapons)

*This feat has associated Force skills. These associated Force

skills are class skills for this character class due to the possession

of this feat.

F O R C E T R A I N I N G

The Bendu Disciple gains a bonus Force feat at 1st, 2nd and 4th

Level. This bonus Force feat must be selected from the following

list.

Alter*, Control*, Sense*

*Once one of these Force feats is selected, its associated Force

skills become class skills for the character.

D E F L E C T ( D E F E N S E )

A Bendu Disciple learns to deflect blaster bolts and other

projectiles with his lightsaber, thereby providing a dodge bonus

to Defense against such attacks. You must be carrying an

activated lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Bendu

Disciple a move action in his next round. The Bendu Disciple

must indicate that he is using deflect (defense) when an

opponent declares an attack against him but before any attack

rolls are made. When used in this fashion, the Bendu Disciple

gains the dodge bonus against all ranged attacks directed at him

in the round.

Era NotesThe Bendu Disciple is a new Force Tradition that draws on the

original tenets of the Jedi Order. It is unknown what effect of

this new tradition will have on other Force traditions.

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Each time the Bendu Disciple gains deflect (defense), it

provides a +1 dodge bonus to Defense when he uses a lightsaber

to block ranged attacks. Deflect (defense) can also be used in

conjunction with total Defense for even greater protection,

providing the dodge bonus for deflecting the attack, and the +4

dodge bonus granted by using total defense.

D E F L E C T ( A T T A C K )

A Bendu Disciple learns to deflect blaster bolts with his

lightsaber to redirect the attack back toward a target within one

range increment of the Jedi's position. The type of blaster used

against the Bendu Disciple governs the range increment. You

must be carrying an activated lightsaber to use this special

ability.

Deflecting and redirecting an attack is a reaction that costs

the Bendu Disciple a move action in his next round. The Bendu

must indicate that he is using deflect (attack) when an opponent

declares an attack against him but before any attack rolls are

made. Both deflect (defense) and deflect (attack) can be used

together in the same round; however, the Bendu Disciple can

decide to forego the Defense bonus in order to receive a better

chance at redirecting the attack.

The Bendu Disciple can deflect and redirects a number of

attacks equal to 1/2 his Bendu level, rounded up. The redirected

attack must miss the Bendu by 5 or less; any attack that hits the

Bendu or misses by 6 or more cannot be redirected. If the Bendu

can redirect the attack, the Bendu immediately rolls an attack

using his lightsaber attack bonus and applies a -4 penalty. If the

attack is high enough to hit, the redirected attack deals damage

to the target (the type of blaster determines the amount of

damage dealt). Each time the Bendu gains deflect (attack), the

penalty associated with the redirected attack is lessened by one.

D E F L E C T ( E X T E N D D E F E N S E A N D A T T A C K )

At 5th level, the Bendu Disciple learns to extend her defensive

and offensive deflection skills to others within 2 meters of his

position. You must be carrying an activated lightsaber in order

to use this special ability.

Now the Bendu can provide a dodge bonus to anyone within

2 meters of his position, and he can deflect and redirect ranged

Table 4—1: Bendu DiscipleLevel Base Attack

BonusFortSave

RefSave

WillSave Special Defense

BonusReputation

Bonus

1st +1 +2 +2 +1 Force training, deflect (defense +1), resist Dark Side +1 +3 +0

2nd +2 +3 +2 +3 Force training +4 +1

3rd +3 +3 +2 +3 Deflect (attack -4) +4 +1

4th +4 +4 +2 +4 Force training +4 +2

5th +5 +4 +3 +4 Deflect (extend defense and attack) +5 +2

6th +6/+1 +5 +3 +5 Increase lightsaber damage, resist Dark Side +2 +5 +2

7th +7/+2 +5 +4 +5 +5 +3

8th +8/+3 +6 +4 +6 Bonus Feat +6 +3

9th +9/+4 +6 +4 +6 +6 +3

10th +10/+5 +7 +5 +7 Deflect (defense +2) +6 +4

11th +11/+6/+1 +7 +5 +7 Bonus Feat, resist Dark Side +3 +7 +4

12th +12/+7/+2 +8 +6 +8 Increase lightsaber damage +7 +5

13th +13/+8/+3 +8 +6 +8 Deflect (attack -3) +7 +5

14th +14/+9/+4 +9 +6 +9 +8 +5

15th +15/+10/+5 +9 +7 +9 Deflect (defense +3) +8 +6

16th +16/+11/+6/+1 +10 +7 +10 Bonus Feat, resist Dark Side +4 +8 +6

17th +17/+12/+7/+2 +10 +8 +10 Deflect (attack -2) +9 +6

18th +18/+13/+8/+3 +11 +8 +11 Increase lightsaber damage +9 +7

19th +19/+14/+9/+4 +11 +8 +11 +9 +7

20th +20/+15/+10/+5 +12 +9 +12 Bonus feat +10 +7

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attacks made against anyone within 2 meters of his position. All

rules regarding deflect (defense) and deflect (attack) apply; the

result of this is that the Bendu may extend this ability in order to

help those nearby.

I N C R E A S E L I G H T S A B E R D A M A G E

Each time the Bendu gains increased lightsaber damage, the

weapon's damage increases by +1d8. This bonus stacks with

any damage increases gained from other classes.

R E S I S T D A R K S I D E

At 1st, 6th, 11th, and 16th levels, the Bendu Disciple receives a

+1 Force bonus to resist the Dark Side's pull. In instances when

a character is required to make a saving throw, the bonuses that

resist Dark Side provides is added to any attribute modifier

bonus, otherwise, resist Dark Side may be added to any opposed

die rolls, should the Bendu Disciple be targeted by a Dark Side

skill that a saving throw does not require. This bonus is not

cumulative with each successive improvement.

B O N U S F E A T

At 8th, 11th, 16th and 20th Levels, the Bendu Disciple gains a

bonus feat. This feat must be selected from the following list:

Acrobatic, Alertness, Athletic, Attuned, Aware, Cautious,

Combat Reflexes, Compassion, Expertise, Mettle, Power

Attack, Quickness, Toughness, Trustworthy, and Weapon

Finesse.

C R E D I T S

A 1st-Level Bendu Disciple starts play with 1d6 x 300 credits.

N E W P R E S T I G EC L A S S : B E N D UW A R R I O R

V I T A L I T Y :

The Bendu Warrior gains 1d10 Vitality Points per level plus any

Constitution modifier.

R E Q U I R E M E N T S :

Base Attack Bonus: +6

Skills: Battlemind 6 ranks, Tumble 6 ranks

Feats: Force Sensitive, Control, Sense, Alter

Special: Bendu Disciple 1st Level

C L A S S S K I L L SBalance (Dex), Craft* (Int), Intimidate (Cha), Jump (Str),

Knowledge* (Int), Listen (Wis), Move Silently (Dex), Spot

(Wis), Treat Injury (Wis), Tumble (Dex), plus all Force skills.

*This skill actually encompasses a number of unrelated skills. Each

time this skill is learned, a specific category must also be chosen.

Examples include Craft (droids), and Knowledge (Jedi Lore).

Skill Points: 4 + Int Modifier

C L A S S F E A T U R E S :

B O N U S C O M B A T F E A T

At 1st, 4th and 8th Levels, the Bendu Warrior receives a bonus

combat feat. This bonus feat must be selected from the following

list:

Table 4—2: Bendu WarriorLevel Base Attack

BonusFortSave

RefSave

WillSave Special Defense

BonusReputation

Bonus

1st +1 +2 +2 +0 Bonus Combat Feat, Deflect (defense +1) +3 +0

2nd +2 +3 +3 +0 Increase Lightsaber Damage (+1d8) +3 +1

3rd +3 +3 +3 +1 Deflect (attack -4) +4 +1

4th +4 +4 +4 +1 Bonus Combat Feat +4 +2

5th +5 +4 +4 +1 Increase Lightsaber Damage (+1d8), improved resist Dark Side +4 +2

6th +6 +5 +5 +2 Deflect (extend defense and attack) +5 +3

7th +7 +5 +5 +2 +5 +3

8th +8 +6 +6 +2 Bonus Combat Feat, Deflect (defense +2) +6 +4

9th +9 +6 +6 +3 Increase Lightsaber Damage (+1d8) +6 +4

10th +10 +7 +7 +3 Deflect (attack -3), improved resist Dark Side +6 +5

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Advanced Martial Arts, Ambidexterity, Defensive Martial

Arts, Exotic Weapon Proficiency, Improved Critical, Improved

Disarm, Improved Martial Arts, Two-Weapon Fighting,

Weapon Focus, and Weapon Finesse.

D E F L E C T ( D E F E N S E )

A Bendu Warrior learns to deflect blaster bolts and other

projectiles with his lightsaber, thereby providing a dodge bonus

to Defense against such attacks. You must be carrying an

activated lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Bendu

warrior a move action in his next round. The Bendu warrior

must indicate that he is using deflect (defense) when an

opponent declares an attack against him but before any attack

rolls are made. When used in this fashion, the Bendu warrior

gains the dodge bonus against all ranged attacks directed at him

in the round.

Each time the Bendu warrior gains deflect (defense), it

provides a +1 dodge bonus to Defense when he uses a lightsaber

to block ranged attacks. Deflect (defense) can also be used in

conjunction with total Defense for even greater protection,

providing the dodge bonus for deflecting the attack, and the +4

dodge bonus granted by using total defense.

D E F L E C T ( A T T A C K )

A Bendu Warrior learns to deflect blaster bolts with his

lightsaber to redirect the attack back toward a target within one

range increment of the Jedi's position. The type of blaster used

against the Bendu warrior governs the range increment. You

must be carrying an activated lightsaber to use this special

ability.

Deflecting and redirecting an attack is a reaction that costs

the Bendu Warrior a move action in his next round. The Bendu

must indicate that he is using deflect (attack) when an opponent

declares an attack against him but before any attack rolls are

made. Both deflect (defense) and deflect (attack) can be used

together in the same round; however, the Bendu Disciple can

decide to forego the Defense bonus in order to receive a better

chance at redirecting the attack.

The Bendu warrior can deflect and redirect a number of

attacks equal to 1/2 his Bendu level, rounded up. The redirected

attack must miss the Bendu by 5 or less; any attack that hits the

Bendu or misses by 6 or more cannot be redirected.

I M P R O V E D R E S I S T D A R K S I D E

At 5th and 10th levels, the Bendu Warrior receives an additional

+2 Force bonus to resist the Dark Side's pull. In instances when

a character is required to make a saving throw, the bonus that

improved resist Dark Side provides is added to any attribute

modifier bonus, otherwise, resist Dark Side may be added to any

opposed die rolls, should the Bendu Disciple be targeted by a

Dark Side skill that a saving throw does not require. This bonus

is cumulative with any prior resist Dark Side special qualities.

I N C R E A S E L I G H T S A B E R D A M A G E

Each time the Bendu gains increased lightsaber damage, the

weapon's damage increases by +1d8. This bonus stacks with

any damage increases gained from other classes.

D E F L E C T ( E X T E N D D E F E N S E A N D A T T A C K )

At 6th level, the Bendu Warrior learns to extend her defensive

and offensive deflection skills to others within 2 meters of his

position. You must be carrying an activated lightsaber in order

to use this special ability.

Now the Bendu can provide a dodge bonus to anyone within

2 meters of his position, and he can deflect and redirect ranged

attacks made against anyone within 2 meters of his position. All

rules regarding deflect (defense) and deflect (attack) apply; the

result of this is that the Bendu may extend this ability in order to

help those nearby.

N E W P R E S T I G EC L A S S : B E N D UM A S T E R

V I T A L I T YBendu Master gains 1d8 Vitality plus Constitution modifier per

level .

R E Q U I R E M E N T SBase Attack Bonus: +10

Skills: Farseeing 10 ranks, Telepathy 10 ranks

Feats: Force-Sensitive, Control, Sense, Alter

Special: 10 Bendu Class Levels (Disciple or Warrior)

C L A S S S K I L L S

Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy

(Cha), Gather Information (Cha), Intimidate (Cha),

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Knowledge* (Int), Read/Write Language, Sense Motive (Wis),

Speak Language, plus all Force skills.

*This skill actually encompasses a number of unrelated skills. Each

time this skill is learned, a specific category must also be chosen.

Examples include Craft (droids), and Knowledge (Jedi Lore).

Skill Points: 6 + Int modifier per level

C L A S S F E A T U R E SThe following are the class features of the Bendu Master:

F O R C E M A S T E R Y :

At 1st Level, the Bendu Master gains the Force Mastery feat.

I N C R E A S E L I G H T S A B E R D A M A G E

Each time the Bendu gains increased lightsaber damage, the

weapon’s damage increases by +1d8. This bonus stacks with

any damage increases gained from other classes.

B O N U S F E A T

At 1st, 8th and 10th Levels, the Bendu Master gains a bonus

feat. This bonus feat must be selected from the following list:

Dissipate Energy, Force Mind (Knight Mind, Master Mind),

Lightsaber Defense (Knight Defense, Master Defense), Prolong

Force, and Rage.

Table 4—3: Improved Force SecretS k i l l s b y A r d e n t

Increase the attack roll bonus provided by Battlemind by +1. Grant a +3 bonus to the result of a See Force check.

Increase the interaction bonus gained from Empathy by +1. Decrease the vitality cost of Telepathy by 1.

Improve the bonus that Enhance Ability grants by +1. Increase the DC to resist Battle Influence by 2.

Improve the bonus that Enhance Senses grants by +1. Increase the damage done by Force Light by +2.

Decrease the vitality cost of Farseeing by 1. Improve the bonus granted by Inspire by +1.

Improve the bonus that Force Defense grants by +2. Increase the DC to resist Malacia by 2.

Increase the damage reduction of Force Shield by +1. Increase the DC to avoid Plant Surge by 2.

Grant a +3 bonus to the result of a Force Stealth check Increase the DC to resist Sever Force by 2.

Increase the damage dealt by Force Strike by +1. Increase the damage done by Force Grip by +1.

Decrease the DC of Friendship checks by 2. Increase the damage done by Force Lightning by +1.

Grant a +2 bonus to the healing result of a Heal Another check. Increase the result of any Alchemy check by +3.

Grant a +1 bonus to the healing result of a Heal Self check. Ignore the fatigue normally caused by ending Control Mind.

Increase the Will DC to see through an Illusion by 2. Increase the result of any Drain Knowledge check by +3.

Decrease the DC for Move Object by 2. Increase the DC to resist Transfer Essence by 2.

Table 4—4: Bendu MasterLevel Base Attack

BonusFortSave

RefSave

WillSave Special Defense

BonusReputation

Bonus

1st +0 +0 +1 +2 Force Mastery, Bonus Feat +2 +2

2nd +1 +0 +2 +3 Increase Lightsaber Damage +2 +3

3rd +1 +1 +2 +3 Force Secret +3 +3

4th +2 +1 +2 +4 Superior resist Dark Side +3 +4

5th +2 +1 +3 +4 Increase Lightsaber Damage +4 +5

6th +3 +2 +3 +5 High Force Mastery +4 +5

7th +3 +2 +4 +5 Force Secret +5 +6

8th +4 +2 +4 +6 Bonus Feat +5 +6

9th +4 +3 +4 +6 +6 +7

10th +5 +3 +5 +7 Bonus Feat +6 +7

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F O R C E S E C R E T

At 1st, 3rd and 7th Levels, the Bendu Master discovers a Force

secret. Each time, the Bendu must select a different secret.

S U P E R I O R R E S I S T D A R K S I D E

At 4th level the Bendu Master receives a one-time +4 Force

bonus to resist the Dark Side's pull. In instances when a

character is required to make a saving throw, the bonus that

superior resist Dark Side provides is added to any attribute

modifier bonus, otherwise, superior resist Dark Side may be

added to any opposed die rolls, should the Bendu Master be

targeted by a Dark Side skill that a saving throw does not

require. This bonus is cumulative with any prior resist Dark

Side and improved resist Dark Side special qualities.

H I G H F O R C E M A S T E R Y

At 6th Level, the Bendu Master gains the High Force Mastery

feat.

C A T O N E I M O I D I AS t a t s a n d B a c k g r o u n d I n f o b y G h e n g i s S k a

System/Star: Lorbilan / (Yellow Dwarf);

Type: Terrestrial;

Temperature: Temperate;

Atmosphere: Type I (breathable);

Gravity: Standard;

Terrain: Valleys; Fog-shrouded tree-lined mountains; city-

bridges

Length of Day: 30 standard hours;

Length of Year: 301 standard days; Satellites: 2.

Planet Function: None;

Government: Trade Federation

Tech level: Space;

Major Population: 280,000 Neimodian;

Major Exports: None;

Major Imports: Luxury Goods;

Starports: 5 Stellar class.

Region: Colonies

System/Star: Lorbilan

Name Type Moons

Lorsel Rock 0

Cato Neimoidia Terrestrial 2

Lorbilan Gas Giant 6

Sular Failed Core 0

D E S C R I P T I O NCato Neimoidia, a key world of the Confederacy of Independent

Systems and the Neimoidians who manage the Trade

Federation, is one of the wealthiest worlds in the galaxy. Its

polished skylines are suspended upon gently swaying bridges,

feats of architectural wonder spanning the fog-shrouded valleys

of the mountainous world.

The mountains rise as rocky spires jutting above, lower

forested areas and open planes bellow. The skyscraper-filled

cities lining bowed bridges spanning the enormous gaps caused

many non-Neimodians to give the planet the nickname of

"bridge world”. Far bellow these trestle skyscrapers, were fields

of fungus that the Nemodians harvest and used for many

purposes.

A key "purseworld" of the Trade Federation, Cato

Neimoidia is home to many treasure troves belonging to the

greedy Neimoidians. The opulent interiors of Cato Neimoidia

are stocked with riches, gleaming precious metals, and other

gaudy examples of excess. Cato Neimoidia is the oldest of the

purse worlds and the most exclusive. Only the richest of a very

wealthy culture can live here. The planet itself helps to protect

their troves of treasure; subterranean vaults are guarded by

difficult landscapes and seemingly endless battle droids. Not

wanting to live far from the vaults, yet not trusting anyone to getR y a n B r o o k s

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too close to them, the Neimoidians built bridge cities suspended

above the foggy grottos that hold their treasures.

H I S T O R YAs an ancient spacefaring species, the Neimoidians have

colonized hundreds of worlds. Such planets became the basis of

their riches, as the aggregate resources of their colonial

holdings funneled back to their home world of Neimoidia. Cato

Nemoidia, like many of the planets in the system and those

surrounding Neimodia, were colonized in various waves, as

many of the Neimodians fled Neimodia. They didn’t do it to

escape poverty, war or pollution, they did it for quit the opposite

reason in the case of poverty, they did it because they could

afford to.

The most prestigious of the colonies were the so-called

purse worlds. These were not simply resource-rich planets of to

be strip-mined and exploited they served as administrative

posts, managing their own set of colonies. They alone were

allowed to carry the name of Neimoidia. Among the most

famous of purse worlds were Cato Neimoidia, Koru Neimoidia

and Deko Neimoidia. Cato Nemoidia, Deko Neimoidia, and

Koru Neimoidia are worlds for the rich and pampered, the

worlds where the Nemoidian elite can exercise their greed, and

store the treasures they gain from simpering underlings and

those they trade with.

As worlds of the rich and decadent in Neimoidian culture,

they were the ones that funded the take over of the Trade

Federation several decades before the Battle of Naboo, hoping

to increase trade to the Outer Rim worlds while maintaining an

equitable balance between the poorer worlds of the Rim and

their richer, Core-ward kin. But in the end, all of the Neimoidian

worlds fell during the final days of the Clone Wars. Cato

Neimoidia itself was the site of several major engagements

during the Clone Wars.

During the Republic’s search for the Leaders of the

Separatist then-Supreme Chancellor Palpatine targeted the

worlds of the Separatists to both rob them of their support and

to try to run many of the leaders to ground; in such a move Cato

Neimoidia, Deko Neimoidia and Koru Neimoidia were

captured by the Old Republic's military forces, during the

search for Nute Gunray.

However the Republic was ultimately victorious, securing

the worlds, if just tenuously. Pockets of resistance continued to

flourish in scattered bridge cities, resulting in regular Republic

patrols to quell any uprisings.

P E O P L EThe Neimoidians of Cato Neimoidia, like the Neimoidians of

Neimoidia, resemble the Duros in many physical respects, but

that is the end of the resemblance. They have smooth, greenish

skin and large, red eyes; the cranium is more developed, and

studded with small knobs and bumps. Their mouths are down-

turned, giving them a perpetual frown. They continue the

traditions of the home world, which instill the greed and avarice

in them, the tradition of rearing the young in communal hives

from birth. The harsh conditions of given limited access to food

during grubhood, weeds out the weak: those that can't get food,

quickly die.

More than on Neimoidia, those from planets like Cato

Neimoidia, are conscious of rank and position. Going above and

beyond the methods developed on the home worlds are a way to

increase status. In addition to the elaborate headdresses, and

clothing giving indicators of rank and status, property held on

worlds like Cato Neimoidia are a sure way to higher acclaim.

The larger the building, with more floors and stuff in it, the more

prestigious showing of status and wealth, to the point that in the

final days of the Clone wars, Nute Gunery couldn’t stand to have

the possibility of losing any possessions because he would have

lost rank and position, that he risked a Republic attack force to

gather his treasures.

L O C A T I O N S

D E K O A N D K O R U N E I M O I D I A

These three Neimoidian worlds were the targets of massive

assaults during the final days of the Clone Wars, Cato, Deko and

Koru Neimoidia. Each was Neimoidian purse-world, funneling

vast amounts of revenue into the coffers of the Trade Federation

during the height of the Clone Wars. Each was a pampered

organizational hub that when it fell would topple many other

planets in the Neimoidian sphere of influence. Not only was

each a hub of control, they were important in Neimoidian

society playing key roles in the war effort. Cato Neimoidia and

Koru Neimoidia produced foodstuffs, Cato in the form of the

Nutritive fungus, and Koru in the form of a meat paste,

developed from many of the insects they used as well. Deko

Neimoidia was a direct off shoot of much of the Neimoidian

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culture producing droids, droid parts, and technology. All there

worlds were captured at the end of the clone wars by Republic

military forces, during the search for Nute Gunray. Later the

riches and complexes were used for the advancement of the

Empire.

F U N G U S F A R M

The lowest levels of many buildings in general Neimoidian

architecture, and on Cato Neimoidia they were built within the

tall mountains to keep them underground, allowing for stable

temperatures. These fungus farms were where the nutritive

fungus was grown, that is feed to the Neimoidian grubs as food,

as well as for export to fill the Neimoidian and thus the Trade

Federations coffers. The farms composed multiple levels of a

complex, from rooms just for the storage of the processed

fungus, to areas for the processing, as well as areas were it grew

on the Manax plants, and areas for storage to support areas for

the harvester droids, and the beetles that brought in the plant

material. Almost all of the work is done in the area by droids not

just because the e Neimoidians are by nature lazy, but because

of the high content of spores released within a fungus farm can

have bad effects. Some species are deathly allergic while others

like humans become disoriented from inhaled spore. There are

immense rooms that take up whole levels of buildings that are

occupied by just the fungus growing on the Manax compost.

M A N A X G R O V E

The Manax fruit tree is a native to Cato Neimoidia, and is used

extensively in the production of the nutritive fungus paste that

was exported from Cato Neimoidia. Harvester beetles would cut

down the trees, and bring them back into the fungus farms

where the leaves and bark were stripped off and composted to be

the used as a growth medium for the fungus. The fruits were

harvested as well and sold when in season to get as much out of

the groves as possible.

N E W T E C H N O L O G Y

F U N G U S S P O R E S

The Spores in a Fungus farm can be very thick in the air of

certain levels of the Neimoidian buildings. Species that enter

those areas and are affected by the spores have a number of

drastic effects.

When inhaled the spores act like a mild poison or possible a

deadly poison to some species. Any creature exposed to the

spores can be affected for 10 minutes after inhalation, any round

in which they encounter the spores they must make a Fortitude

DC 16. For each additional round of exposure the DC raises by 1

until affected or they no longer exposed to the spores. If the save

fails for a sensitive species (such as humans) they take initial

damage 1d4 Intelligence and 1d4 Wisdom damage. Secondary

damage consists of hallucinations. The game effects of

hallucination being negatives to all d20 bases roles, every roll

the character attempts for the next 10 minutes suffers a -6. In

other species in which the spores are toxic the damage is instead

initial 2d6 and secondary 2d6 Constitution.

For the GM: The following sections are intended for the GM only;

if you are a Player Character please stop reading.

N E W C R E A T U R E S / S P E C I E S

N E I M O I D I A N H A R V E S T E R B E E T L E

An insect native to Cato Neimoidia, these huge beetles many

being over five-meters in length, they have four stout legs, spine

covered carapace, flat heads with huge jaws, and long looping

antennae. The beetles were employed in the making of the

Nutritive fungus, bred to work almost nonstop, as long as the

hives food supplies were low, the beetles would go out, and

harvest from the Manax grooves, depositing the harvest which

was spirited away by droids, to be processed into compost. As

long as the complex in the beetle hive was never filled, the

beetles would continue to harvest: Harvesting was

accomplished with the jaws that are used to cut down trees and

grains that are then placed on the backs of the beetles. A whole

swarm would take turns cutting, moving across a field, cutting

and depositing its harvest on it be back. The spines keep the

plant material from falling off of the beetle as it moved through

a grove or field. Once beetles had a full load it would return to

the nest and unload its harvest, going back out again.

Neimoidian Harvester Beetle: Adult Forest, Vermin 3; Init -1

(-1 Dex); Def 18 (-1 Dex, -2 Size, +10 Natural, +1 Templates);

Spd 12 m; VP/WP 26/34; Atk +4 or -1 melee (2d6+4, crit 20,

bite), -1 ranged (by weapon); SQ Antenna, Dark vision (20m),

Insectoid, Pheromone communication; SV Fort +6, Ref +2, Will

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+3; SZ H; Face/Reach 4 m by 15 m/2 m; Str 19, Dex 9 , Con 17,

Int 1, Wis 15, Cha 3.

Skills: Climb +9, Hide -9, Listen +6, Search +8, Spot +4 ,

Survival +6.

Feats: Skill Emphasis (Search)

Antennae – The sensitive antennae give the Beetles a +4 on

search checks.

Insectoid - this creature has no discrete anatomy when it suffers

wound point damage; it is not required to make a fortitude save,

and is not considered fatigued - it is immune to critical hits.

Pheromone communication – Harvester beetles have a

pheromone communication system, where they can almost

instantly transfer information from one to another.

N E I M O I D I A N H A R V E S T E R S O L D I E R B E E T L E

A larger more aggressive version of the Harvester Beetle, the

spines on its back were much reduced, but its mandibles were

over developed. The Soldier beetles guarded the swarms of

harvesters, using the antennae; they would direct the swarm

and give commands. The antennae of the soldiers as well as

those on the harvester exuded and decoded powerful

pheromones. They could respond the signals given off by a

wounded harvester, and send out pheromones to calm, or excite

the harvesters or other soldiers. They controlled the orders for

stopping and starting the harvest cycle and mush of the friend or

foe recognition within the swarm. When the Republic took Cato

Neimoidia the soldier beetles were used as infantry against the

Grand Army of the Republic.

Neimoidian Harvester Soldier Beetle: Adult Forest, Vermin

3/Predator 2; Init +3 (-1 Dex, +4 Bonus); Def 23 (-1 Dex, -2

Size, +10 Natural, +6 Templates); Spd 12 m; VP/WP 39/34; Atk

+1 ranged (by weapon), +10 or +5 melee (2d10+5, crit 20, bite);

SQ Armored, Dark vision (20m), Insectoid, Pheromone

communication; SV Fort +9, Ref +5, Will +3; SZ H; Face/Reach

4 m by 15 m/2 m; Str 21, Dex 9, Con 17, Int 1, Wis 15, Cha 3.

Skills: Climb +10, Handle Animal +2, Hide -9, Listen +6 ,

Search +1, Spot +4, Survival +6.

Feats: Improved Initiative, Weapon Focus (Bite)

A L L I E S A N D A D V E R S A R I E S

N E I M O I D I A N H O M E D E F E N S E L E G I O N S

During the Clone Wars, the Neimoidian Home Defense Legions

doubled their conscription rate, and called up all reservists for

active protection of Neimoidia and her purse worlds. As such,

the gently swaying bridge-cities became filled with Neimoidian

tanks, mansions became billeted with soldiers and gunners, and

polished skyscrapers and gilded towers were studded with anti-

star fighter emplacements.

Neimoidian Home Defense Legion: Adult Male Neimoidian,

Thug 3; Init +1 (+1 Dex); Def 12 (+1 Dex, +1 Class); Spd 8m

(Armor); VP/WP -/12; Atk +2 melee (1d3-1, punch), +4 or

+0/+0 ranged (3d8, crit 19-20, Blaster [Rifle]); SQ SV Fort +4,

Ref +2, Will +3; SZ M; FP: 0; Rep: +0; Str 9, Dex 13, Con 12 ,

Int 12 , Wis 14, Cha 9.

Equipment: Battle armor [Medium] (Damage Reduction:

5), Blaster [Rifle]

Skills: Appraise +3, Balance -4, Bluff +1, Climb -6 Escape

Artist -4, Hide -4 Intimidate +4, Jump -4, Knowledge (World

lore (Neimodidia)) +3, Move Silently -4, Pilot +3, Profession

(Soldier) +5, Read/Write Neimoidian, Read/Write Pak Pak,

Ride +3, Speak Neimoidian, Speak Pak Pak, Swim -6, Treat

Injury +3

Feats: Armor Proficiency (light, medium), Weapons Group

Proficiency (blaster pistols, blaster rifles, vibro weapons)

F E L U C I AS t a t s a n d B a c k g r o u n d I n f o b y G h e n g i s S k a

System/Star: Feluc / (Yellow Dwarf);

Type: Terrestrial;

Temperature:; Moist, Hot

Atmosphere: Type I (breathable);

Diamater: 12671 km

Gravity: Standard (1.19g);

Terrain: Forest of Fungus, Mountains

Length of Day: 19 standard hours;

Length of Year: 311 standard days;

Function: Palatial Retreat

Government: Corporate

Type: Terrestrial

Day length 32 hours,

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Days in year: 226,

Satellites: 1

Population: 80000,

Starports: 2 Stellar class,

Planet Function: None;

Government: Corporate;

Tech level: Space;

Major Population: 280000 Gossam;

Major Exports: None;

Major Imports: Luxury Goods;

Region: Outer Rim

System/Star: Feluc

Name Type Moons

Noglor Hot House 0

Felucia Terrestrial 1

Jurseltro Arid 0

Jumphinonwat Gas Giant 8

D E S C R I P T I O N

Felucia is a world teeming with fungal life-forms, and immense

primitive plants. Much of the planet has a fetid, humid

landscape overgrown by forests of bizarre wilderness. Much of

the native of the life on Felucia are partially or completely

translucent; they color the sunlight as the beams of it penetrate

their skin. Beneath the hazy canopies of the enormous pitcher

plants and leafy growths is a surreal color-drenched landscape.

Felucia is a dense mixture of yellow, blue and green hues,

expressed through exotic vegetation and fungi, including

enormous bottle-like pitcher plants that color the sunlight like a

stained-glass window. It has been described it a "kelp planet"

and a "fungus planet. Native creatures include large grub-like

beetles used as mounts and translucent life forms, like

gossamer-winged birds with flesh like gummy candy.

H I S T O R Y

The Gossams colonized Felucia early in their interplanetary

history, before moving onto larger and more lucrative exploits.

The planet was colonized just before their home world, Castell,

was bought by the Commerce Guild. Many economists

speculate that the rapid colonization activities contributed to

the planet-wide economic depression that struck Castell. When

this happened individuals killed each other for food, jobs, and

passage off-planet. Many that left in that time period traveled to

places like Felucia, or the other Gossam Colonies. However

Felucia was a challenging world to colonize. Many of the

indigenous plants aggressively defend themselves. Sharp barbs,

shooting spores, and poisonous defenses scuttled early attempts

at agriculture. Many left for greener pastures, but for those that

remained, the Gossam colonists carved out a few footholds on

the planet, exploiting its porous crust and expansive arterial

network of underground and surface water circulating around

the planet. This allowed modern water processing to be

concentrated in several key locations, efficiently scrubbing the

waters and ridding it of harmful, naturally occurring impurities.

Deemed too wild to support massive Gossam colonies, Felucia

eventually became an exotic retreat for the wealthy and the

poorly paid citizens that supported their extravagant whims.

Felucia was one of three worlds that were a "triad of evil"

that served as Separatist bastions. Although the planet was

besieged by the Grand Army of the Republic, the Commerce

Guild was able to drive the attack off multiple times. Much of the

planets defenses were based on repelling an Air assault, the

Commerce guild hoping that the terrain, numerous Pinnacle

Mountains and dense flora, would limit a ground campaign.

However in the final stages of the war a second attack was

launched when it was learned that Shu Mai had returned to

Felucia.

R y a n B r o o k s

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P E O P L E

The People of Felucia are strictly divided; you are either one of

the pampered privileged, or almost a slave in service to the rich

and the corporations they control. The Commerce Guild

through Shu Mai firmly held the population in check, with little

independence. There were three main cities of note: Kway

Teow, Har Gau and Niango. If a member of the working class

did not live there, it was huddled in a few scattered townships

founded by escaped workers and fugitive union organizers. The

rich typically had palatial estates removed enough from the

cities to not be bothered by the riff raff, but still close enough to

use its resources. By the time of the Clone Wars, Felucia had a

beleaguered and terrified population, afraid of those that

controlled the planet, and the Republic. Many of the cities were

damaged, and little care was given to the safety of the population

by those from the Commerce Guild, more care was given by the

Jedi who came to take control of the planet, as they were killed

by Order 66 while undertaking an attempt to stop the

Commerce Guild from poisoning the entire population.

L O C A T I O N S

S H U M A I ’ S C O M P O U N D

Though Commerce Guild President Shu Mai called Castell the

planet of her birth, her home was Felucia. She had a sprawling

complex on Felucia, it was a series of domed buildings, built on

a mountain side, and resting on a cliff overlooking a portion of

the dense jungles in the valley bellow with a striking waterfall

and river running along side, just outside the city of Kway Teow.

While the compound was situated in a location with a

spectacular view, it was also a strategic location, high on a cliff

with a narrow roadway leading up to it; infantry would find it

difficult to reach. While it could be taken in an aerial strike, it

was heavily shielded and defended with anti-air guns and

missiles. The compound served as a remote office and private

retreat. Inside this expensive domicile she engineered a spiteful

contingency plan should Felucia ever fall. Natural toxins,

harvested from Felucia's untamed wilderness, were refined and

loaded into pumps in key locations in the water network. If

released, they would quickly course through the waterways to

poison all the cities of Felucia and the surrounding areas,

making the planet a costly and deadly "prize" for the Republic.

N I A N G O M E D I C A L F A C I L I T Y

Niango is one of the few cities on the planet, and because of the

extensive poisonous wildlife and flora, it has one of the best

poison control centers in the Colonies at its Medical Facility.

When the Clone Wars erupted, Felucia was one of the first sites

targeted by the Republic because of the medical facility in

Niango. Nerve toxins used in the war by the Separatists military

were found to have their source as bio-molecules create in the

Niango Medical Center on Felucia. A squad of Clone

Commandos was able to destroy the facility in the first attack on

the planet.

N I G K O E D E T E N T I O N F A C I L I T Y

The Nigkoe Detention center was a civil and military complex

used to house first civil dissidents and criminals from Felucia,

because of the strict control the Commerce guild kept on anyone

not in the elite privileged class the center was state-of-the-art.

The Facility is a small ziggurat like structure, pressed against a

mountain range, at its back for protections, and surrounded by

a large ray and particle field. The complex has multiple cells,

designed to hold multiple species and prisoners. The Cells are

on the middle level; the upper level contains the personnel,

computer clusters, as well as anti air defenses.

F E L U C I A C I T I E S

The Jedi and Republic forces defended three large civilian

centers on Felucia during the war, Har Gau, Jiaozi and Niango.

Shu Mai had set a trap in her complex deciding rather than to

lose the planet to the Republic, she would make it worthless. A

trap that released a deadly toxin into the water supply was set

off; pumping stations at the three civilian centers were targeted

by the Jedi to save the people.

N E W T E C H N O L O G Y

F E R A N A - C L A S S C R U I S E R

Craft: Cygnus Spaceworks' Commerece Guild Ferana-class

Cruiser; Class: Space transport; Cost: 1.09 mCr; Size: Medium

(50m length); Initiative: +2; Crew: 10 (Normal +2);

Passengers: 0; Cargo Capacity: 1,200 Metric tons;

Consumables: 2 Months; Hyperdrive: x1.25 (backup x4);

Maximum Speed In Space: Attack (7 squares/action);

Atmospheric Speed: 1065 km/h (18 squares/action);

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Maneuvers: +2 (+2 crew); Defense: 20 (+10 armor); Hull

Points: 200 (DR 30); Shield Points: 100 (DR 30).

Weapon: Proton Torpedo Launcher [Small] (1); Fire Arc:

Front; Attack Bonus: +2 (+2 crew); Damage: 9d10x2; Range

Modifiers: PB +0, S/M/L N/A.

Weapon: Laser Cannon [Heavy] (2); Fire Arc: Front;

Attack Bonus: +2 (+2 crew); Damage: 4d10x2; Range

Modifiers: PB +0, S -2, M/L N/A.

For the GM: The following Sections are intended for the GM only,

if you are a Player Character please stop Reading.

A L L I E S A N D A D V E R S A R I E S

G O S S A M C O M M A N D O S

The rest of the population at the height of the Clone Wars is in

the form of Gossam Commandos. The Commandos are an all

Gossam Military unit originally based on the planet Castell, they

were dispatched to the planets like Moorja and Felucia to protect

the facilities there

Gossam Commando: Adult Male Gossam, Thug 3/Soldier 1;

Init +3 (+3 Dex); Def 16 (+3 Dex, +2 Class, +1 Size); Spd 6m;

VP/WP 6/15; Atk +5 melee (1d2, punch), +8 or +4/+4 ranged

(3d6, Blaster [Pistol]), +9 or +5/+5 ranged (3d8, crit 19-20,

Blaster [Rifle]); SQ +1 bonus on attack and damage rolls with

ranged weapons, for targets with 10m.; SV Fort +6, Ref +4, Will

+2; SZ S; FP: 0; Rep: +0; Str 11, Dex 17, Con 12, Int 13, Wis 12

, Cha 12.

Equipment: Blast vest and Helmet (Damage Reduction: 2),

Blaster [Pistol], Blaster [Rifle], Field Kit (Contains 2x

condensing canteens with water purification, 1x sunshield roll,

1x week's worth of food rations, 2x glow rods, 2x breath masks,

24x filters, 12x atmospheric canisters, and an all-temperature

cloak.), Utility Belt (Contains 3 days rations, 1x Medpac, 1x

Tool kit, 1x Power pack, 1x Energy Cell, 1x Glow rod, 1x

Comlink, Couple Empty Pouches)

Skills: Balance +2, Climb +1, Computer Use +2, Diplomacy

+5, Escape Artist +2, Hide +6, Intimidate +5, Jump +1, Move

Silently +2, Pilot +4, Profession +4, Read/Write Gossam, Ride

+9, Speak Gossam, Swim +1, Treat Injury +3.

Feats: Armor Proficiency (light), Point Blank Shot,

Toughness, Weapon Focus (Blaster [Rifle]), Weapons Group

Proficiency (blaster pistols, blaster rifles, heavy weapons, vibro

weapons)

N E W C R E A T U R E S / S P E C I E S

G O R R E N T H

Large bipedal reptilian creatures, used as mounts on Felucia,

they had small beady eyes set in splayed heads, and large floppy

ears. They are beasts of burden and a primary food supply. They

have long arched necks, and curved hunched backs. Small

mouths allow them to quietly and diligently eat many of the

large plants. Their white coloring helps to protect them from the

UV in the atmosphere.

Gorrenth: Adult Forest, Herd Animal 3; Init +0 (+0 Dex); Def

13 (+0 Dex, -1 Size, +4 Natural); Spd 16 m; VP/WP 24/20; Atk

+0 ranged (by weapon), +2 or -3 melee (1d4+2, crit 20, bite), +2

or -3 melee (1d4+2, crit 20, slam); SQ Domesticated; SV Fort

+10, Ref +1, Will -1; SZ L; Face/Reach 2 m by 4 m/2 m; Str 15,

Dex 11, Con 20, Int 2, Wis 10 , Cha 6.

Skills: Hide -4, Listen +8, Search -3, Spot +8, Survival +1.

Feats: Alertness, Resist Poison

Gelagrubs

The Gelagrub is a native gelatinous larva-like ground beetle with

a semi-translucent skin. These 4 Meter long and about 2 meter

tall insects are the Larval stage of the Gelagrub The Gelagrubs

are most docile and easily domesticated during the larval stage,

and are used by the Gossam colonists as mounts. They are strict

Herbivores eating the native plant life they are able to

metabolize UV-filtering chemicals from the flora, and distribute

them to subdermal ducts, this protects the grub from the Power

full rays of the sun. As such, the gelagrubs are constantly eating,

maintaining its natural sunscreen in the process. When a

gelagrub pupates and emerges as a hard-shelled ground beetle,

its carapace is brilliantly reflective, bouncing back the worst of

the sun's rays. The sunlight that drenches Felucia in golden

energy has more intense concentrations of ultraviolet radiation

than most habitable worlds. To compensate, much of Felucia's

native life have developed one of two adaptations; in the case of

the gelagrub, both adaptations are present in the creature's

multi-stage life.

Gelagrub: Adult Forest, Scavenger 2/Vermin 2; Init +0 (+0

Dex); Def 11 (+0 Dex, -1 Size, +2 Natural); Spd 16 m; VP/WP

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40/18; Atk +1 ranged (by weapon), +4 or -1 melee (1d6+3, crit

20, bite); SQ Darkvision (20m), Domesticated; SV Fort +14,

Ref +3, Will -4; SZ L; Face/Reach 2 m by 4 m/2 m; Str 16, Dex

10, Con 18, Int 1 , Wis 6, Cha 4 .

Skills: Climb +5, Hide -4, Listen +0, Move Silently +2 ,

Search +1, Spot +0, Survival +2

Feats: Resist Poison

M U S T A F A RS t a t s a n d i n f o r m a t i o n b y G h e n g i s S k a

System/Star: Mustafa/Mustafa (Orange Dwarf);

Type: Terrestrial;

Temperature: Hot;

Atmosphere: Type II (marginal);

Gravity: Standard;

Terrain: Barren, Cratered, Mountains, Volcanic;

Length of Day: 18 standard hours;

Length of Year: 376 standard days;

Satellites: None.

Planet Function: Natural Resources;

Government: Alliance/Federation;

Tech level: Space;

Major Population: 1000 Kubaz;

Major Exports: Metals, Minerals, Raw Ore;

Major Imports: Foodstuffs;

Starports: 1 Standard class.

Mustafa System

Name Type Moons

Mustafa Gas Giant 3

Mustafar (terrestrial)

Mustafan

Musta

Omkar Gas Giant 6

Al Gas Giant (ringed) 12

Bimbrillkur Gas Giant 8

En Gas Giant (ringed) 11

Selant Failed Core 3

Asteroid Field

Nubtisbar Gas Giant 6

D E S C R I P T I O NMustafar is a barren world with little indigenous life, barren

fields of hardened lava, and currently erupting mountains fill the

sky with sulfurous fumes, and make it extremely hot, from orbit

it looks like a burning cinder of coal.

H I S T O R YLittle life has evolved on Mustafar, but being unclaimed and rich

in mineral wealth and natural resources, it was subject to

exploration by the Mustafar workers. They worked in largely

automated huge lava harvesting plants that move across the

surface to make a tidy profit from harvesting the lava and other

natural resources for export. Few beings can survive in the

searing heat of the planet (see the sever heat section of the RCR)

with out protective equipment. Since it is so unwelcoming and

largely ignored in the galaxy, it was one of several worlds that

were in consideration for retreat and a hide out by the Separatist

council

P E O P L ELittle life evolved on Mustafar. The predominate life form are

the Lava flees, which are naturally resistant to the heat, and the

Mustafarians, who are the only sentient life to evolve on the

planet. They closely resemble Kubaz, but it is unsure of a

connection since the Mustafarians aren’t very talkative about

themselves.

R y a n B r o o k s

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L O C A T I O N SLava harvesting plants are scattered about, that serve as

dwellings for the Kubaz and possibly for others.

U T A P A US t a t s a n d i n f o r m a t i o n b y G h e n g i s S k a

Planet Type: Terrestrial;

Temperature: Hot;

Terrain: Plains, Rift Valleys, Sinkholes;

Atmosphere: Type I (breathable);

Gravity: Standard;

Diameter:

Length of Day: 22 standard hours;

Length of Year: 226 standard days;

Sentient species: Utai, Pau'an;

Population: 1.15 million

Languages: Utai, Pau’an, Basic

Species Mix: 60% Utai, 30% Pau’an, 10% mixed

Planet Function: Homeworld, Trade;

Government: Feudalism;

Tech level: Space;

Major Exports: Agricultural Products, Livestock, Starfighters;

Major Imports: Luxury Goods, Technology [Mid], Water;

Starports: 1 Stellar class, 4 Standard class, 5 Limited class.

System/Star: Uta/Utapau (Yellow Dwarf)

Uta System

Name Type Moons

Utapau Terrestrial 8

Nalronas

Kamior

Dursum

Bancron

Gan

Nat

Rutrurban

Corbasin (inhabited)

Kalsul Desert 1

Pinzocsav Iceball with Ring (broken moon)

D E S C R I P T I O NUta’puan is an outer rim world of vast arid plains and immense

sinkholes, it is a peaceful world with few ties to the CIS or the

Republic. The sinkholes contain most of the free water, and can

be very wet and marshy at the bottoms of them. A peace full

planet with two indigenous sentient life forms, that exists

almost symbiotically. The languid Pau’uan consist of the

modest patrician class, and are city administrators and

bureaucrats. The Utai make up the labor class and have

traditionally lived in the Sinkholes while the Pau’uan lived on

the surface proper. It has numerous moons of varied size, only

its 8th moon is inhabited by a small colony.

H I S T O R YUta’puan derives its name from the two species that inhabited

the planet, the stoic and purposeful Utai and the Pau’an who are

methodical and slow of purpose. An out of the way world with

little connection to either the Republic or the Separatists it had

minor connections to the Trade Federation like Naboo did, as a

planet with little ties to the rest of the galaxy for much of galactic

history, and thus few neighbors or trade partners to raise an

initial alarm it was one of the planets chosen as a possible refuge

or place for the separatist council to retreated to if the war

worsened.

In the long history of the planet, the Pau’an were surface

dwellers, staying on the dry arid wind swept surface; here they

developed means to be naturally resistant to the drying winds.

Over time the populations became segregated from each other,

the communities of the Pau’an were disjointed by the formation

of sinkholes, and large fissures. While they were rarely

completely isolated, great energy and resources had to be spentR y a n B r o o k s

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to get around many of the colossal sinkholes and other

topographical features, causing a splintering of the Pau’an

because communities could became largely isolated. Over time

this led to many dialects forming, the dialects lead to friction and

in many cases open conflict, in many cases over valuable

resources. Over time, and as climatic situations worsened many

of the Pau’an migrated into the more resource rich sinkholes to

join the Utai. When this occurred matters only got worse, as the

Utai were brought into the mix. Eventually the great Teom

Medon unified Utapau as a single culture centuries ago, one of

the steps to unification was that only two languages were

allowed to prevail from the cultures, Utai and Paun.

The Utai have always lived in the sinkholes because of the

rich resources they provide in agriculture, as well as mineral and

animal wealth. The Utai domesticated the local varactyl and use

them as beasts of burden, making use of almost every aspect of

the creature from its hide for leather, to it’s meat, which is

exported and a stable of the diet. While rains are not infrequent,

surface water is scare, the porous nature of crust means much of

the water that falls on the surface quickly seeps into the soil, or

even into cracks and fissures in the rocks, running and washing

down forming sinkholes and crevices. In these sinkholes

immense and diverse ecosystems develop, many segregated

from other sinkholes, but there were almost as frequently

sinkholes connected by underground fissures and channels cut

through the rock. Thus with many Utai communities

connected they develop and stable, some say very stable

community type, that when the Pau’uan eventfully migrated

into the sinkholes for survival were able to use as bases of labor,

but rarely exploiting them, worked to manage and direct.

P E O P L ETwo distinct sentient species populate the planet Uta’paun the

Utai and the Pau’uan. Over long years the two species have

almost developed a symbiotic relationship, the Utai act as the

Labor class, while the Pau’uan are the administrators and ruling

class. Both species work together for the betterment of the

planet and the communal good. Rarely seeking the concerns of

the outlying galaxy, but willing to occasionally embrace it for

things unable to be obtained or produced on Utai.

L O C A T I O N SMany of the cities are formed from the ancient tunnels that were

formed by the water seeping down through the rock to collect in

the bottoms of the massive sinkholes, some as wide across as 10

kilometers.

P A U C I T Y

Is the major trade center on Uta’paun, and have the largest and

most dependable landing pads, and docking ports. It resides in

a huge sinkhole, some 8 kilometers across, the city spirals up

along both the walls of the hole, and down into the earth, being

built out and in the crevice walls. Ringed all around the walls of

the whole, and into the crevices are entryways, and landing pads

for the dwellings within. While many Pau’uan have the means

to require repulsor lift technology and do so, to flight from one

side of the hole to the other, few Utai do or care to, instead using

the varactyls as a means to travel. The varactyls can climb up and

down the walls with ease.

P A U ' A N

P E R S O N A L I T Y

Pau’an are long lived, making them to be considered lazy by

galactic neighbors, they have a long outlook on life tend to look

towards the future, not rushing to get things done today, when

they can be planed out and done properly. They excel as

bureaucrats and administrators taking great care in planning

and slowly and methodically fulfilling those plans. They

typically will not rush to action, even if it is warranted they will

get others to the things for them, on their native world that is the

Utai, that go about doing the labor and work keeping the Planet

function on the menial level, while the Pau’an keep it everything

running smoothly and efficiently.

D E S C R I P T I O N

The Pau’an have gray skin, with ridges or creases that tend to be

darker, and help to retain water, allowing them to conserve it.

They have a dry baked look that comes from an outer cuticle,

that grows from underneath, and pushes upward, forming a

protective layer. Originally the evolved from a warm blooded

nocturnal species of reptiles that were predatory in nature, and

to this day still carry some of those traits. They have long claws

on their hands, as well as sharp teeth in double rows in their

jaws, the diet is still largely raw meet, from which they draw

much of their water, cooking it tends to dry it out to much

making it very unpalatable but has no other ill effects. Another

adaptation for water retentions is that they have no blood in the

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outermost layer of skin, also to help preserve the water loss and

for efficient usage of it. This skin layer is actually a thick waxy

cuticle.

H O M E W O R L D

Utapan located in the Uta sector in the Outer Rim

L A N G U A G E S

Pau’an speak and read Paun and Basic, many also learn Utai

E X A M P L E N A M E S

Timon Medon, Teom Medon, Lampay Fay

A G E I N Y E A R S

A D V E N T U R E S

any Pau’an adventurers are Nobles, however some also become

Soldiers.

S P E C I E S T R A I T S

I Ability Modifiers: +2 Intelligence, -2 Charisma

I Size: As medium beings, Pau’an have no

modifiers based on size.

I Speed: Pau’uan base speed is 10 m

Special Qualities

I Dehydration Tolerance: Pau’an receive a +2

bonus on Constitution checks or Fortitude saves

to avoid or resist harmful effects from heat and

dehydration

I Light Sensitive: Pau’an are unable to see well

because of over stimulation of the eyes when in

bright sunlight they takes a –1 penalty on attack

rolls, Search checks, and Spot checks.

I Low-Light Vision: Pau’ans have eyes that are so

sensitive to light that they can see twice as far as

normal in dim light. Low-light vision is color

vision. They can see outdoors on a moonlit night

as well as they can during the day.

I Natural Dryness: Pau’ans still need to consume

water, but having evolved on the dry surface

does not require as much as other species. They

only require ¼ the amount of water a normal

medium sized humanoid needs to stay alive.

I Pau'an: Adult Male Pau'an, Commoner; Init +0

(+0 Dex); Def 10 (+0 Dex, +0 Class); Spd 10m;

VP/WP -/10; Atk +0 melee (1d3, punch), +0

ranged (by weapon); SQ Drought Tolerance,

Light sensitive, Low-light vision, Natural

Dryness; SV Fort +0, Ref +0, Will +0; SZ M; FP:

0; DSPs: 0; Rep: +0; Str 10, Dex 10, Con 10, Int

12 , Wis 10, Cha 8.

I Equipment:

I Skills: Craft (any) +1 (+1 ranks), Knowledge

(any) +1 (+1 ranks), Profession (any) +1 (+1

ranks), Read/Write Pau'an, Speak Basic, Speak

Pau'an

I Unspent Skill Points: 1

Feats:

U T A I

P E R S O N A L I T Y

toic and pragmatic, the Utai will seem resigned to a fate while

planning to change it after a long an deliberate wait, when the

time is right they will take action, but waiting and planning can

last far longer than other species would wait for.

P H Y S I C A L D E S C R I P T I O N

Short stocky with wide splayed eyes the Utai form the labor

class, they originally domesticated the varactyl and many still

serve as wrangles to these dragon like mounts today. They have

brown gray skin, with three fingers and a thumb on a hand.

There face is elongated in a head that sweeps back in almost a

cone, with a small mouth at the end of what resembles a snout.

They have large eyes that are distended and set wide, giving a

large field of vision, and are able to see in total darkness. . They

evolved in the deep crevices of the sinkholes, before the Pau’an

were forced bellow.

H O M E W O R L D

Utapau, located in the Uta sector in the Outer Rim

L A N G U A G E S

Utai speak and read Utai and Basic, many also learn Paun

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E X A M P L E N A M E S

A G E I N Y E A R S

Not as long lived as the Pau’an but still longer than the average

human.

A D V E N T U R E S

Many Utai adventurers are Fringers or Scouts, working closely

with many of the animals and continue to do so when they travel

off world.

S P E C I E S T R A I T S

I Ability Modifiers: -2 Strength, +2 Dexterity

I Size: As small beings, Utai gain a +1 size bonus

to their Defense, a +1 size bonus on attack rolls,

+4 size bonus on Hide checks. They must use

smaller weapons than Medium Size beings use,

and their lifting and carrying limits are three

quarters those of Medium-size beings.

I Speed: Utai base speed is 6 m

I SQ: Dark vision

I Distended eyes: Utai have wide placed eyes,

which gives them the Alertness feat as a bonus

feat.

I Species Class Skills: because of their long

association and decades of working with

animals like the Boga, the Utai have as a class

skill Handle Animal.

Free Languages: Read/write and speak Utai, and speak Basic

Utai: Adult Male Utai, Commoner; Init +1 (+1 Dex); Def 12 (+1

Dex, +0 Class, +1 Size); Spd 6m; VP/WP -/10; Atk +0 melee

(1d2-1, punch), +2 ranged (by weapon); SQ Darkvision,

Distended Eyes; SV Fort +0, Ref +1, Will +0; SZ S; FP: 0; DSPs:

0; Rep: +0; Str 8, Dex 12, Con 10 , Int 10, Wis 10, Cha 10.

Equipment:

Skills: Craft (leather work) +1 (+1 ranks), Handle Animal

+3 (+1 ranks, +2 misc), Hide +5 (+1 Dex, +4 misc), Knowledge

(any) +1 (+1 ranks), Listen +2 (+2 misc), Profession (any) +1

(+1 ranks), Read/Write Utai, Ride +3 (+1 Dex, +2 misc), Speak

Basic, Speak Utai, Spot +2 (+2 misc)

Feats: Alertness, Animal Affinity

N E W C R E A T U R E S / S P E C I E S

V A R A C T Y L

S t a t s b y G h e n g i s S k a

Adult Subterranean, Herd Animal 6; Init +3 (+3 Dex); Def 17

(+3 Dex, -2 Size, +6 Natural); Spd 14 m, climb 10 m; VP/WP

59/50; Atk +4 ranged (by weapon), +7 melee (1d6+6, crit 20,

bite), +2 melee (1d6+9, crit 20, tail slam), +2 melee (2d4+6, crit

20, claw x2); SQ Bonus class skill (Balance, Climb, Jump),

Domesticated; SV Fort +12, Ref +5, Will +2; SZ H; Face/Reach

4 m by 10 m/3 m; Str 23, Dex 16, Con 25, Int 2, Wis 15, Cha 6.

Skills: Balance +8, Climb +17, Hide -5, Jump +13, Listen

+10, Spot +6, Swim +8, Tumble +8

Feats: Acrobatic, Alertness, Athletic

Notes: These large creatures have powerful tails, that are 10

m in length alone, starting from near the back of the neck; a

ridge of spines protrude, these are used in defense from

predators, both as a passive defense from creatures biting into it,

as well as an attack method. Bluish green in color, with beak and

bright plumage the Varactyl are domesticated by the Utai; they

are used as beasts of burden in hauling as well as transportation.

Five toes with claws on their feet provide excellent purchase for

climbing.

Combat: Varactyls will use its claws first, and then biting

second if pressed.

Pounce: If a varactyl charges, it can make a full attack in the

same round

N E W S T A R F I G H T E R

P - 3 8 S T A R F I G H T E R

B a c k g r o u n d I n f o b y D a r i o n A ' r e s

The Porax-38 starfighter was an all purpose starfighter

designed by the Buuper Torsckil Abbey Devices Company of the

desert world of Utapau. The sleek one-man snubfighter was

designed for the 'short' Utai race and could not accomodate the

taller Pau'an. It was mass produced and was one of the planet's

primary exports to other worlds and quickly was adopted

sporadically throughout the galaxy. It's sturdy armor plating

and shields raise it up as a defensive standard that few non-

military starfighters of the time could match. Its two laser

cannons provide it with an adequate, if affordable, offensive

weapon to increase the craft's and pilot's survivablity. These

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features proved it could take a heavy beating, defend itself and

keep valuable pilots around long enough to develop the piloting

experience of a veteran.

It also had an acute sensor package that exceeded most

models commonly found in the spacelanes. This combined with

its powerful engines and manueverable thrusters allowed it to be

a highly versatile and fairly agile fighter, truly a force to be

reckoned within both atmospheric and spatial combat

engagements. The ship was equiped with a x2 hyperdrive giving

it an invaluable feature that kept it from being limited to being

transported through hyperspace. The hyperdrive alone

increased its sales and production rates on the private sector

exponentially; very few other starfighters were manufactured

with hyperdrives already installed. It could escort ships, patrol

spacelanes and make hyperspace jumps. The Porax-38

starfighter was not the best craft of its type in the galaxy but its

versatility and price made it a popular choice for personal crafts

to pirate fighters to planetary defense corps.

Buuper Torskil Abbey Devices Porax-38 (P-38) Starfighter;

Crew: 1 (skilled +4); Class: Starfighter; Hyperdrive: x2; Size:

Tiny (12.7m long); Initiative: +6 (+2 size, +4 crew);

Passengers: none; Maneuver: +6 (+2 size, +4 crew); Cost:

145,000 (new), 55,000 (used); Defense: 22 (+2 size, +10

armor); Cargo Capacity: 60kg; Shield Points: 30 (DR 10);

Consumables: 20 days; Hull Points: 130 (DR 10); Maximum

Speed in Space: Ramming (9 squares/action); Atmospheric

Speed: 1,090 kph(18 squares/action)

Weapon: Laser Cannons (2 fire-linked); Fire Arc: Front;

Attack Bonus: +12 (+2 size, +4 crew, +6 fire-control);

Damage: 6d10x2; Range Modifiers: PB +2, S/M +0, L -2

C L O N E S O F AN A S C E N T E M P I R ECloned from the hairs of Qui-Gon Jinn and Anakin Skywalker,

Darth Scourge and Darth Vader are growing to become

powerful Sith. Together with Lady Tyranus, they have been

working with the Republic to undermine the Separatists, with

some success. There is to be only two Sith, and time will tell who

will become Darth Sidious’s apprentice.

D A R T H S C O U R G EDarth Scourge is a clone of the noted Jedi Master Qui-Gon Jinn.

Darth Tyranus acquired genetic material to clone Qui-Gon Jinn

a few years ago back on Yavin IV. When the clone awoke in the

dark, he could feel a malignant presence close by. Slipping out

of the Spaarti Cylinder, he clothed himself with a uniform that

was set out for him. He then approached this malignant

presence, who introduced himself as Darth Sidious. Sidious

explained to the clone that the galaxy was in chaos and that he

needed followers to restore order to the Galaxy. With a hunger

he was unable to explain, the clone offered to do anything

Sidious wanted, or die trying.

Darth Scourge: Adult Male Human, Jedi Guardian 6/Sith

Warrior 3/Sith Lord 3; Init +2 (+2 Dex); Def 22 (+2 Dex, +10

Class); Spd 10m; VP/WP 118/12; Atk +14/+9/+4 melee

(1d3+2, punch), +14/+9/+4 ranged (by weapon), +15/+10/+5

melee * (5d8+2, crit 19-20, Lightsaber); SQ Clone, Dark Side,

Deflect (Attack -4, Defense +3, Extend Defense and Attack),

Enemy Bonus +1, Increase Lightsaber damage +3d8, Resource

Access; SV Fort +12, Ref +13, Will +12; SZ M; FP: 9; DSPs:

20; Rep: +4; Str 14, Dex 15, Con 12, Int 17, Wis 16, Cha 15.

Equipment: Aquata Breather, Comlink, Lightsaber, Utility

Belt [Jedi]

* Darth Scourge has constructed his own Lightsaber.

Skills: Computer Use +5, Craft (lightsaber) +7, Intimidate

+12, Knowledge (Jedi lore) +9, Knowledge (Sith lore) +11, Pilot

+8, Read/Write Basic, Read/Write Sith, Speak Basic, Speak

Huttese, Speak Shyriiwook, Speak Sith, Spot +7, Treat Injury +9

Force Skills: Affect Mind +12, Battlemind +7, Enhance

Ability +7, Farseeing +7, Force Defense +9, Force Grip +13,

Force Lightning +11, Force Stealth +6, Force Strike +9, Move

Object +8, See Force +5

Feats: Armor Proficiency (light), Combat Expertise,

Combat Reflexes, Exotic Weapon Proficiency (lightsaber),

Force-Sensitive, Headstrong, Improved Critical (Lightsaber),

Weapon Finesse (Lightsaber), Weapon Focus (Lightsaber),

Weapons Group Proficiency (blaster pistols, simple weapons,

vibro weapons)

Force Feats: Alter, Burst of Speed, Control, Force Mastery,

Hatred, Knight Defense, Lightsaber Defense, Malevolent, Sense

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D A R T H V A D E RDarth Vader is a clone of Anakin Skywalker, the Jedi Order's

"Chosen One." When Darth Tyranus obtained genetic material

from both Anakin Skywalker and Qui-Gon Jinn, she did not

realize the dangers of her actions. During his training on Thule,

Darth Vader repeatedly was encouraged by his master Darth

Sidious to embrace the Dark Side.

Later; Sidious would give Vader a chance to finish what his

previous apprentice, Darth Maul, had started all those years

ago: the complete eradication of the Jedi Order. And who would

be best to do this, in Vader's opinion, but him. Yet before this

could happen, Vader had to prove his superiority over Tyranus

and Scourge. And Vader will make sure that Sidious sees this,

one way or the other.

Darth Vader: Adult Male Human, Fringer 1/Jedi Guardian

8/Sith Acolyte 3; Init +3 (+3 Dex); Def 22 (+3 Dex, +9 Class);

Spd 10m; VP/WP 120/15; Atk +12/+7 melee (1d3+2, punch),

+13/+8 ranged (by weapon), +14/+9 melee * (3d8+2, crit 19-

20, Lightsaber); SQ Clone, Deflect (Attack -4, Defense +1,

Extend Defense and Attack), Fringer bonus class skill (Repair),

Increase Lightsaber damage +1d8, Tainted, Skywalkers gain

the Force-Sensitive feat for free and ignore the "Force Level 1st"

prerequisite when selecting the primary Force feats [Control,

Sense, and Alter]; SV Fort +13, Ref +12, Will +9; SZ M; FP: 9;

DSPs: 10; Rep: +2; Str 14, Dex 17, Con 15, Int 14, Wis 14,

Cha 14.

Equipment: Comlink, Lightsaber, Utility Belt

* Darth Vader has constructed his own Lightsaber.

Skills: Hide +4, Intimidate +6, Knowledge (Podracing) +6,

Knowledge (Sith lore) +11, Knowledge (Tatooine) +6, Pilot

+17, Read/Write Basic, Read/Write Huttese, Read/Write Sith,

Repair +7, Search +6, Speak Basic, Speak Huttese, Speak Sith,

Spot +6, Survival +5

Force Skills: Affect Mind +8, Alchemy +10, Battlemind

+13, Enhance Ability +10, Force Defense +7, Force Grip +10,

Force Strike +9, Heal Another +0, Heal Self +6, See Force +8,

Telepathy +6

Feats: Combat Expertise, Combat Reflexes, Exotic

Weapon Proficiency (lightsaber, sith sword), Force-Sensitive,

Gearhead, Improved Critical (Lightsaber), Power Attack, Skill

Emphasis (Pilot), Weapon Focus (Lightsaber), Weapons

Group Proficiency (blaster pistols, primitive weapons, simple

weapons)

Force Feats: Alter, Attuned, Control, Knight Defense,

Lightsaber Defense, Rage, Sense, Sith Sorcery

A D V E N T U R E H O O K SHere are some adventures for everyone to enjoy. Some

adventures, though, are interconnected into Super adventures,

and have been broken up to allow side adventures, or as I like to

call it “tangent adventures”, that may occur because of the

adventure.

C A N Y O U S P A R E S O M EI N T E L L I G E N C E ?The Republic is gearing up for an assault on the Mid Rim in

preparation for the Outer Rim Sieges, and Palpatine sees Ando

as a logical stepping stone towards that assault. He hires the

heroes to gain intelligence on Ando, in preparation for the

Republic assault. They have one week to set up and gain the

necessary info on enemy numbers and defense emplacements, if

any. Palpatine also gives them a Republic Intelligence agent and

the Jedi Master Ryo Yori to help them in their job. But what noG r a n t G o u l d

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one knows is that the agent is a double-agent working for Count

Dooku. He will do all that he can to ensure any key intelligence

stays out of Republic hands. Palpatine makes it clear that he

isn’t responsible if they don’t leave by the time they attack and

nothing will stop the timetable set out by the Senate for the

assault. Working against the clock, the heroes must not only get

the key information before the assault comes, but they must stop

the double-agent in their mist.

J E D I M A S T E R R Y O Y O R I

Ryo is a rarity of his species: a Jedi Trandoshan, as well as a

peaceful Jedi Trandoshan. Trained by Jedi Master Kal Remos,

Ryo has become an accomplished Jedi. When the call was made

to the Jedi to become Generals of the Grand Army, Ryo at first

refused. But when he heard of the horrors the Separatist were

committing, even Ryo was angered beyond belief. He decided to

help Republic Intelligence since it would allow him to fight

against the Separatists as well as keeping the fighting to a

minimum. The last mission Ryo did was the Assault on Ando.

He stayed behind to help the clones keep order. When Order 66

was given, Ryo had already disappeared, having caught word

from an old contact in the Republic of his impending doom. It is

likely he hid on Ando.

Ryo Yori: Adult Male Trandoshan, Jedi Consular 8/Jedi

Investigator 3; Init +1 (+1 Dex); Def 20 (+1 Dex, +8 Class, +1

Species); Spd 10m; VP/WP 88/10; Atk +11/+6 melee * (4d8+1,

crit 19-20, Lightsaber), +9/+4 melee (1d3+1, punch), +9/+4

ranged (by weapon); SQ Contacts (Bothan Spynet, x1),

Darkvision, Deflect (Attack -4, Defense +2, Extend Defense and

Attack), Favor +1, Healing, Increase Lightsaber damage +2d8,

Jedi Knight, Profile, Target bonus +2; SV Fort +8, Ref +7, Will

+10; SZ M; FP: 10; Rep: +2; Str 13, Dex 12, Con 10, Int 18, Wis

14, Cha 14.

Equipment: Lightsaber, Utility Belt

* Ryo Yori has constructed his own Lightsaber.

Skills: Bluff +12, Computer Use +6, Craft (lightsaber) +6,

Diplomacy +14, Gather Information +12, Intimidate +14,

Knowledge (Alien species) +6, Knowledge (Jedi lore) +8,

Knowledge (World lore) +6, Pilot +5, Read/Write Basic,

Read/Write Dosh, Search +5, Sense Motive +8, Speak Basic,

Speak Dosh, Speak Shyriiwook (Understand Only), Spot +6,

Treat Injury +6

Force Skills: Affect Mind +8, Empathy +8, Enhance Senses

+8, Farseeing +10, Force Stealth +8, Force Strike +10,

Friendship +8, Heal Another +8, Heal Self +8, Move Object

+10, See Force +8, Telepathy +10

Feats: Combat Expertise, Exotic Weapon Proficiency

(lightsaber), Force-Sensitive, Low Profile, Persuasive,

Trustworthy, Weapon Focus (Lightsaber), Weapons Group

Proficiency (blaster pistols, simple weapons)

Force Feats: Alter, Control, Form VI Mastery, Link, Sense

K O F F I S E N T

A Republic Intelligence agent, Koffi had always wanted

something better then what the Republic offered. When one of

Count Dooku’s agents approached him about a possible double-

agent job, Koffi accepted. The money was good, and all

indications pointed to the Separatist’s winning the war. Even as

the war turned against the Separatists, he stayed loyal to them in

the hope of being rewarded when they pulled off an impossible

victory. His last double-agent mission brought him to Ando,

where he worked against a group of heroes preparing

information for a Republic assault. His whereabouts’ after the

Republic took Ando are unknown, but it is thought he died

during the mission.

Koffi Sent: Adult Male Human, Scoundrel 6; Init +1 (+1 Dex);

Def 15 (+1 Dex, +4 Class); Spd 10m; VP/WP 36/10; Atk +4

melee (1d3, punch), +5 or +1/+1 ranged (3d8, Blaster [Heavy

Pistol]); SQ Illicit barter, Lucky (2/day), Precise Attack +1; SV

Fort +2, Ref +8, Will +2; SZ M; FP: 0; Rep: -1; Str 10, Dex 13,

Con 10, Int 14, Wis 10, Cha 16.

Equipment: Blaster [Heavy Pistol], Comlink [Encrypted],

DataPad [Personal], Security kit, Utility Belt

Skills: Appraise +6, Astrogate +6, Bluff +11, Computer Use

+8, Disable Device +8, Disguise +8, Escape Artist +6, Gather

Information +11, Hide +6, Knowledge (Alien species) +6,

Knowledge (Bureaucracy) +6, Knowledge (Streetwise) +6,

Knowledge (Technology) +4, Knowledge (World lore) +6,

Listen +8, Move Silently +6, Pilot +4, Profession (Republic

Intelligence Agent) +5, Read/Write Basic, Repair +7, Search

+6, Sleight of Hand +5, Speak Aqualish, Speak Basic, Speak

Geonosian, Spot +6, Tumble +4

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Feats: Alertness, Lightning Reflexes, Low Profile,

Persuasive, Skill Emphasis (Gather Information), Weapons

Group Proficiency (blaster pistols, simple weapons)

A N D T H E Y T H O U G H T F E L U C I AW A S B A D !The Separatist are under siege by the Republic at Felucia.

Captain Mansur Hisein, commander of naval and ground forces

of the planet, needs help to alleviate the pressure the Republic is

putting on Felucia. To do that, he hires the heroes for a two-

prong sabotage plan. First, they must sabotage the Republic

power generator to shut-down their base defenses. Then they

must take the shuttle that is heading up to the Venator-class Star

Destroyer Republic Justice for repair parts, and sabotage the

Justice’s power generator to cripple the ship. Once they do that,

Hisein can have a two-prong attack happen, wiping out the

Republic’s ground force in a lightening strike of Confederate

ground force while Hisein’s ship, the Recusant-class Light

Destroyer Dac Pride will destroy the crippled Republic Justice.

But the heroes face two heavily guarded facilities, and while

they can run away from the Republic base on Felucia, they are

trapped on Republic Justice if they are caught. To help ensure

they make it past Republic security, they are given Republic

Tech uniforms, bombs disguised as tools and ID’s. Made by

Bothans and nearly identical to the real thing, Clonetroopers

must beat DC 30 to realize these are forged. On the Republic

Justice, the security is far more stringent, and the Clonetroopers

there must only beat DC 20. When they sabotage the Justices

power generator, the heroes are to take an escape pod and

return to the planet.

M A N S U R H I S E I N

An ex-special forces captain, Mansur Hisein has become a

Captain of the Recusant-class Light Destroyer Dac Pride. The

huge jump in his career happened when he complained that the

starship his forces were assigned to was a disgrace to the CIS

Navy and he could make them a far better. The captain was

infuriated by this, and challenged him to command his ship for

one month, using what ever ways he felt were necessary. For one

month, that ship ran at 110% efficiency, and Commander Czar

and General Grievous saw this. They rewarded him with a

Captainship of Dac Pride. Now assigned to Felucia, he also

helps coordinate ground forces as well as Felucia’s space

defense. So far he enjoys his job, though he finds his officers on

Dac Pride to be a little weak compared to his old command staff.

He likes those who aren’t willing to bend on their morals and are

willing to fight for what they believe in. Having never grown out

of the ground force, he still wears his Medium Battle armor he

grew accustomed to. Though people are warned to never

challenge Hisein; he will use every trick he has to “win”. Calling

him a sore loser would be an understatement.

Mansur Hisein: Middle Age Male Quarren, Soldier 4/Scout

3/Elite Trooper 2/Noble 1/Officer 3; Init +6 (+2 Dex, +4

Bonus); Def 21 (+2 Dex, +9 Class); Spd 8m (Armor); VP/WP

124/11; Atk +11/+11/+6 or +9/+9/+9/+4 ranged (3d8, crit

19-20, Blaster [Light Repeating]), +12/+7 melee (1d3+2,

punch), +12/+7 melee (2d4+2, Vibrodagger), +12/+7 or

+8/+8/+3 ranged (3d6, Blaster [Pistol]); SQ Breathe

Underwater, Favor +1, Heart +1, Leadership, Low-light vision,

Noble bonus class skill (Bluff), Requisition Supplies,

Trailblazing; SV Fort +11, Ref +10, Will +10; SZ M; FP: 2;

Rep: +6; Str 15, Dex 14, Con 11, Int 17, Wis 13, Cha 13.

Equipment: Battle armor [Medium] (Damage Reduction:

5), Blaster [Light Repeating], Blaster [Pistol], Comlink

[Encrypted], DataPad [Personal], Holoprojector [Personal],

Macrobinoculars, Medpac, Utility Belt, Vibrodagger

Skills: Astrogate +6, Bluff +6, Climb +4, Computer Use +6,

Demolitions +6, Diplomacy +6, Gather Information +6, Hide

+4, Intimidate +6, Jump +4, Knowledge (Confederacy) +10,

Knowledge (Mon Calamari) +8, Knowledge (Streetwise) +9,

Knowledge (Tactics) +10, Knowledge (World lore) +9, Listen

+6, Move Silently +4, Pilot +6, Read/Write Basic, Read/Write

Quarrenese, Repair +8, Sense Motive +6, Speak Basic, Speak

Calamarian, Speak Neimoidian, Speak Quarrenese, Spot +6,

Survival +6, Swim +9, Treat Injury +6

Feats: Armor Proficiency (heavy, light, medium, powered),

Dodge, Improved Initiative, Mobility, Persuasive, Point Blank

Shot, Precise Shot, Starship Operation (starfighter), Weapon

Focus (Blaster [Light Repeating]), Weapons Group Proficiency

(blaster pistols, blaster rifles, heavy weapons, simple weapons,

vibro weapons)

C L O S E , B U T N O T C L O S E E N O U G H !( R E P U B L I C )The newly formed Clone Intelligence has found the location of

General Grievous’s Battlefield Command Center: Utapau. The

Republic has readied an entire armada of 35, plus the lead ship,

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ships to capture Utapau. This armada is being lead by the

Indomitable and General Kal Remos. Remos hires the heroes to

help him with bringing down the Separatist military leadership.

Remos is to take down General Grievous, while the heroes go

after Sev’rance Tann and Commander Czar. The heroes are to

go down in a LAAT/i with the first wave and help secure the

Separatist Head Quarters in Pau City. In the process, they are to

capture any Separatist military leadership. But that is easier said

then done. Both Sev’rance Tann and Czar are able warriors, and

both have skill with the lightsaber. Neither Tann nor Czar can be

killed. If the heroes try to, something will stop them. Ultimately,

when they do capture them, Grievous will come after them,

over-power the heroes, and free them both. Grievous may be

insane now, but he knows when he has a good command staff

and refuses to leave them to the Republic. After Utapau is

secured, they find Kal Remos in a temporary Med-Center, being

bandaged. Grievous had escaped. Kal shrugs and says Czar,

Tann and Grievous all attacked him and overwhelmed him.

They escaped after they thought they thought Kal had fallen off

a ledge. Kal thanks the heroes for their help, and says the

Republic is forever in their debt for all that they did.

C L O S E , B U T N O T C L O S E E N O U G H !( S E P A R A T I S T )The CIS has become aware that their latest Battlefield

Command Center, Utapau, is about to become under attack by a

large Republic armada. The Separatist are desperate to evacuate

the world before the coming assault, so Commander Czar hires

the heroes to help facilitate the evacuation. The evacuation of

the population and military personal will be half way completed

when the Republic arrives. A desperate battle ensues as the

heroes must control the remaining evacuees heading towards

their ships. During this process Republic clones open fire on the

evacuees. Separatist troops will try to hold them off, but they

will need help from the heroes to hold them off. Once the GM

decides everyone is aboard, the heroes will be rushed on the last

transport. As they ship lifts off, the heroes will see the city

aflame. Once the fleet pulls out of the system, a message from

Commander Czar comes in for the heroes. If any of the heroes

ask about the Utai and Pau’uan, Czar informs them few were

able to actually leave the city. From what Czar saw, most were

slaughtered by the Republic. He thanks them for all their help

none the less, and promises the sacrifices they made and those

who fought and died on Utapau made will not be in vain.

Revenge will be sought!

F O R G M ’ S :

An ironic twist could have half of the group fighting for the

Republic, the other half fighting for the Separatist’s. While this

made lead to a very interesting moment when both groups meet

on Utapau, it could also lead to the heroes turning against each

other. If you, the GM, don’t want a scenario like that, just lead

the heroes on a maze through the city. Pau City is not only huge,

but it is also multi-leveled, leading to many opportunities where

the heroes can avoid each other.

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The Sith are now ready to strike out at the Republic, and wait for

their masters signal to take over. Yet all of the Sith’s plans have

fallen apart. The Separatists have taken over almost seventy five

percent of the galaxy, and their drive through the Core is

destroying the Republic's key worlds. The Sith faces internal

rivalries with each other as each Sith apprentice works to

undermine his or her counter part and ultimately become

Sidious’s new apprentice. The Separatists look set to win this

war, but are also suffering from internal problems. This could

bring the Separatists down in their moment of triumph if the

Sith find out about this.

T I M E L I N E O F T H E

, P T . 5ABN – After the Battle of Naboo

1 3 A B N

I

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A Deadly Meeting…"Welcome Lord Vader," greets the clone of Anakin Skywalker as

he enters the antechamber of Lord Sidious' Sith temple on Thule.

"We have been discussing that unpleasantness that

happened in the Rhen Var System haven't we, Gentlemen!"

Vader instantly lowers himself down on one knee, and cringes

inwardly as he remembers the indignation of the fleet under his

command, suffering such a humiliating defeat by Separatist forces.

"Rise, my friend. Lady Tyranus has informed me that that fool

of a Jedi leading the Separatists Taskforce at Rhen Var may as yet

be recruited to our cause. She is too quick to anger. Even her

aides fear for their lives."

Immediately rising back to his feet, Vader casually looks

around at all those at the conference table.

"Master, I am not worthy to be called Sith. Please allow me

to end my life so that you won't have such an unworthy vassal to

command your forces."

"That is enough!" Lord Sidious spat. "You have known me

long enough that I will not tolerate the throwing away of assets that

are still useful."

Without looking around any farther, Vader quickly glances

around the chamber and takes in the measure of those who are

there. Among the six beings present, he sees a fellow Sith, Lord

Scourge arms crossed stroking his goatee, lost in thought. To

Scourge's right, Commander Tarkin, governor of Thule staring at

Vader without expression. To Scourge's left, sits Kilo'Khan,

Emperor of the Corsal System, and one of his master's closest

advisors. Finally to Kilo'Khan's left sits Lieutenant Motti, an up-

and-comer in the Republic Navy, smirking. Soon, Vader promises

himself, soon I will be ridding myself of that parasite. And finally,

with his back to Vader staring out at Hurom, the capital of Thule

stands Lord Sidious.

Flippantly waving his hand, Sidious casually intones, "All is

not lost, Lord Vader."

"I do not understand, my lord. Surely the Separatists are on

our trail?"

"Lady Tyranus assures me that they are properly baffled as

to our location, and she will be joining us momentarily."

At that precise moment, Lady Tyranus strode into the

chamber. After prostrating herself, and Lord Sidious

acknowledging the fealty, he tells her to rise and in the same

breath, dismisses Emperor Kilo'Khan of Corsal, Governor Tarkin,

and Lieutenant Motti. Once they have left, Lord Sidious turns to

Lady Tyranus, Lord Scourge, and Lord Vader and exclaims, "I

have just one more task for you all before the final stage of my plan

to take over the Republic!"

After a moment he walks over to a command terminal,

presses a series of buttons and tells his disciples: "My final task for

the three of you is for you to fight each other. In order for you to

serve me, you must kill each other to prove yourselves worthy."

Instantly igniting his blade, Vader hears the snap-hiss of a

lightsaber with its blade swinging down at his skull. Parrying the

slash, Vader hurls a jolt of the Force at his attacker, Tyranus.

Deflecting the strike, she whirls behind her as Scourge, using two

hands on the hilt of his crimson blade, brings his full weight to bear

on the blade.

Using the momentary distraction, and with all of the hate of

his being, Vader hurls his own blade at the back of his long-time

tormentor - Tyranus, and connects. With a high pitched scream of

pain, Tyranus falls - into two separate pieces. Vader had cleaved

her in two.

"Use your anger, it will make you powerful!" was one of the

maxims that Lord Sidious instilled into both clones. As they circled

each other, throwing taunts, Scourge attacks. Parrying each blow,

Vader begins to feed on his anger: this has gone on long enough!

Screaming at the top of his lungs, Vader lunges at Scourge and

begins to pummel him with all his hate and anger available to him.

Scourge begins to wilt under the fierce assault.

For every blow that Scourge attempts, Vader's counter strike

drives Scourge back. Finally, Vader cuts through both of

Scourge's hands. With every line on Scourge's face etched with

pain, Scourge falls to his knees. Vader retrieves Scourge's

lightsaber, and with both blades in a scissor like grip, hears his

master cackling with glee.

"Good, good! Use your aggressive feelings and end his

pathetic and useless life."

With a snarl, Vader snuffs out the life of Darth Scourge.

Vader looks up and hears the sound of footsteps approaching.

"Approach me, my friend," hears Vader. Turning, Vader goes

to his master. "We have much more to discuss…."

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S E V ' R A N C E T A N NThe history of Sev'rance Tann is a great mystery to those who

know her. What is known is this: She was found one day by a

man of great power who offered her the opportunity to master

the Force. She wasn’t sure at first, but eventually she agreed to

go with this dark figure. This man: Anakin Skywalker.

When Tann left the Unknown Regions, she found that the

galaxy was embroiled in war. The Republic had attacked the CIS

leadership first, and the CIS had only retaliated in self defense.

Tann felt obligated to help the CIS in light of this. Anakin took

her under his wing, and made her his second in command.

Together they fought for the glory of the CIS, bringing many

victories to their side. Anakin also trained her as his apprentice.

But events occured that would change Tann’s destiny forever:

Anakin left the CIS.

Personally devastated, and unwilling to leave the CIS like

her master had, Tann, for months, couldn’t cope with the

fighting. Dooku did his best to comfort her in her time of grief,

but she rebuffed him, only wanting to see her master. Finally she

crawled out of her quarters after a year. But something had

changed in her, something for the worse. Tann immediately

took over Anakin’s position as Commander of Starfighter

Deployment. This put her in direct contact with General

Grievous. His affect on her helped twist her even more beyond

comprehension. She soon forgot much of the tenets of the Jedi

Order for the sake of accomplishing the mission. She fell

perilously down the slippery slope of the Dark Side.

By 13 years after the Battle of Naboo, Tann was at a

crossroads: continue down the dark path and truly join the Dark

Side, or rejoin the lightside. Many thought she couldn’t be

saved, but a few still thought she could. Her fate is now up to

those willing to help her.

Sev'rance Tann: Adult Female Chiss, Soldier 2/Noble 2/Jedi

Guardian 6/Dark Side Marauder 4; Init +7 (+3 Dex, +4 Bonus);

Def 22 (+3 Dex, +9 Class); Spd 10m; VP/WP 127/12; Atk

+14/+9/+4 melee (1d3+1, punch), +15/+10/+5 melee *

(3d8+1, crit 18-20, Lightsaber), +16/+11/+6 or

+12/+12/+7/+2 ranged (3d8, crit 19-20, Blaster [Rifle]); SQ

Deflect (Attack -4, Defense +1, Extend Defense and Attack),

Favor +1, Increase Lightsaber damage +1d8, Inspire

Confidence, Noble bonus class skill (Listen), Tainted; SV Fort

+13, Ref +12, Will +9; SZ M; FP: 3; DSPs: 10; Rep: +6; Str 13,

Dex 16, Con 12, Int 15, Wis 12, Cha 17.

Equipment: Blaster [Rifle], Lightsaber, Thermoguard

Jumpsuit

* Sev'rance Tann has constructed her own Lightsaber.

Skills: Computer Use +6, Craft (lightsaber) +8, Intimidate

+8, Knowledge (Jedi lore) +7, Knowledge (Tactics) +10, Listen

+5, Pilot +12, Read/Write Cheunh, Search +8, Speak Basic,

Speak Cheunh, Speak Geonosian, Tumble +6

Force Skills: Drain Energy +5, Enhance Ability +8,

Enhance Senses +3, Fear +8, Force Defense +8, Force Grip +11,

Force Strike +12, Heal Self +6, See Force +11

Feats: Armor Proficiency (light), Cleave, Combat Reflexes,

Exotic Weapon Proficiency (lightsaber), Force-Sensitive, Great

Cleave, Improved Critical (Lightsaber), Improved Initiative,

Power Attack, Weapons Group Proficiency (blaster pistols,

blaster rifles, heavy weapons, primitive weapons, simple

weapons, vibro weapons)

Force Feats: Alter, Control, Hatred, Lightsaber Defense,

Malevolent, Rage, Sense

C O M M A N D E RW I L H U F F T A R K I NJ a n R a n f t

Commander Wilhuff Tarkin is a dreamer, at least that's what he

always thought of himself. Growing up on Eriadu, Tarkin was

always fascinated with building things. His parents always

thought he was destined to be a starship engineer, or some other

type of low-level functionary.

After joining Eriadu's security forces, he discovered that he

had a knack for leadership abilities. That was when he decided

to follow a military career. After five years of being passed over

for promotion by non-Humans, Tarkin demanded a transfer to

the Republic's Naval Defense Force, which his commanding

officer was only too happy to comply with.

It was at this time that events began to illuminate a possible

road to power for him. Always hungry for more power, Tarkin

decided that if he was to be in a position that befits his status as

one of his planet's elite, he would seek a political position,

namely Senator.

Shortly thereafter, Tarkin discovered that his senator was

being investigated for conspiracy against the Republic. Using

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his family's wealth and political position, Tarkin was able to be

appointed as lead prosecutor in the investigation. With

fraudulent evidence, he was able to have the corrupt senator

convicted. Being in such a highly publicized role in bringing the

senator to justice, and with the heightened notoriety, Tarkin

was elected Senator.

Catching the eye of the daughter of one of his families' close

friends, Tarkin and she were married. Content for the first time

of his life, Senator Tarkin made a name for himself in the

Republic Senate. Two years later, a daughter was born to them,

and they named her after Tarkin's mother: Mian.

Six years later, after that bad business with Naboo, Tarkin

allied himself with the new Chancellor. Many a night would pass

with the two of them discussing politics through out the night.

That was when disaster struck. Tarkin's wife was killed

accidentally when a pirate vessel attempted to escape from

Eriadu security forces. When he received the news, Tarkin was

devastated. In an emotional address to the Senate, Tarkin

resigned as Senator of Eriadu.

After the investigation revealed the identity of the captain of

the pirate vessel was in fact a non-Human,

Tarkin's belief in their rights was shattered - he became as

cold and unfeeling as Eriadu's primary moon. He would sit for

hours in his study and make starship design after design. Weeks

later, the Supreme Chancellor made a personal visit to Tarkin's

estate with a proposition. If he would accept the governorship of

Thule, they would realize many of the ideas that they came up

with during their many nights discussing politics. Seeing the

obvious benefits of such a position, Tarkin agreed.

Commander Willhuff Tarkin: Middle Aged Male Human,

Noble 5/Soldier 1/Officer 6; Init +2 (+2 Dex); Def 20 (+2 Dex,

+8 Class); Spd 10m; VP/WP 84/12; Atk +10/+5 ranged (by

weapon), +8/+3 melee (1d3, punch); SQ Coordinate +1, Favor

+2, Inspire Confidence, Leadership, Noble bonus class skill

(Gather Information), Requisition Supplies, Resource Access,

Tactics, Tainted; SV Fort +7, Ref +8, Will +10; SZ M; FP: 2;

DSPs:10; Rep: +5; Str 11, Dex 14, Con 12, Int 16, Wis 13, Cha

17.

Equipment: Comlink (military).

Skills: Appraise +6, Astrogate +6, Bluff +16, Computer Use

+10, Diplomacy +20, Gather Information +12, Intimidate +20,

Knowledge (Alien Cultures) +10, Knowledge (Capital Ship

Tactics) +15, Knowledge (Jedi Lore) +9, Knowledge (Politics)

+16, Knowledge (Republic) +15, Profession (Administrator)

+7, Read/Write Basic, Read/Write Bothese, Read/Write

Calamarian, Read/Write Durese, Sense Motive +12, Speak

Basic, Speak Bothese, Speak Calamarian, Speak Durese, Speak

Falleen, Speak Neimoidian.

Feats: Aristocrat's Honor, Armor Proficiency (light),

Bureaucratic Flair, Diplomatic Immunity, Fame, Influence,

Iron Will, Persuasive, Weapons Group Proficiency (blaster

pistols, blaster rifles, heavy weapons, simple weapons, vibro

weapons).

K O R A J A D EA l b e r t L i u

Kora Jade, once known as Mian Tarkin is now running from a

past that she wants no part of: the daughter of Commander

Tarkin, Governor of Thule. Her mother died when she was six,

and her father turned from a loving, caring man to a vengeful,

driven tyrant. As she grew older, she knew that there was

something wrong with her father. She understood that the

Supreme Chancellor valued the insights of her father, but it

wasn't until she overheard her father talking to the Chancellor

about impeaching the rights of non-Humans, that she knew that

her father was a lost cause. At once, she began to make plans

that would ensure a life away from her celebrity status.

J a n R a n f t

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As the daughter of a wealthy noble, she had access to many

benefits that she knew others didn't. On her sixteenth birthday,

her father presented her with one of his rare attempts at healing

the rift between them, a brand-new space transport that had

never even left the showroom floor. Using a vast majority of her

savings to upgrade the stock light freighter, Kora named her

Lunafire, and vowed that she would leave Thule as soon as

possible.

On one of her slicing expeditions, she discovered details of a

plan that called for the eradication of the Jedi Order.

Horrorstruck to find that this plan was in the secret encrypted

area of her father's computer, she decided to warn the Jedi.

Knowing that she would be hunted, she changed her name and

downloaded a copy of the information. After leaving Thule, she

headed to Coruscant, to reveal this plan to the Jedi Council, but

after attempting for two weeks to get their attention, she lost

hope and ended up in The Works.

While shuffling along aimlessly, she accidentally ran into a

Jedi. With trembling hands, she told the Jedi that she had vital

information for the Council. Concerned, he sat her down, and

after getting all of the information from her, thanked her, and

immediately contacted the Council. It's only a matter of time if

the Jedi will be able to do something about this.

Kora Jade: Adult Female Human, Scoundrel 4/Slicer 2; Init +3

(+3 Dex); Def 19 (+3 Dex, +6 Class); Spd 10m; VP/WP 38/14;

Atk +6 melee (1d3+2, punch), +6 melee (2d8+2, crit 19-20,

Lightsaber), +7 or +3/+3 ranged (3d8, Blaster [Heavy Pistol,

BlasTech DL-44/Merr-Sonn 'Flash' 4]), +7 ranged (3d4+2,

Blaster [Hold-out, Merr-Sonn Model Q4 'Quickfire']); SQ

Decode +1(+2), Illicit barter, Lucky (1/day), Precise Attack +1,

Pseudoym: Jadefire, Slicer Skill Mastery (Computer Use); SV

Fort +3, Ref +9, Will +4; SZ M; FP: 4; Rep: +1; Str 14, Dex 17,

Con 14, Int 15, Wis 12, Cha 19.

Equipment: Blaster [Heavy Pistol, Merr-Sonn 'Flash' 4],

Blaster [Hold-out, Merr-Sonn Model Q4 'Quickfire'], Comlink

[Encrypted, Mastercraft +2], Computer [Private], Lightsaber

x2, Space Transport (Lunafire).

Skills: Astrogate +6, Computer Use +12, Craft (computers)

+8, Demolitions +5, Disable Device +11, Forgery +6, Gather

Information +10, Hide +6, Knowledge (Jedi lore) +7, Move

Silently +9, Pilot +10, Profession (computer programmer) +4,

Read/Write Basic, Read/Write Binary, Repair +6, Search +8,

Speak Basic, Speak Bothese, Speak Ryl, Spot +5, Tumble +6.

Force Skills: Empathy +4, Enhance Ability +11, Friendship

+6.

Feats: Combat Expertise, Exotic Weapon Proficiency

(lightsaber), Force-Sensitive, Low Profile, Skill Emphasis

(Computer Use), Starship Operation (space transport),

Weapons Group Proficiency (blaster pistols, simple weapons).

Craft: Corellian Engineering Corporation's YT-1300; Class:

Space transport; Cost: Not Available For Sale; Size: Small

(26.7m length); Crew: 1 or 2 (Unique +7); Passengers: 6;

Cargo Capacity: 100 tons; Consumables: 2 Months;

A l b e r t L i u

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Hyperdrive: x1 (backup x10); Maximum Speed: Ramming (9

squares/action); Atmospheric Speed: 1,050 km/h (18

squares/action); Maneuvers: +11 (+3 Dex, +1 size, +7 crew);

Initiative: +11 (+3 Dex, +1 size, +7 crew); Defense: 24 (+3

Dex, +1 size, +10 armor); Shield Points: 60 (DR 10); Hull

Points: 140 (DR 10)

Weapon: Laser Cannon Turret (Turret, fire-linked); Fire

Arc: Turret; Attack Bonus: +12 (+1 size, +7 crew, +4 fire

control); Damage: 5d10x2; Range Modifiers: PB +0, S/M -2, L

N/A.

Weapon: Quad Laser Cannon (1 Turret, fire-linked); Fire

Arc: Turret; Attack Bonus: +12 (+1 size, +7 crew, +4 fire

control); Damage: 6d10x2; Range Modifiers: PB +2, S +0, M

-2, L N/A.

Weapon: Concussion Missile Launcher (1, with 6 missiles);

Fire Arc: Front; Attack Bonus: +8 (+1 size, +7 crew); Damage:

9d10x2; Missile Quality: Average (+10)

D A M I O N A ' R E SS t a t s a n d B a c k g r o u n d I n f o b y D a r i o n A ' r e s

DamionA'res is a Twi'leki Jedi Knight born on Ryloth and raised

by his mother Denia'res a Jedi Master who had worked to better

Ryloth society for years. It is due to his mother’s influence that

he kept his family name and proper Twi'lek pronunciation. This

caused a distinct fondness for his heritage. When he was chosen

to undergo Jedi training, his mother, who was a close friend of

Qui-Gon Jinn later took him on as a padawan against the

Council's advice. Her training also lent itself to his development

into an unorthodox Jedi, to the Council's great chagrin.

Denia'res was a starfighter pilot and she honed Damion's Force

training through the use of a Delta-7 starfighter. He quickly

excelled and became a Jedi Ace at about the age of 18.

His mother saw that he would soon be ready for the Trials

and was preparing for retirement from Jedi service; it was

around this time that he met Ma'ala, a young Twi'leki woman

also undergoing Jedi training. She was following the path of a

Jedi scholar but they quickly became starcrossed lovers despite

the Jedi Code. When Damion successfully went through the

trials the next year Denia retired to Ryloth to begin a period of

isolated meditation. Damion was quickly sent out on several

exploration projects which only managed to strengthen the

bond between Ma'ala and himself.

They would syncronize their vacations and would visit

Ryloth together to see Damion's mother. Denia'res approved of

Ma'ala and took them both under her wing on these trips. She

began to teach them more of their Twi'leki heritage.

Throughout this their love for each other grew as well as their

love for Ryloth. This love started them on a path that strayed

from the Jedi code. They would begin to take it upon themselves

to help protect and mold Ryloth. Ma'ala saw the slave rings and

Ryll production harming Ryloth society and Damion saw the

leadership making poor decisions causing a decline in its

economy and a weakness in defenses.

After several visits they made a decision, together with

Denia they would help mold Ryloth for the betterment of its

people. They then married and set out to help Ryloth and its

people. The Council did not approve but would allow their

personal missions on Ryloth, only recalling them to Coruscant

when the situation warranted their specific expertise. With the

senatorial assassinations growing, the Council had uncovered

some clues that pointed them towards the Hutt Crime

Syndicate. They recalled Damion to Coruscant, due to his ties to

Ryloth and its connection to the syndicate. He was assigned to

uncover the assassins and their contractors. His investigation

began back on Ryloth and drew him away from Ma'ala and his

mother to protect them. No matter how hard he looked he could

find no trace of the Hutt's connection to the assassination. He

returned to Coruscant emptyhanded and disappointed, feeling

that his abilities had failed him for the first time. He descended

into the depths of the lower levels of Coruscant and drank away

his disappointment. It was here that he was approached by an

enchanting and mysterious woman. She somehow arranged to

have Damion in a spice den, and that was when she made her

move. After his seduction, she intimated that she could get him

anything he wanted, including herself. Ashamed at what he had

done, but for some reason, strangely exhilarated by the

experience, Damion made arrangements to meet her more often

on Coruscant.

Years later, Damion was contacted by a shadowy figure that

informed him that unless he started spying on the Jedi Council

and doing other favors for him, he would reveal his illicit affair

to the Jedi Council and to his wife. Damion would be disgraced

and expelled from the Jedi Order, but more importantly his wife

would be aware of his infidelity. Not wanting to lose his position

or his wife, Damionreluctantly agreed.

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The events that followed his initial blackmail were like an

opening into Damion's deepest, darkest desires.

Thus Damion began his inexorable slide to the Dark Side.

Damion then began to plan his break from the Jedi Order. He

secretly constructed a new lightsaber using the dark side

techniques provided by the shadowy figure. It was arranged that

he would have a sizeable portion of credits for his use. He then

disappeared from his quarters in the Jedi Temple; with just a

note and his old lightsaber to explain his decision. The Jedi

Council, not having the manpower to pursue Damion, let him

go.

DamionA'res: Adult Male Twi'lek, Jedi Guardian 5/Jedi Ace

2/Jedi Weapon Master 4/Dark Side Marauder 3; Init +3 (+3

Dex); Def 24 (+3 Dex, +11 Class); Spd 10m; VP/WP 146/19;

Atk +13/+8/+3 melee * (2d4+3, Lightdagger), +16/+11/+6

melee (1d3+3, punch), +16/+11/+6 or +12/+12/+7/+2 ranged

(2d6, Lightsaber/ Blaster end), +16/+11/+6 ranged (3d4-1,

Blaster [Hold-out, Merr-Sonn J1 'Happy Surprise']),

+16/+11/+6 ranged (3d6-1, Ion Gun [Pistol, Custom]),

+17/+12/+7 melee * (3d8+3, crit 19-20, Lightsaber); SQ Dark

Side, Deflect (Attack -4, Defense +2), Increase Lightsaber

damage +1d8, Low-light vision, Resilient, Starfighter Defense,

Starship Focus; SV Fort +15, Ref +14, Will +11; SZ M; FP: 0;

DSPs: 18; Rep: +6; Str 16, Dex 16, Con 16, Int 14, Wis 14, Cha

14.

Equipment: Anti-Stun Suit [Twi'lek], Aquata Breather,

Blaster [Hold-out, Merr-Sonn J1 'Happy Surprise'],

Chronometer [Alliwon Electronics Vennoc-x], Comlink, Flight

suit, Ion Gun [Pistol, Custom], Lightsaber, Lightdagger,

Personal Energy Shield [energy buckler]

* DamionA'res has constructed his own Lightsaber,

DamionA'res has constructed his own Lightsaber [Short].

Skills: Astrogate +4, Balance +5, Climb +5, Computer Use

+4, Craft (lightsaber) +6, Intimidate +6, Jump +5, Knowledge

(Jedi lore) +5, Knowledge (World lore) +4, Pilot +11,

Read/Write Basic, Read/Write Ryl, Repair +4, Search +4,

Speak Basic, Speak Lekku, Speak Ryl, Spot +4, Tumble +9.

Force Skills: Affect Mind +6, Battlemind +15, Enhance

Ability +7, Enhance Senses +6, Fear +10, Force Defense +7,

Force Grip +11, Force Fire +13, Force Lightning +8, Force

Stealth +6, Force Strike +4, Heal Self +4, See Force +6,

Telepathy +3.

Feats: Armor Proficiency (light), Combat Expertise,

Cosmopolitan (Diplomacy), Exotic Weapon Proficiency

(lightsaber), Exotic Weapon Proficiency (lightdagger) Force-

Sensitive, Point Blank Shot, Power Attack, Starship Operation

(starfighter), Toughness, Two-weapon Fighting, Weapon

Finesse (Lightsaber), Weapons Group Proficiency (blaster

pistols, blaster rifles, primitive weapons, simple weapons, vibro

weapons)

Force Feats: Alter, Burst of Speed, Control, Form II

Mastery, Rage, Sense

N E W W E A P O N S A N DE Q U I P M E N T

L I G H T D A G G E R

C r e a t e d b y D r i v i s C o r l e

The lightdagger, originally a shunned weapon, is now being

allowed to give the Jedi any advantage possible against the

Separatist threat.

Cost: 1500

Damage: 2d4

Crit: 19-20

Weight: .5kg

Type: Energy

Size: Small

Group: Exotic

The Lightdagger is +5 to Craft: Lightsaber checks, and allows

for one personal modification.

E N E R G Y B U C K L E RThe energy buckler provides a +2 defense agianst energy

weapons and DR 3 against solid based weapons; it has an Armor

check penalty of -1, when turned on. Lightsabers do not ignore

the energy buckler's hardness rating when turned on. It takes a

turn to turn on or off, or if you have the quickdraw feat it is a free

action. Cost is 1200 credits.

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R 2 - D 2B a c k g r o u n d I n f o b y G r e e n _ C l o a k e d _ S o r c e r e r

Artoo was built in a small droid factory outside of Naboo’s

Capital, Theed. He was selected to be part of the elected

monarch’s personal cruiser. He was instrumental in saving

Queen Amidala and the crew aboard the ship during the Trade

Federation’s blockade of Naboo. The young droid fixed the

shields aboard the ship and which allowed it to escape into

hyperspace.

To complete further repairs, the Royal Starship set down on

the barren world of Tatooine. Artoo-Detoo accompanied Jedi

Master Qui-Gon Jinn and Royal Handmaiden, Padmé Naberrie,

to the port city of Mos Espa to gather spare parts. Artoo carried

the technical details for the necessary parts. During the trip into

Mos Espa a sandstorm hit and the group was forced to stay with

a family they had met in one of the parts shops in town. It was

there that R2 met the protocol droid C-3PO. The two forged a

friendship that would span several decades. It was also there

that Artoo met his future master, a young slave named Anakin

Skywalker.

Later when the Queen returned to Naboo, Artoo served as

onboard astromech to Anakin Skywalker, who flew an N-1

starfighter into the Battle of Naboo. Artoo assisted in bringing

down the Trade Federation Cruiser that was controlling the

battle droids on the planet and the droid ships in orbit causing

the blockade.

Ten years after the Battle of Naboo, Artoo meets up with

Anakin Skywalker again when he and the once again Queen

Amidala meet and decide to wed. At the wedding R2 meets up

again with Threepio and their bond grows tighter. R2-D2 and

C-3PO are then appointed to serve as the Queen’s personal

droids.

R2-D2: Expert 4/Scout 6; Init +2 (+2 Dex); Def 16 (+2 Dex, +3

Class, +1 Size); Spd 10m; VP/WP 46/12; Atk +10/+5 ranged

(by weapon); SQ 2nd Degree Droid, Adventurous (provides an

additional +1 to Scout's Heart Ability), Astromech Chassis,

Evasion, Expert class skill (Astrogate, Computer Use, Disable

Device, Gather Information, Knowledge, Pilot, Profession,

Survival), Extreme Effort, Faithful (+3 circumstance bonus

when assisting another character with a skill check instead of

the usual +2), Heart +2, Male Personality, Scout Skill Mastery

(Computer Use), Trailblazing, Uncanny Dodge (Dex bonus to

Defense), Unique droid personality; SV Fort +5, Ref +6, Will

+8; SZ S; Rep: +2; Str 11, Dex 15, Con 12, Int 18, Wis 13, Cha

15.

Equipment: Automatic Grip, Diagnostics Package,

Environmental Compensation, Fire Extinquisher, Heuristic

Processor, Improved Sensor Package, Infrared Vision,

Magnetic Feet, Motion Sensors, Recording Unit (holo), Rust

Inhibitor, Spring-loaded Internal Storage, Telescopic

Appendage, Tool Mount x4

Skills: Astrogate +16, Bluff +5, Computer Use +21, Disable

Device +17, Escape Artist +6, Gather Information +12, Hide

+6, Knowledge (Engineering) +16, Listen +12, Move Silently

+4, Pilot +14, Read/Write Binary, Repair +17, Search +11,

Sense Motive +3, Speak Binary, Spot +17

Feats: Alertness, Ambidexterity, Combat Reflexes, Heroic

Surge, Sharp-eyed, Skill Emphasis (Computer Use, Repair),

Starship Operation (starfighter), Weapons Group Proficiency

(blaster pistols, simple weapons)

New Force Skill: Force Fire(Int)C r e a t e d b y D r i v i s C o r l e

Requires the Force-Sensitive and Alter feats

You can call upon the Force to speed up molecules and

create fire.

Check: Fire: To create a fire, such as a campfire is

a normal skill check with the DC being 10+ the objects

DR for inanimate objects, or over the targets defense for

animate objects.

Special: Any animate target must make a check to

avoid catching on fire. (See page 287 of the Revised

Core Rulebook).

Time: Force Fire is an attack action.

Vitality Point Cost: Fire:1-4, based on what is being

set on fire and how big.

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C - 3 P OB a c k g r o u n d I n f o b y J e d i P o w e l l

C-3PO started his droid life in a junk yard pieced together from

several different protocol droids who had met their end on

Tatooine. Anakin Skywalker, at an early age, showed

remarkable skill at putting together technology and mastered

the skill of tinkering while working at Watto's junk yard. Anakin

found C-3PO's head in a large bin of junk Watto bought from

Jabba the Hutt. The droid had been destroyed after Jabba lost a

bet with a Rodian. Anakin thought his mother's slave life would

be easier if she had a droid who could help with her chores.

Anakin also thought the capabilities of the protocol droid would

be usefull due to its multiple languages.

Anakin, during his 8th and 9th years of age, put this droid

together. When Qui-Gon Jinn arrived on Tatooine and rescued

him from slavery, Anakin left the droid with his mother. During

the several years C-3P0 was under the care of Shmi Skywalker

she slowly mounted his first set of metal skin.

C-3PO was also relieved when Anakin and Qui-Gon

returned and freed Shmi from slavery, the rescue was quite

dangerous as they had been sold to Jabba the Hutt to pay off

many of Watto's debts to the intergalactic crimelord and their

rescue required many deaths and lots of blaster fire. This

encounter became the source of C-3PO's "We're Doomed"

personality quirk, as his limited memories flashed before his

photoreceptors.

C-3PO was then brought to Naboo with Shmi, while she

lived with Padmé Amidala's family. The Naboo engineers gave

C-3PO a complete overhaul and he soon was sporting bright

gold skin as well as having received an upgraded translator

package with millions of additional languages.

C-3PO was in bliss as his stay at Naboo led him to many

chances at Etiquette, while staying with a royal family. This

almost came to an end when Shmi wished to return to Tatooine.

Torn, C-3PO decided he did not want to return to that desolate

world and begged to stay on Naboo. Shmi saw no reason to take

the droid back to that desert planet and gave him to the Amidala

family. C-3PO stayed with the Amidala family and was quickly

absorbed into Padmé Amidala's senatorial entourage.

C-3PO: Diplomat 5; Init +0 (+0 Dex); Def 11 (+0 Dex, +1

Class); Spd 10m; VP/WP -/13; Atk +2 ranged (by weapon); SQ

3rd Degree Droid, Courteous, Faithful (+3 circumstance bonus

when assisting another character with a skill check instead of

the usual +2), Humanoid Chassis, Male Personality; SV Fort

+2, Ref +1, Will +3; SZ M; FP: 0; Rep: +1; Str 10, Dex 10, Con

13, Int 18, Wis 9, Cha 14.

Equipment: Translator Unit (DC 5), Verbobrain,

Vocabulator

Skills: Bluff +6, Computer Use +9, Diplomacy +23, Gather

Information +7, Intimidate +4, Knowledge (Alien species) +14,

Knowledge (Bureaucracy) +14, Knowledge (Cultures) +14,

Knowledge +6, Knowledge +6, Listen +3, Read/Write Binary,

Speak Binary, Spot +3

Feats: Ambidexterity, Persuasive, Skill Emphasis

(Diplomacy), Trustworthy, Weapons Group Proficiency

(blaster pistols)

A T I M E L I N E F O RG M ' S

1 3 A B N

I In a stunning series of victories, Separatist

forces are able to re-claim many of the worlds

lost to the Republic in the previous year.

I The Jedi Council, during the entire war, has

been corroborating the information that Master

Qui-Gon Jinn and then-Jedi Knight Anakin

Skywalker had transmitted to them eight years

earlier, and has secretly been investigating the

Galactic Senate.

I The Jedi Council assigns Council member

Master Quinlan Vos and Jedi Knight Serra Keto

to investigate The Works on Coruscant, for

leads to the identity of the Sith Lord that the

Council hascorroborated as being Darth

Sidious.

I President Dooku contacts Queen Amidala-

Skywalker to arrange a meeting with her

husband, Anakin Skywalker, about Anakin

rejoining the CIS. After a few moments, she

agrees that she will pass along the message to

Anakin.

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I Republic Clone Intelligence breaks the

Separatists' communications algorithm and is

able to ascertain that there will be a major

summit among the Separatist Leadership on

Mustafar.

I Anakin Skywalker returns to Naboo to be with

his wife, to make arrangements for her to join

him on Dantooine. There she explains that

President Dooku would like to meet with him.

After discussing the merits further with Padmé,

he finally agrees and then sends President

Dooku a message that he will indeed meet with

him. They agree to meet on Mustafar.

I General Grievous storms into President

Dooku's office to confront President Dooku's

decision to demote him as Supreme

Commander. After an intense argument,

Grievous lunges at President Dooku with all

four lightsabers ignited. President Dooku

snatches up his lightsaber and attempts to stave

off the bloodthirsty general. After a brief battle,

General Grievous decapitates President Dooku.

Commander Czar, a close confident to

President Dooku, witnesses the decapitation of

the President, as he enters Dooku's office, and

snapping up his blaster shoots Grievous in the

back, killing the General.

I Commander Czar transmits a coded message to

the other members of the Separatist Leadership

and informs them that General Grievous

butchered the President and requests

instructions. Viceroy Nute Gunray suggests

that Commander Czar take over the Separatist

military. After a short period of time, Czar is

promoted to General and tasked with the

continuation of the push towards the Core

worlds, and more importantly Coruscant.

I Master Vos transmits a garbled message to the

Jedi Council that he has uncovered clues that all

of the answers that they're looking for are on

Thule.

I Supreme Chancellor Palpatine informs the

Senate that he will be touring the facilities on

Thule, in the Outer Rim.

I After reviewing all the information that the

Archives have on Thule, the Jedi Council

discover the extent that Thule played during

The Golden Age of the Sith. The Jedi Council

then convenes a strike team to infiltrate Thule

and eliminate Darth Sidious: Masters Mace

Windu, Kit Fisto, Agen Kolar, and Saesee Tiin

to coordinate the operation.

I Coming out of his personal funk, Yoda joins the

Jedi Strike Team for its infiltration of Thule.

I The Jedi Strike Team arrives on Thule. After

infiltrating Hurom, the capital of Thule, the

strike team overhears orders that the Supreme

Chancellor makes to Governor Tarkin. Once

the governor leaves, the strike team confronts

the Supreme Chancellor to arrest him.

Chancellor Palpatine confirms the Jedi's worst

fears: that he is Darth Sidious, and due to the

Senate granting him more executive powers,

has complete legal authority. Darth Sidious

then wipes out the Jedi Strike Team to the last

Jedi, although Sidious is facially disfigured from

his battle with Mace Windu and Yoda, both of

whom were assumed to have fallen to their

deaths in Sidious' fortress.

I To prevent the Jedi from interfering with his

plans to declare himself Emperor, Supreme

Chancellor Palpatine sends out a galactic

transmission to every clonetrooper to institute

Order 66: the complete eradication of the

treasonous Jedi Order.

I Darth Sidious dispatches Darth Vader to the

Jedi Temple to slaughter the Jedi there.

I Chancellor Palpatine declares himself Emperor

on the floor of the Galactic Senate.

I Emperor Palpatine sends Darth Vader to

Mustafar to deal with the Separatist Leadership.

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I Darth Vader, impersonating Anakin Skywalker,

wipes out the Separatist Leadership, although

Viceroy Nute Gunray was not present in the

meeting room at the time. Vader then goes in

search of the Viceroy. Anakin Skywalker lands

on Mustafar, and after seeing the carnage that

Darth Vader inflicted on the Separatist

Leadership, searches for whoever it was that did

this.

I Anakin Skywalker catches Darth Vader, just as

the clone finds the Viceroy. An epic lightsaber

battle then ensues between the two. Viceroy

Nute Gunray flees Mustafar to leave the two

embattled duelists to their fate. Anakin defeats

his clone after what seems like hours. Physically

and spiritually drained, Anakin cuts off the

clones' arms and legs just as the clone attempts

to vault over Anakin. Vader then falls into hot

ash and begins to burn alive. Anakin then leaves

Mustafar for Naboo.

I Nute Gunray is made President of the

Confederation of Independent Systems at the

suggestion of General Czar. Gunray, then hides

behind more competent people to ensure that

no one knows of his lack of leadership

capabilities.

I Sensing his apprentice's dire straits, Darth

Sidious diverts to Mustafar, and as Vader

begins to expire, Sidious is able to stabilize him

long enough to rebuild Vader into a cyborg.

Once completed, the new Darth Vader will

make his debut on Coruscant.

I After invoking Order 66 on Coruscant, Emperor

Palpatine then orders Darth Vader and a legion

of clonetroopers to the Jedi Temple to finish off

the remaining Jedi, and to give the Recall

Beacon instructions to put out a signal that the

Clone Wars are over. Many of those Jedi who

weren't annihilated by their clone troops

straggle in and are then finished off by Darth

Vader.

I After annihilating the Jedi at the Jedi Temple,

Vader returns to the Emperor's audience

chamber, in which he receives a vision of the

future: of the Emperor blasting him with Force

Lightning. This vision staggers him, more than

anything before. The Emperor, ignorant of the

turmoil in his apprentice's Heart, turns his back

to Darth Vader, and in that instant, Darth Vader

chooses. He chooses to strangle the life out of

that pathetic, conniving excuse of a politician;

the one who has manipulated everyone and

everything; the one who has maneuvered the

galaxy into an instrument of his perversion; and

finally he chooses to do it because Emperor

Palpatine changed him into a freak of nature

like that droid, General Grievous, who nearly

brought the Republic to its knees. After

Palpatine chokes and gives his last gasp, Vader

hurls the Emperor out the window of the former

Supreme Chancellor's Office.

I Anakin Skywalker returns to Naboo to be with

Padmé as the due date approaches.

I Darth Vader declares himself Emperor, and

with surprising foresight, decides to seek a

resolution to the conflict that has engulfed the

galaxy for the last three years. He contacts

President Gunray to discuss a peace treaty that

would recognize the Confederacy of

Independent Systems, and would allow him

time to consolidate his position. A week later,

President Gunray tells Emperor Vader that he

will indeed sign a peace treaty with him.

I Emperor Vader through his "diplomatic

finesse" informs President Gunray, that if he

doesn't sign a treaty that dissolves the CIS and

allows the Empire to annex all of the CIS's

worlds, he will finish what he started on

Mustafar. Afraid for his life, President Gunray

then signs the treaty.

I General Czar and other loyal CIS personnel are

disgusted by this change of events and leave the

CIS, along with a majority of their military

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hardware, for secret bases in the Outer Rim to

plot their revenge and to restore democracy to

the galaxy.

I Before leaving for the Outer Rim, General Czar

informs Queen Amidala-Skywalker of what

happened at the treaty signing, and explains to

her that he will be seeking to overthrow the

Galactic Empire and restore democracy to the

galaxy. She then suggests to General Czar that

he contact Senator Bail Organa of Alderaan and

Senator Mon Mothma of Chandrila for any help

that they could provide.

I Queen Amidala-Skywalker gives birth to twins.

Anakin and Padmé name the twins: the boy

Luke; and the girl, Leia. She then abdicates,

although one of her final orders as queen is to

change the constitution so that monarchs of

Naboo are to be elected once more.

I Anakin wakes from a nightmare of the twins

being in danger. Realizing that the Force is

speaking to him, he wakes Padmé and they

decide that for the children's protection, that

they must be separated. Anakin makes

arrangements for Luke to be raised by his half-

brother, Owen Lars, and Padmé makes

arrangements with her friend, Senator Bail

Organa of Alderaan, to raise Leia.

I Anakin arrives on Tatooine, visiting with Owen

and Beru. There he discovers that in the years he

had been gone, his mother and stepfather had

passed away, shortly before the war started.

I After leaving Tatooine, Anakin sets out for the

Jedi Temple to investigate rumors that the Jedi

were annihilated at the Temple. To quiet his

unease about this latest turn of events, Anakin

intends to search for survivors, if any.

I Padmé leaves Alderaan in tears after saying

farewell to her daughter. As she sends a

transmission to Anakin, a bomb set by Aurra

Sing at the beginning of the Clone Wars, tears

through her transport. Upon feeling her death

in the Force, Anakin falls to his knees in despair.

He then contacts Senator Organa and implores

him to search the wreckage for her body, to

which Senator Organa agrees. Shortly

thereafter, the body of Queen Amidala-

Skywalker is found by Alderaanian searchers

and she is then prepared for her return to

Naboo, for burial.

I Anakin sends a transmission from the Jedi

Temple to his disciples on Dantooine: that they

are to go in hiding, and also, should they come

across any Jedi, that they will hide the Jedi to

protect them from the Empire. Finally, Anakin

does one last thing: during his search for Qui-

Gon, he had felt a presence near him as he

entered the Dagobah system. At the time he did

not follow up on the feeling. Now is the time for

it.

I Anakin travels to Dagobah and discovers Qui-

Gon Jinn waiting for him. They then spend

many hours contemplating the state of things in

the galaxy. Anakin informs Qui-Gon of the

separation of the twins and they then make

plans to arrange for the twins' training. Anakin

will return to Tatooine, and when the time is

right, usher Luke towards the goal of toppling

the Empire. For the sake of both the Bendu and

Jedi Orders, Anakin agrees with Qui-Gon to

give Luke training form both Orders to better

prepare him for his fight against Emperor

Vader.

I Anakin secretly arrives on Naboo to say farewell

to Padme at her grave. He lets her know that her

death won't be in vain, and that their children

will make a difference in the future.

I Many weeks later, Anakin returns to Tatooine

and will watch over his son as he grows, under

the name of Ben Kenobi.

S E R R A K E T OSerra Keto attained the rank of Jedi Knight shortly after the

Separatist's attack on Kamino. Because she was a most gifted

student of the legendary swordmaster Cin Drallig, Serra was

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successful in many obstacles set before her. In the two years

since the Battle of Kamino, Serra has distinguished herself well,

and is now relied on by the Jedi Council. With her unorthodox

usage of two lightsabers in melee combat, Serra is a difficult

opponent for many of the Republic's enemies.

Two years later, Serra was teamed up with Council member

Master Vos tasked with searching for more clues as to the

identity of the Sith Lord, Darth Sidious. They tracked these

clues to an abandoned warehouse in The Works, on Coruscant.

There the clues dried up. While returning to the Council, they

came upon a young woman trudging along outside The Works.

Amazed at the Force potential of the young woman, who

identified herself as Kora Jade, Master Vos determined that this

woman had many of the answers to mysteries that the Council

was searching for; Master Vos transmitted their findings to the

Council. After deliberating, the Council assigned Serra to the

latest campaign on Mygeeto.

Upon declaration of Order 66, Serra was caught off guard

by her clonetroops, but was able to evade them while under fire.

Giving them the slip, Serra left Mygeeto to go to the Jedi Temple

to warn those Jedi still there of the Republic's treachery. After

arriving at the Temple, Serra was shocked at the carnage that lay

before her. Upon finding the body of Master Cin Drallig lying

among the bodies of younglings, Serra fled the Temple and

happened upon a squad of clonetroopers, who notice that she's

a Jedi. They then proceed to blast her into oblivion.

Serra Keto: Adult Female Human, Jedi Guardian 8/Jedi

Weapon Master 4; Init +4 (+4 Dex); Def 22 (+4 Dex, +8 Class);

Spd 10m; VP/WP 130/15; Atk +13/+8/+3 melee (1d3+1,

punch), +16/+11/+6 ranged (by weapon), +18/+13/+8 melee *

(3d8+1, crit 18-20, Lightsaber); SQ Deflect (Attack -4, Defense

+2, Extend Defense and Attack), Devastating Strike

(Lightsaber), Increase Lightsaber damage +1d8; SV Fort +10,

Ref +12, Will +6; SZ M; FP: 5; DSPs: 1; Rep: +4; Str 12, Dex

19, Con 15, Int 13, Wis 11, Cha 12.

Equipment: 2 Lightsabers, Jedi robes, Jedi Starfighter.

* Serra Keto has constructed her own Lightsaber.

Skills: Astrogate +3, Bluff +4, Computer Use +5, Craft

(lightsaber) +8, Gather Information +4, Intimidate +5,

Knowledge (Jedi lore) +7, Pilot +8, Read/Write Basic, Speak

Basic, Speak Iktotchese, Tumble +13.

Force Skills: Battlemind +13, Enhance Ability +11,

Enhance Senses +3, Force Defense +8, Force Stealth +4,

Illusion +5, Move Object +8, See Force +5.

Feats: Acrobatic, Ambidexterity, Combat Expertise, Exotic

Weapon Proficiency (lightsaber), Force-Sensitive, Improved

Critical (Lightsaber), Improved Two-weapon Fighting, Two-

weapon Fighting, Weapon Finesse (Lightsaber), Weapon

Focus (Lightsaber), Weapons Group Proficiency (blaster

pistols, simple weapons).

Force Feats: Alter, Control, Lightsaber Defense, Mettle,

Niman Mastery, Sense.

N E W S P E C I E S :C O R S A L L I A N SI . C . K e s s l e r

The Corsallians are a peaceful race originating from the planet

Corsal, in the Corsal System. On the edge between the Deep

Core and the Core, Corsal has been known almost since the

beginning of the Old Republic. Since they were close enough to

the Deep Core, many invaders have stayed away, finding the

planet too difficult to travel to. But since they were also close to

Coruscant, invaders were few and far between.

Because of this, the species as a whole has been through a

cultural renaissance emphasizing negotiation and peace above

all else. But, they also valued a strong military to defend

democracy. Some of the most famous Admirals in history have

been Corsallians or trained by a retired Corsallian Admiral.

P E R S O N A L I T YKind and thoughtful, they are also very bright and charismatic.

This has caused them to be well liked by all, even if quietly noted

(in the Imperial’s case). They are also calm under extreme

pressure, ready to give an order or follow one at moments notice.

Their society is based around clans, and it is common for

Corsallians traveling abroad to tend to stick with groups of

friends or acquaintances.

P H Y S I C A L D E S C R I P T I O NCorsallians are commonly seen in long black robes, black

gloves, and wearing decorative metal head-dresses which

indicate which family they are from. Humanoid in physical

attributes (two legs, two arms, etc.); they stand between 1.5 to

2.2 meters tall. Their face has a beak that looks like it has been

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smoothed over the bottom half of the mouth, but, this doesn't

mean that they cannot speak. They speak as normally as

everyone else, but not through a conventional mouth; rather,

they speak through many slits hidden where the mouth would

be. They have eyes ranging from bright red to pink, no hair of

any kind, and pearl black skin.

H O M E W O R L DCorsal

A D V E N T U R E R SCorsallains come from all walks of life, and can be any class they

want, though a Corsallian thug is very uncommon. Very few Jedi

have ever existed for Corsallians.

S P E C I E S T R A I T S

I -2 Str, -2 Con, +2 Int, +2 Wis, +2 Cha. Although

weaker than many species, Corsallians are

known as smart, wise, and charasmatic to all

who are around them.

I Medium-Size. As Medium-size creatures,

Corsallians have no special bonuses or penalties

due to their size.

I Base speed is 10 meters

I Skill Expertise. Corsallians gain the skill

Diplomacy without penalty regardless of what

class they take. This reflects their extreme

devotion to negotiations and peace.

I Automatic languages: Speak and Read/Write

Basic and Corsallian

C O R S A LR y a n B r o o k s

Planet Type: Terrestrial

Climate: Temperate

Terrain: Ocean, Forest, Swamp, Grasslands

Atmosphere: Type I (breathable)

Gravity: Standard

Length of Day: 26 standard hours

Length of Year: 486 standard days

Sentient Species: Corsallians, Humans, Alien

Languages: Basic, Corsallian

Population: 3 Billion

I . C . K e s s l e r

R y a n B r o o k s

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Species Mix: Corsallian 95%, Human 2%, Other 3%

Government: Military/Constitutional Monarchy;

Major Exports: Computers, Droids, Luxury Goods, Military

Supplies, Technology [High], Warships, Weaponry

Major Imports: Tourism

System/Star: Corsallian System/Corsa (Yellow Giant)

Name Type Moons

Corsec Rockball 0

Corsal Terrestrial 3

D E S C R I P T I O NThe Corsallians are a peaceful race originating from the planet

Corsal, in the Corsal System, on the edge between the Deep Core

and the Core on the Corellian Run (it’s to the right of Annaxes

on the Corellian Run in the C&CW map). It’s a beautiful world

with two continents, each very close to the poles of the planet. It

also has two islands, one adjacent to each continent. Due to

great planning, Corsal has kept most of is environment intact

while maintaining a population of 3 billion. Corsal has 3 moons

named Corsin, Corsa, and Corsel, named after the deities of

wealth, harvest, and war respectively. Corsin is an over-

industrialized moon, and is dominated by a huge commercial

sector. Corsa is a huge agricultural moon, and grows most of the

food that feeds the rest of the system.

Corsel is a lifeless rock that has a huge military base that

covers a fourth of the surface of the moon, and takes up most of

the inside of the moon itself.

H I S T O R YSince they were close to Coruscant, they had little trouble from

invaders, until the Hyperspace War 5000 BBY. The war

shocked them because for the first time they were facing an

enemy at gun point on their home turf.

The original democratic government was destroyed, but

Corsal was saved thanks to its brilliant military leaders.

With no active government left, the military took the reigns

and ruled Corsal. Henceforth, the government would be ruled by

an elected Emperor from the Grand Council.

The Grand Council consisted of military governors, called

President-Generals. Each one representing their respective

planet or colonies. They would meet every other month, except

on holiday’s or during crisis’s, to discuss matters of state or to

pass legislation. When the Emperor died or left the throne, the

Grand Council convened for a special meeting to decide whether

the Emperor’s heir is both willing and capable of ruling. If they

feel the line is weakening, they vote for a new line to succeed the

old one from one of the current President- General.

Though the people feared a military dictatorship, their fears

were calmed when a new constitution and bill of rights was

created with the new government. But military personnel made

up the bulk of the judicial, legislative, and executive branch of

the government. After the Hyperspace War, the Corsallians

created a huge military to better protect their home and its

respective colonies in and around the Corsallian Sector, and

later scattered throughout the galaxy.

Having a huge military quickly made it hard to invade

Corsal, and because of this, the species has not been attacked in

the Old Republic era, with the exception of the Great Sith War.

From that time on the species as a whole has been through a

cultural renaissance emphasizing negotiation and peace. Yet,

they will use military force if left with no options.

Corsal’s industries have long ago moved to space, and orbit

the planet. The planet also has a lot of its nature intact, and is a

major tourist destination for people from the Core. For defense,

the planet a sports many orbital defense platforms and a huge

defense fleet, which does what the Republic presence didn't do:

keep order.

During the Rise of the Empire era, Corsal is constantly

lobbying to have a military created to help the Jedi keep order.

But, until the Separatist's movement started, they were seen as

militants out to waste an already tight-for-cash government.

During the Separatist Movement, many worlds rallied to them

and the Military Creation Act which they helped propose. And

they staunchly supported Palpatine during the Clone Wars, and

gave what help it could to the Clone army and Jedi.

P E O P L EThe majority of the population is Corsallian, with few other

species. Though peaceful, many support the military

government. Those people are called Imperialists because they

support the military and the Emperor’s rule. Those who want a

return of the democratic government are called Republicans.

The Imperialists have always made up the majority of the

population, but the Republican’s power has waxed and waned

depending on what’s happening to Corsal. If Corsal is going

through a bad war or tough time, then the Republicans numbers

quickly grow. But if the Emperor is doing an overall good job on

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most issues, then the Republicans support disappears. During

the Rise of the Empire, newly elected Emperor Kilo'Khan rules,

bringing the most enlightened rule to Corsal and helps Corsal

weather the Clone Wars.

L O C A T I O N S

C O R M I L I T A R Y A C A D E M Y

Named after the first Emperor of Corsal, Emperor Cor, this

Military Academy is one of the most prestigious officer

academies within the Core. Before the military government took

power, the academy was called Corsal Military Academy, and

was a joke to many other military academies of the time. It was

falling apart due to cut backs in spending on the military, and

many on Corsal felt that it was unnecessary since the Republic

protected them now. This all changed when the Sith came 5000

BBY. When Emperor Cor, then Supreme Commander of the

Corsal military took power, he rebuilt the academy and

reopened it as the Cor Military Academy. The increased

spending and the greater interest in the military allowed it to

become prestigious. Because of this, some of the most famous

Admirals and Generals in history have been Corsallians or

trained by a retired Corsallian Admiral or General. During the

Rise of the Empire era, not much changes until the Empire rises

to power. Because of the prestige it has and its excellent classes,

some of the most famous Admirals and Generals in history have

been Corsallians or trained by a retired Corsallian Admiral or

General.

C O R ' S A L

The Capital of Corsal, this city is located on the northwest coast

of the northern continent. The city contains around 54 million

people, but thanks to great city planning, takes up little space.

The city, like all others on Corsal, is made from a huge synthetic

crystal that was grown on the planet.

Each "skyscraper" is a jutting tower carved from this crystal.

Though the city is hollow on the inside, the crystal itself is very

strong, and can take one direct hit from a turbolaser before

cracking.

E M P E R O RK I L O ' K H A NEmperor Kilo’Khan never dreamed of being Emperor of the

Corsallian Empire, but soon found himself in this position at the

young age of 25. Originally a Governor-General of Setta V or the

Corsallian Sector, Kilo’Khan was elected Governor-General at

the young age of 20. Showing off his great military skill for the

next five years, he helped turn Setta V from a pirate’s haven into

one of the safest systems in the galaxy. Many felt Kilo’Khan and

his clan offered the much needed stability that was absent from

the previous ruler, Emperor Voric IV. Voric IV had been from a

hereditary line, and therefore didn’t have to serve in the military

to become Emperor. His mismanagement of Corsal dismayed

everyone, especially Kilo’Khan. Becoming critical of the old

Emperor, Kilo’Khan soon gained allies in the Grand Council.

When Voric IV died, his son Cerv was judged by the Grand

Council. Unlike Voric IV, who was able to trick the Grand

Council into believing that he was fit to rule, Cerv badly failed

the test put before him. The Voric clan was voted out of the

throne, and Kilo’Khan and his clan, the Khans, were seen as the

candidate to succeed. So at the young age of 25, Kilo’Khan was

elected Emperor. Using his youthful energy as well as his

wisdom beyond his age, Kilo’Khan helped bring Corsal back on

track. Many refits of the Navy and Army, put on the back burner

at the Grand Council meetings, have been brought to the

forefront and is being passed. Corsal’s already large Army and

Navy grew larger, and Kilo’Khan has stressed Corsal’s loyalty to

the Republic and to Palpatine many times over, and offered to

help train officers and then clones for the Grand Army of the

Republic.

This dedication to the Republic earned Kilo’Khan an

honorary seat on the loyalist committee, though many resent

this. No one understood why a non-Senator was allowed a seat

on the Loyalist Committee, but few objected loudly since

Palpatine quieted them swiftly. With Kilo’Khan on the

committee, Palpatine forged a great friendship with him. This

friendship allowed both to debate alone for long hours about the

need for reform with the Republic. Kilo’Khan especially liked

the idea of Palpatine’s New Order, and pledged to do everything

he could to help bring this “New Order” about. Palpatine liked

this, and soon made sure Corsallians gained prominent

positions in the military and that Kilo’Khan joined his private

circle of allies for the New Order. Tarkin objected to Kilo’Khan

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joining, but Palpatine assured him he was nothing like those

aliens outside the Core Worlds.

Kilo’Khan’s close friendship with Palpatine finally led to the

truth about Palpatine’s identity. Kilo’Khan was unfazed by this

truth, and accepted it whole-heartedly. Palpatine told him

everything, about the Sith’s struggle to create order and peace

through force, and Kilo’Khan accepted it all. Palpatine’s ideas

just fit so perfectly with the Corsallians ideals of a strong

military, keeping peace and Order. Soon Kilo’Khan was

attending Palpatine’s Sith meetings, offering military help and

advice to help promote the Sith’s ideals. Kilo’Khan was in no

way evil; many of Palpatine’s ideas have been part of Corsallian

culture long before Palpatine thought of them, but he has

become misguided.

Emperor Kilo'Khan: Adult Male Corsallian, Soldier 6/Officer

6/Noble 4; Init +6 (+2 Dex, +4 Bonus); Def 21 (+2 Dex, +9

Class); Spd 10m; VP/WP 148/12; Atk +13/+8/+3 melee (1d3,

punch), +13/+8/+3 melee (2d10, Vibro-Ax), +15/+10/+5 or

+11/+11/+6/+1 ranged (3d6, Blaster [Pistol]); SQ Coordinate

+1, Favor +2, Inspire Confidence, Leadership, Noble bonus

class skill (Bluff), Requisition Supplies, Resource Access,

Tactics; SV Fort +10, Ref +9, Will +13; SZ M; FP: 3; DSPs: 3;

Rep: +12; Str 10, Dex 14, Con 12, Int 18, Wis 19, Cha 16.

Equipment: Blaster [Pistol], Utility Belt, Vibro-Ax.

Skills: Astrogate +8, Bluff +24, Computer Use +8,

Diplomacy +24, Gather Information +20, Intimidate +24,

Knowledge (Corsal) +14, Knowledge (Corsallian Empire) +14,

Knowledge (History) +14, Knowledge (Politics) +14,

Knowledge (Tactics) +17, Pilot +8, Profession (military officer)

+12, Read/Write Basic, Read/Write Corsallian, Repair +10,

Ride +4, Sense Motive +22, Speak Basic, Speak Corsallian,

Treat Injury +8

Feats: Alertness, Armor Proficiency (light, medium), Fame,

Heroic Surge, Improved Initiative, Influence, Mimic,

Persuasive, Skill Emphasis (Knowledge [Tactics]), Starship

Operation (starfighter), Trustworthy, Weapons Group

Proficiency (blaster pistols, blaster rifles, heavy weapons,

simple weapons, vibro weapons)

A N A K I NS K Y W A L K E RU P D A T EA l M a c D o n a l d

With the Jedi Order smashed, and the Bendu Order in hiding,

Anakin confers with Qui-Gon Jinn on Dagobah, about the

future of the galaxy and the role of his children.

Now that the Empire is the undisputed power in the galaxy,

Anakin has misgivings about whether Luke or Leia will be able

to make a difference in future events. Qui-Gon is able to focus

Anakin on the demands of his unique position.

As leader of the Bendu Order, Anakin is in the position to

ensure the survival of both the Jedi and the Bendu from the

depradations of the Empire. Qui-Gon suggests that Anakin

change his name to one that has been forgotten - Ben Kenobi,

who was Qui-Gon's former pupil before the Jedi Order

bestowed the moniker 'Obi- Wan' on him. Then Qui-Gon

suggests to Ben Kenobi, that he should go and watch over his

son Luke on Tatooine, to prepare him for his coming ordeal, and

when the time is right, to encourage Luke to complete his

training on Dagobah. To aid in his effort to assume a new

A l M a c D o n a l d

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identity, Anakin begins to grow a beard so that he can disappear

from galactic events.

Anakin Skywalker: Adult Male Human, Fringer 1/ Jedi

Guardian 5/ Bendu Disciple 1/ Bendu Warrior 9/ Bendu Master

2; Init +3 (+3 Dex); Def 28 (+3 Dex, +15 Class); Spd 10m;

VP/WP 143/15; Atk +18/+13/+8 melee (1d3+2, punch),

+19/+14/+9 ranged (by weapon), +20/+15/+10 melee*

(7d8+2, crit 18-20, Lightsaber); SQ Deflect (Attack -3, Defense

+4, Extend Defense and Attack), Fringer bonus class skill

(Repair), Increase Lightsaber damage +5d8, Bendu Combat

feats (Weapon Finesse, Improved Critical, Improved Disarm),

Skywalkers gain the Force-Sensitive feat for free and ignore the

"Force Level 1st" prerequisite when selecting the primary Force

feats [Control, Sense, and Alter]), Resist and Improved Resist

Dark Side +3; SV Fort +16, Ref +17, Will +12; SZ M; FP 6;

Rep: +9; Str 14, Dex 17, Con 15, Int 14, Wis 15, Cha 14.

Equipment: Comlink, Holocron, Holoprojector [Personal],

Lightsaber, Utility Belt [Jedi], Actis-class Interceptor.

* Anakin Skywalker has constructed his own Lightsaber.

Skills: Computer Use +9, Craft (lightsaber) +9, Gather

Information +7, Hide +4, Knowledge (Bendu Lore) +10,

Knowledge (Jedi lore) +8, Knowledge (Podracing) +6,

Knowledge (Tatooine) +6, Knowledge (World lore) +5, Pilot

+14, Read/Write Basic, Read/Write Huttese, Repair +5,

Search +6, Speak Basic, Speak Huttese, Spot +7, Survival +6,

Tumble +8.

Force Skills: Affect Mind +8, Battlemind +14, Battle

Influence +7, Enhance Ability +10, Farseeing +18, Force

Defense +7, Force Stealth +4, Heal Another +8, Heal Self +8,

Move Object +10, See Force +7, Telepathy +8.

Feats: Agile Riposte, Combat Expertise, Combat Reflexes,

Dodge, Exotic Weapon Proficiency (lightsaber), Force-

Sensitive, Gearhead, Improved Critical (Lightsaber), Improved

Disarm, Skill Emphasis (Pilot), Weapon Finesse (Lightsaber),

Weapon Focus (Lightsaber), Weapons Group Proficiency

(blaster pistols, primitive weapons, simple weapons).

Force Feats: Alter, Attuned, Battle Meditation, Control,

Dissipate Energy, Force Mastery, Sense.

E M P E R O R V A D E RT o n y T h e o

Darth Vader has overthrown the Emperor. Choking the life out

of Emperor Palpatine just hours after the Chancellor had

declared himself Emperor, Vader challenges the Senate to try to

stop him from naming himself Emperor. No senator steps

forward to challenge Vader's claim to the throne, because of the

Senate witnessing Vader's ruthless efficiency at dispatching

those senators that had argued against his master.

After meditating many hours, the new Emperor sends a

diplomatic envoy to the Confederacy to discuss the cessation of

war. During the week that followed, Emperor Vader

consolidated his authority further. Elevating the deposed

emperor’s advisor Sly Moore to his right hand and eliminating

Mas Amedda, Vader then brokers a deal with the Separatists

that will enable him to cement his place as the ultimate

expression of the Dark Side, and no one will be safe from his

predations.

T o n y T h e o

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Emperor Vader: Adult Male Human, Fringer 1/Jedi Guardian

8/Sith Acolyte 4/Sith Lord 3; Init +3 (+3 Dex); Def 22 (+0 Dex,

+12 Class) (Damage Reduction: 10); Spd 6m (Armor); VP/WP

120/15; Atk +11/+6/+1 melee * (5d8+3, crit 19-20,

Lightsaber), +16/+11/+6 melee (1d3+3, punch), +16/+11/+6

ranged (by weapon); SQ Clone, Dark Side, Deflect (Attack -4,

Defense +2, Extend Defense and Attack), Fringer bonus class

skill (Repair), Increase Lightsaber damage +3d8, Resource

Access, Skywalkers gain the Force-Sensitive feat for free and

ignore the "Force Level 1st" prerequisite when selecting the

primary Force feats [Control, Sense, and Alter]); SV Fort +17,

Ref +15, Will +12; SZ M; FP: 9; DSPs: 20; Rep: +4; Str 17,

Dex 17, Con 15, Int 14, Wis 14, Cha 14.

Equipment: Comlink, Cybernetic Arm [Advanced] x2,

Cybernetic Legs [Advanced] x2, Dark Battle armor [Heavy],

Lightsaber, Utility Belt

* Darth Vader has constructed his own Lightsaber.

Skills: Craft (lightsaber) +12, Hide -3, Intimidate +12,

Knowledge (Podracing) +6, Knowledge (Sith lore) +11,

Knowledge (Tatooine) +6, Pilot +17, Read/Write Basic,

Read/Write Huttese, Read/Write Sith, Repair +7, Search +6,

Speak Basic, Speak Huttese, Speak Sith, Spot +6, Survival +5

Force Skills: Affect Mind +8, Alchemy +12, Battlemind

+13, Drain Energy +14, Drain Knowledge +8, Enhance Ability

+21, Force Defense +7, Force Grip +15, Force Strike +9, Heal

Another -4, Heal Self +6, See Force +8, Telepathy +6

Feats: Combat Expertise, Combat Reflexes, Exotic

Weapon Proficiency (lightsaber, sith sword), Force-Sensitive,

Gearhead, Improved Critical (Lightsaber), Power Attack, Skill

Emphasis (Pilot), Weapon Focus (Lightsaber), Weapons

Group Proficiency (blaster pistols, primitive weapons, simple

weapons, vibro weapons)

Force Feats: Alter, Attuned, Control, Drain Force, Knight

Defense, Lightsaber Defense, Master Defense, Rage, Sense,

Sith Sorcery

C Z A R U P D A T EAmbition is what drives the movers and the shakers of the

galaxy. The most ambitious of them all is General Czar.

Once a lowly Captain of a mercenary group, he has risen to

the position of General through great ambition and a greater

opportunity. When General Grievous killed President Dooku,

Czar did not hesitate to shoot Grievous in the back. His innards

instantly ignited, and thus Grievous’s rule ended. As a memento

of his great deed and as a way of remembering Dooku, Czar took

his lightsaber as his own, replacing the one Dooku originally

gave to him. With the Separatists already against Grievous, this

finally provided them an opportunity to elect a new General.

Thus Czars greatest ambition is finally realized.

But although he finally has the name, Czar had been

General in almost every other way due to Grievous’s lack of

mental stability. This had been going on for months, but no one

dared challenge Grievous since he was far deadlier then anyone

else and had absolutely no inhibitions.

Having no challenge from any of the other Commanders,

Czar took up his position as General. He immediately began the

systematic destruction of the Republic. Crushing Core World

after Core World in his wake until Czar finally came upon

Coruscant itself. There he waged a month long campaign

against the Republic in an effort to capture the world. He knew

had a slim chance, but he also knew that a fight in Coruscant

would almost certainly lead to the crushing of the Republic’s

power in the Core. And it did. Coruscant was lost, but the

Republic suffered far worse. With Coruscant out of the way, he

turned his sights to Kuat and Corsal, the last key worlds in the

Core. If they fell, the Republic would certainly collapse. He

immediately readied his fleet for a long battle in Kuat.

But not everything went according to his plans. Kuat fell,

but not until after the Republic turned on its own Jedi. Czar's

long time opponent, Supreme Commander Kal Remos, barely

survived the encounter, and teamed up with Czar to capture the

world. And then almost all of the Separatist Council is wiped out

by a clone of Anakin Skywalker. Only Nute Gunray survives the

encounter, but San Hill also lives on because his decoy attended

the meeting. After a week, Gunray is named President,

Palpatine is declared Emperor to be overthrown by his

apprentice Darth Vader, and a possible peace treaty is proposed

by the Empire. All of this happening so quickly made Czar worry

that fate, or the force, was conspiring against the Separatists.

But before he can even come to grips with that, more shocking

news meets Czar: The Separatists are surrendering and are to be

annexed by the Empire.

Czar was infuriated and outraged at this. His spies informed

him that the new Emperor was pulling out massive amounts of

ships from the Deep Core to help facilitate control over the Core.

Czar contacted Queen Amidala about what to do, and she

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suggested speaking to Bail Organa and Mon Mothma. Sending

messages to both of them, Czar awaited their response to the

invitation of joining him in his new rebellion, Czar’s rebellion to

restore democracy to the galaxy. But before he can do this, Czar

must bide his time

The Empire is moving too fast to stop now, but soon. Soon

the he would strike from the shadows and finish what he had

started.

General Czar: Middle Age Male Bothan, Noble 8/Soldier

2/Officer 6; Init -1 (-1 Dex); Def 18 (-1 Dex, +9 Class); Spd 8m

(Armor); VP/WP 116/10; Atk +11/+6/+1 melee (2d8, crit 19-

20, Lightsaber), +11/+6/+1 or +5/+5/+5/+0/-5 ranged (3d8,

SoroSuub Firelance Blaster Rifle), +11/+6/+1 or +7/+7/+2/-3

ranged (3d6, Blaster [Pistol]), +12/+7/+2 melee (1d3, punch);

SQ Coordinate +2, Favor +3, Inspire Confidence, Leadership,

Noble bonus class skill (Gather Information), Requisition

Supplies, Resource Access, Tactics; SV Fort +8, Ref +6, Will

+12; SZ M; FP: 3; DSPs: 1; Rep: +12; Str 11, Dex 9, Con 10,

Int 18, Wis 16, Cha 16.

Equipment: Blaster [Pistol], Comlink [Encrypted], Czar's

Ceremonial armor (Damage Reduction: 5), DataPad

[Personal], Holoprojector [Personal], Lightsaber, SoroSuub

Firelance Blaster Rifle, Utility Belt

Skills: Appraise +10, Astrogate +6, Bluff +14, Computer

Use +12, Diplomacy +14, Gather Information +20, Intimidate

+18, Knowledge (Alien species) +16, Knowledge (Cultures)

+16, Knowledge (Jedi lore) +16, Knowledge (Politics) +22,

Knowledge (Tactics) +22, Pilot +6, Profession (military officer)

+17, Read/Write Basic, Read/Write Bothese, Repair +10,

Sense Motive +17, Speak Basic, Speak Bothese, Speak Huttese,

Speak Vuvrian, Treat Injury +7

Feats: Armor Proficiency (light, medium), Exotic Weapon

Proficiency (lightsaber), Fame, Frightful Presence, Influence,

Persuasive, Starship Operation (starfighter), Trustworthy,

Weapon Finesse (Lightsaber), Weapons Group Proficiency

(blaster pistols, blaster rifles, simple weapons)

Z O N E S O F C O N T R O LThe following planets are grouped under what governmental

jurisdiction they are held under, at the beginning of the war:

Note: Not all planets will be listed. It is up to each individual

Game Master to decide which planets will be affiliated with

which government. This list is only to be used as a guide.

* is the capital of each government.

G A L A C T I C R E P U B L I CAbregado-rae, Alderaan, Arkania, Carida, Corulag, Coruscant

*, Bilbringi, Byss, Corellia, Duro, Empress Teta (Koros), Kuat,

Onderon, Tapani Sector.

C O N F E D E R A C Y O F I N D E P E N D E N TS Y S T E M SAndo, Bespin, Bothawui, Eriadu, Geonosis, Kashyyyk, Mon

Calamari, Mustafar, Muunilinst, Naboo *, Sluiss Van, Sullust,

Telos, Yaga Minor.

H U T T S P A C EDa Soocha V, Gamorr, Honoghr, Kessel, Nal Hutta *, Nar

Shadaa, Ryloth, Tatooine, Toydaria, Ylesia.

I N D E P E N D E N T S Y S T E M SDagobah, Dantooine, Dathomir, Hapes Consortium,

Mandalore, Myrkr.

C H R O N O L O G I C A LL I S T O F M A J O RC L O N E W A R SB A T T L E SS represents a Separatist victory, while R represents a Republic

victory. D stands for the world was destroyed. An E stands for a

victory for the Empire.

Y E A R 1 O F T H E C L O N E W A R S( Y E A R 1 0 A B N )

M O N T H 0

I Battle of Vandelhelm (S, was sneak attack on

Count Dooku. After Dooku defeated the

assailants, he declared war on the Republic).

I Battle of Ryloth (S, lead by Anakin Skywalker).

M O N T H 1 - 2

I Battle of Kalee (S, led by General Grievous. Was

the Defense of Kalee from Republic aggression).

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I Battle of Thyferra (S, led by Commander

Skywalker. Stopped all bacta shipments to the

Republic).

M O N T H 3

I Battle of Rothana (R, the Separatist were able to

steal the AT-AP design and obtain the

coordinates for Kamino, but were beaten back

from the world. Separatist forces led by Captain

Czar; Republic forces led by Jedi Master Nejaa

Halcyon).

I Battle of Bestine (S, The Republic was routed

here by Captain Czar. The Republic forces were

lead by Kit Fisto, but failed to stop the Separatist

forces because of the lack of air support. The call

for new fighters, not just for Jedi, is made out to

Incom and KSE).

M O N T H 4

I Battle of Kamino (S, while the Separatists won

the battle, they couldn’t take Kamino. Lead by

General Grievous, Commander Skywalker, and

Captain Czar).

I Battle of Honoghr (S & D, This happens a

couple hours after the Battle of Kamino. The

Noghri’s homeworld is destroyed because of the

battle, and the Noghri are moved to Rori by the

Separatists).

Y E A R 2 O F T H E C L O N E W A R S( Y E A R 1 1 A B N )

M O N T H 7

I Battle of Gyndine (S, sees the Separatists

introduce the MC-75 and the Separatist Assault

Gunboat).

I Battle of Cato Neimoidia (R, before the

Separatists could gather forces to defend the

world, the Republic captures Cato Neimoidia;

Repubic forces led by Jedi Master Nejaa

Halcyon).

M O N T H 8

I Battle of Tanaab (S, led by Commander Czar).

I Battle of Bandomeer (S & D, Republic uses Base

Delta Zero to keep this key junction world out of

Separatist hands. The Separatists set up a base

anyway to help the refugees of Bandomeer and

support Separatist incursions into the heart of

the Republic).

M O N T H 1 0

I Battle of Mygeeto (R, Sees the Republic

introduce the V-wing fighter. The Republic

attack on Mygeeto is lead by Captain Jan

Dodonna and Jedi Master Aayla Secura).

I Battle of Rodia (S, Sees the introduction of the

ARC-170 for the Republic and the AT-AP and

the AT-GE for the Separatists).

I Battle of Bogden (S, Was supposed to be lead by

General Grievous. Commander Czar took over

in his absence. Sees introduction of the Actis-

class Interceptor).

M O N T H 1 4

I Battle of Aridus (S, Lead by General Grievous).

I Battle of Iktotch (S, World defects to the

Separatists in the middle of the battle, and

together they defeat the Republic).

I Battle of Denon (S & D, The Republic destroys

the world after losing it to halt Separatist

advance to the Core. A military base is

established in orbit, and the refugees are moved

far behind enemy lines).

I First and Second Battles of the Roche Asteroid

Field (R & S, after losing the Asteroid Field,

Commander Skywalker re-captures the Roche.

Afterwards, Commander Skywalker then retires

from the Separatist military for personal

reasons).

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M O N T H 1 9

I Battle of Nubia (S, was won with little Republic

resistance. The Republic pulls its forces back to

Corellia and Duros).

I Battle of New Plympto (S, Republic begins to

reinforce the defense of Duros for a possible

assault).

I Battle of Duro (S, after being tricked into

pulling the Republic's forces to Coruscant for

what seemed like an imminent attack on that

world, Duro falls to the Separatists in a quick

assault).

I Battle of Tirahnn (S, was won after 3 days of

continuous fighting).

Y E A R 3 O F T H E C L O N E W A R S( Y E A R 1 2 A B N )

M O N T H 2 1

I Second Battle of Tanaab (R, The Republic

retakes this world with heavy resistance, led by

Nejaa Halcyon).

I Second Battle of Bogden (R, the Republic

retakes this world, but with great strain on their

resources)

I Second Battle of Thyferra (R, restored Bacta

shipments to Republic clones).

M O N T H 2 2

I Second and Third Battle of New Plympto (R & S,

Recaptures New Plympto using forces from

neighboring Corellia. After the world is

captured, the Separatist counter-attack from

Duro).

I Battle of Mon Calamari (S, a small force is

brought to Mon Calamari in hopes of having the

Mon Calamari rejoin the Republic. No such

support exists when the Republic arrives. Led

by Kit Fisto, the Republic forces are defeated by

a combined Quarren, Mon Calamari, and

Separatist Clone forces. Separatist forces are

lead by Commander Czar).

I Second Battle of Mygeeto (S, The Republic is

finally beaten back from this world, after being

isolated from Republic space for months).

M O N T H 2 3

I Battle of Ando (R, Wanting to capture a point

deep within Separatist space to strike out from;

the Republic captures Ando in a sneak attack).

I Battle of Balmorra (R, captured by the Republic

by Kal Remos and Rian Remos).

M O N T H 2 8

I Battle of Utapau (R, using overwhelming force

and Jedi Master Kal Remos, the Republic is able

to capture the Separatist's latest command

headquarters. All of the Separatist military

leadership escapes, as well as most Separatist

troops and equipment).

I Battle of Felucia (S, the last big incursion into

Separatist Territory, it also marks the end of the

Republic assault. The Republic loses this battle

due sabotage by Separatist forces. Captain

Mansur Hisein leads this battle for the

Separatists).

Y E A R 4 O F T H E C L O N E W A R S( Y E A R 1 3 A B N )

M O N T H 3 3

I Second Battle of Cato Neimoidia (S, was won

back but at a high price in lives).

I Third Battle of Thyferra (S, restores the

Separatist control of Bacta. The Republic

begins to suffer because of this).

M O N T H 3 4

I Second Battle of Utapau (S & D, Utapau is re-

captured, but the Republic does Base Delta

Zero to destroy as many Separatist troops as

possible before leaving. The remaining people

of Utapau are moved to a new world for their

safety).

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I Second Battle of Ando (S, is finally recaptured

by Commander Czar. The Republic lose many

lives during the assault).

M O N T H 3 5

I Third Battle of Tanaab (S, finally is taken back

by the Separatists. This agricultural world is

returned to the Separatists mostly intact,

allowing them to feed their growing army).

I Second Battle of Balmorra (S, the world is

recaptured by Commander Tann).

M O N T H 3 6

I Third Battle of Bogden (S, is a hard fought

victory for the Separatists).

I Battle of Arkania (S, This world is lost through

a month long battle and siege of the planet.

Aayla Secura leads the Republic at this world.

The Separatists are now poised to take over the

Core, the last of the Republic's strongholds.

Other Republic worlds are now scattered

around a sea of Separatist worlds, unable to

send help as the Core is put in immediate

danger).

M O N T H 3 7

I Battle of Bilbringi (S, this world is captured to

help supplement Separatist forces pushing

towards the Core. The Separatist are lead by

Commander Tann. Adi Gallia, General of the

Republic forces here, dies in a starfighter fight

against Tann).

I Battle of Reecee (S, this world is taken due to a

secret route known by smugglers for getting

into Coruscant. The information was sold to the

Separatist’s by spice miners on Naboo. This

world is also taken by Tann).

I Battle of Jumus and Froz (S, lead by the new

General of the Separatist Forces, General Czar,

both worlds are captured simultaneously. Agen

Kolar dies defending Jumus, and Stass Allie on

Froz).

M O N T H 3 9

I Battle of Corellia (S, under General Czar’s

command, the Separatists finally capture

Corellia. It comes as a heavy cost for both sides,

though).

I Battle of Rhen Var (S, A Republic outpost

turned into a fortress world, this world finally

falls to a concentrated push by Commander

Tann’s forces)

M O N T H 4 0

I Battle of Recopia (S, using Corellia as a jumping

off point, General Czar lead his forces to victory

at Recopia. Kit Fisto dies at this battle when the

bridge of the Venator-class Star Destroyer

Thunder Flare was rammed by a Separatist

ship).

M O N T H 4 1

I Battle of Brentaal (S, Continuing her push

towards the Core, Tann captures Brentaal in a

week long ground assault. Tann then leaves to

personally oversee the defense of Mygeeto from

a Republic armada).

I Battle of Chandrila (S, Separatist forces quickly

move into Chandrila after taking Brentaal. The

Republic forces surrender, unable to defend

neither themselves nor Chandrila. Chandrila

passes peacefully into Separatist hands).

I Battle of Sarapin (S, General Czar pushes even

closer to Coruscant and captures Sarapin. Czar

is given permission to bypass Corsal and help

Separatist forces push towards Coruscant).

M O N T H 4 2

I Battle of Corulag (S, Separatist forces from

Chandrila now edge closer to Coruscant. With

only Anaxes, Palpatine makes a show of

solidarity and sends out more forces from

Coruscant to help defend what few worlds are

under Republic control in the Core. Palpatine

also, under pressure from the public, names Kal

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Remos as the new Supreme Commander of

Republic forces, replacing Yoda who had

effectively been of no help to the Republic for

months).

I Battle of Anaxes (S, bypassing Kuat and Corsal,

General Czar pushes his forces to the last line of

defense before Coruscant. It takes nearly the

entire month for the world to fall, but it does.

The fleet in Corulag meets up with Czar's Fleet

and prepares for a push on Coruscant).

I Third Battle of Mygeeto (S, The Republic

pushes to gain this world with a massive

armada. Under Commander Tann, the

Separatists win but it takes 2 full months to beat

back the Republic. Tann disappears after the

battle).

M O N T H 4 3

I Battle of Coruscant (S & R, taking the entire

month, this campaign has both sides winning

and losing the battle every day. Entire armies

are brought in and killed off as both vie for this

world. General Czar effectively cripples the

Republic forces in the area, and leaves after a

month of fighting. His forces take severe losses,

but fare far better then the Republic's.

Coruscant remains in Republic hands, but is on

the brink of chaos).

M O N T H 4 4

I Battle of Kuat (S & E, still reeling from their

losses on Coruscant, the Republic uses all of its

available forces to defend Kuat. Kal Remos

leads the Republic, while General Czar leads the

Separatists. This climatic battle leads to the rise

of the Empire and the fall of the Separatists at

their moment of triumph. Kuat’s great

shipyards are destroyed because of the battle,

and the newly formed Empire now turns to

Rothana as its primary supplier of new

Imperial-class Star Destroyers. Rothana Heavy

Engineering leaves KDY).

A D V E N T U R E H O O K SHere are some adventures for everyone to enjoy. Some

adventures, though, are interconnected into Super adventures,

and have been broken up to allow side adventures, or as I like to

call it “tangent adventures”, that may occur because of the

adventure.

S A V I N G S E V ’ R A N C E T A N N-“It is said that power corrupts, but actually it's truer that power

attracts the corruptible. The sane are usually attracted by other

things than power.”

Having been under the direct command of the powerful General

Grievous up until his death, Sev’rance Tann had become

corrupt and wicked. Czar, as newly elected General of the CIS

forces, couldn’t allow Tann to be around if she will not follow the

ideals of the CIS, which doesn’t include heavy handed tactics to

suppress innocents. But with the Republic on the offensive,

Czar calls upon the heroes to help him out. He tells them that,

after Grievous’s death, Tann had disappeared to Mygeeto.

He asks them to go to Mygeeto, and either redeem her from

the darkside, or kill her. Either way, the threat she poses must be

neutralized for the good of the CIS. As they are heading to their

ship to get to Mygeeto, the heroes are approached by a dark

figure in black robes. He explains that he knows they are out to

“take care of” Sev’rance Tann, and offers to help them, free of

charge. If the heroes refuse, he will sneak aboard anyway.

When they come to Mygeeto, they will find the world is

already under attack by the Republic. Somehow, though,

neither side notices them as they move towards the planet. If the

New Feat: Improved CombatReflexesF e a t c r e a t e d b y D e n t A r t h u r D e n t

Prerequisites: Combat Reflexes, Dex 15, Wis 13.

Benefits: Improving upon earlier training, you are now

even more opportunistic when it comes to attacking

while a character's guard is down. Enables all Attacks of

Opportunity that your character is entitled to to target the

same individual, provided he/she triggers said attacks.

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dark figure was accepted by the group, at this time he reveals

himself as Anakin Skywalker. If the heroes didn’t let him

willingly onto their ship, then he comes out of hiding on the ship

and reveals himself when they land on the planet. He explains

that he is there to redeem his former apprentice, and take her

away form the destructive conflict that is consuming the galaxy.

If the heroes still don’t want him around, he will go his own way,

but he will show up again.

Whether with Anakin or not, the heroes travel through the

capital city of Mygeeto in search of Tann. Republic and CIS

clones roam the streets, ordered to kill first and ID later. While

searching, they find a Republic datapad with the orders to

capture Tann at all cost. A bounty of 1,000,000 credits is being

offered by the Republic for her! When they do find her, she is

leading CIS clones against a group of bounty hunters. Again, if

Anakin had not been allowed to be with the heroes before, he

now returns. The heroes now must choose. Should they help

Anakin redeem her, but bring her back to Czar or let her leave

with Anakin? Or should they answer the Republic bounty, and

also make friends within the highest echelons of the Republic?

Q U I C K , A F T E R C A T O N E I M O I D I A !With the Separatists on the offensive, key worlds lost earlier in

the war are back within sight of the Confederacy. One of those

worlds is Cato Neimoidia. Nute Gunray stresses the importance

of this world, and calls for the heroes to help recapture the

world. Gunray wants them to meet with local resistance, and

help coordinate a massive attack. This attack would help

distract the Republic for when General Grievous’s fleet jumps

into the system.

Getting on to the world won’t be too hard since Cato

Neimoidia fell early in the war, and thus traffic has normalized

to some degree. When the fighting starts, it would be wise if the

heroes find a place to hide, since the Separatists are going to use

every weapon in their arsenal to capture the world. When the

dust settles, Cato Neimoidia will become Confederate once

again. Nute Gunray will treat them to a short vacation in his

home on Cato Neimoidia, as well as giving some monetary

compensation.

T H E E N D P A R T IThe war is nearing its end. Casualties are reaching record highs

as both sides fight with what little resources they have left for

what remains of the Republic. Of all the Jedi Generals at the

beginning of the war, Kal Remos has become Supreme

Commander of all Republic forces.

Originally Yoda had these duties, but he had mentally shut

down as the Jedi’s numbers dwindled. Since Kal has become

Supreme Commander, it has become common for him to square

off against General Czar. The Republic, in a desperate plea, asks

the heroes to help in the defense of Kuat. If they have a space

transport, their ship is to be restored to top condition for the

upcoming battle. If the heroes have no ship, they are attached to

Kal Remos's personal command staff to help him in battle.

When the Separatists jump into the system, their ship is still in

the repair docks and they are forced to join Remos’s personal

command staff. The heroes are brought to the bridge of the

Indomitable, where Remos is in a heated discussion with Mace

Windu. When the heroes approach, Kal immediately ends the

conversation with Mace, and assigns each hero to a

communication stand to help facilitate orders among the fleet.

The Battle for Kuat ensues for days, with no end in sight. As

the Separatists begin a new offensive, a message comes into the

bridge of the Indomitable. The message is for Captain Rian

Remos, but it is from the Supreme Chancellor. As the heroes,

Kal and Rian crowd around the holonet transceiver, a disfigured

Palpatine shows up. Speaking in a dark, evil tone, he says,

“Captain Remos, the time has come. Execute Order 66.” Rian

looks around in confusion and says, “Order 66? But Kal isn’t a

traitor to the Republic!” As Rian says this Kal begins to stagger,

holding his head and his stomach. “I can feel the deaths of my

friends, the Jedi. What is happening?” All over the galaxy, the

Jedi Purge had begun. As the heroes stand dumfounded,

Republic ships begin to turn on their Jedi Generals in the middle

of battle! The Separatists, confused by this begin to pull back

and watch what is happening. As the fleet pulls away, a group of

clone troopers enter the bridge. The Sergeant of the group says,

“By Request of Emperor Palpatine, this crew is to be relieved of

its duty and we are ordered to execute the traitor Jedi Master Kal

Remos!” Kal is on the ground, hacking loudly. If any of the

heroes try to talk to him, he is unresponsive. The heroes must

choose to follow the new Emperor, or to follow Kal Remos. If the

heroes help the clones, they will be captured by the crew. If they

join Kal, they will defeat the clones together. Either way the ship

will jump away from Kuat and for the Separatist fleet. They are

now traitors to the Republic.

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T H E E N D P A R T I IWhile the Republic regains its composure from the recent

purging of its military, the Separatist are greeted by the

Indomitable. On the bridge, Kal finally regains some

composure, and speaks to the heroes. If the heroes joined the

crew to save Kal, he weakly thanks them for their help, and

promises to protect them from the Republic. If the heroes tried

to have him killed, Kal will threaten to kill them himself if they

continue to go against him. If they try to lie to them, he will

threaten them with his lightsaber. Kal means business. Once the

heroes and Kal have gotten everything squared away, Rian

speaks to Kal, saying that Czar is willing to hear them out. Kal

explains all that has happened, and begs for amnesty. In

exchange, Kal offers to help Czar capture Kuat. Czar is intrigued

by this, and agrees to give Kal and the hero’s amnesty. A day

later, Czar strikes against the Republic, and soundly defeats

them all. Kuat falls quickly in the presence of Separatist Troops

on their soil.

As the Separatist forces celebrate, a priority message comes

in from the Mustafar system. Someone has gotten past the

Separatist Council’s defenses and is going to assassinate the

Council. The message begs for Czar to send help immediately.

With haste Czar sends out the heroes with the Recusant-class

Light Destroyer Dac Pride as well as the Mon Calamari Star

Cruiser Gentle Sea. The heroes and the two Separatist ships take

a secret route which saves a lot of time. They reach the world in

three days. In space they find a Neimoidian Shuttle and a Jedi

starfighter stranded. The ship is that of Nute Gunray and

Anakin Skywalker! Once aboard, Nute explains that Anakin

Skywalker, and a clone of Anakin were fighting on Mustafar. He

had escaped a couple of days ago, and then Anakin Skywalker

came up from the planet to protect Gunray while he waited to be

rescued. The clone had supposedly died on Mustafar. Anakin

thanks everyone for saving Gunray, and leaves for Naboo.

As the Separatists prepare to leave the system for Naboo as

well, a Theta-class shuttle enters the system. It strangely reads

as empty.

T H E E N D P A R T I I IOnce the group returns to Kuat, they find a lot has happened in

the past two weeks. Gunray, after being dropped off at Naboo, is

nominated as the new President of the Confederacy. He is voted

into office a day later. Also, the Galactic Empire has emerged.

This Empire rose out of the ashes of the Republic, and is being

lead by Emperor Palpatine. But a day after Palpatine and his

apprentice Darth Vader wrested control of the Empire from the

Senate, Palpatine is killed by Darth Vader. Vader declares

himself Emperor of the Empire. But the Empire is now weak

from all the political turmoil, and General Czar is already to give

the heroes a mission, when a transmission comes in. President

Gunray is on the line, and relays the most shocking news: A

peace Treaty with the Empire has been proposed! At their

moment of triumph, the Separatist are giving up! Czar is

angered at this, but accepts the order to stand down while

negotiations begin. Kal Remos, with Czar, suggests the heroes

may be of use. The Jedi are being killed as the stragglers come

into the Jedi Temple. The heroes must enter the Jedi Temple and

deactivate the beacon, and activate a new beacon warning the

remaining Jedi to run and hide or find the Bendu and hide. Kal

had already spoken to Anakin Skywalker and he agreed to

protect any remaining Jedi. Coruscant is in chaos as the new

Emperor tries to gain control over the planet.

Clonetroopers, now Stormtroopers, at the Jedi Temple are

scarce, so entering the Temple will be easy. But once they enter,

they will have only 35 minutes before more Stormtroopers

arrive. When the heroes complete this, they return to Kuat to

find General Czar infuriated. Gunray had agreed to let the

Empire annex the Confederacy. All Confederate forces are to

stand down and wait for the Imperial forces to relieve them of

their duties and ships. Czar thanks the heroes for a job well

done, but he is greatly upset at this news. Czar knows there is

only one solution: rebel! Czar offers the heroes a chance to join

his rebellion against the Empire and the turncoat of the

Confederacy. If the heroes decline, Czar will accept that, and

send them on their way. If they agree, Czar will have his force

pack up and leave Kuat, but not before destroying Kuat’s

shipyards. Before leaving for the Outer Rim, he makes a call for

all Confederate forces to ignore Gunray’s orders, and to join him

in the Outer Rim. After talking to Queen Amidala, Czar

speaks to the heroes again, in which he asks them to return to

Coruscant and give a holo message to Mon Mothma and Bail

Organa. Once they do, they are to meet him on Mon Calamari.

The Rebellion to Restore Democracy has begun.

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A P P E N D I X

P A G E 1 4 6

E P I C L E V E L R U L E SF O R S T A R W A R SD 2 0A d a p t a t i o n b y W i z O _ S i t h

The following are rules for playing characters of higher than

20th level. They are adapted from the rules presented at GenCon

(in 1999, if I'm not mistaken), they predate official Epic-Level

rules for D&D 3.0 by at least a year and the D&D 3.5 Revision

by several additional years. They are provided for Groups

wishing to run *REALLY* high-level adventures.

B A S I C R U L E C O N C E P T S

1 Improvement per level slows down. If you don't

decrease benefits per level, characters become

hard to use. The Core Rulebook takes pains to

make the game work more smoothly up to 20th

level. Simply extrapolating the classes past 20th

level, however, can give you problems.

2 Levels past 20th scale infinitely. The 21+ rules

don't have a natural cap the way the Core

Rulebook rules do.

3 No level charts. Past 20th level, you don't look

up your abilities based on your character or

class level.

4 Scale XP normally. As with levels 1 to 20, the

number of extra XP you need to go from one

level to the next follows the standard

progression.

L E V E L B E N E F I T SAt each level past 20th, you gain one benefit of your choice. The

basic benefits are:

I Increased Ability Score: Add +1 to any ability

score. Since this benefit is available at every

level, you no longer gain +1 to an ability score

automatically every four character levels.

I Epic Attack Bonus: Add +1 to all attacks. This

increase does not give you additional iterative

attacks (as increases to base attack bonus do).

I Increased Class Features: Gain the skill points

and class features one level higher than your

current effective class level. For example, when

an 11th-level Noble/9th-level Soldier achieves

21st-level, she can select "increased class

features" as her benefit for that level. With that

benefit, she could gain the skill points and

Command Bonus of a 12th-level Noble or 10th

level Soldier. The "increased class features,"

however, doesn't give you increased saves,

increased attack bonus, increased defense

bonus, ability increases, or standard Feats.

Classes, however, only go to 20th level, so you

can't use this benefit to increase your effective

class level to 21 or higher. Note: A single-

classed character can't use this benefit. The

"improved class features" benefit allows a

multiclassed character to get class features all

the way up to 20th level in each class.

I Epic Save Bonus: +1 to all saves

I Epic Vitality Bonus: +20 Vitality points

I Epic Skill Bonus: +10 skill points (spent as any

class you have)

I Epic Feat Selection: Gain two feats (replacing

the automatic one feat per three levels)

I Epic Class Mastery: +1 DC on all class features

I Signature Droid/Vehicle/Starship/Weapon:

Aquire, create, or enhance a Signature Droid,

Vehicle, Starship, or Weapon.

I Equipment:The Character should possess (or

have access to) gear/equipment worth roughly

the amount listed below:

Table Appendix 1—1: Epic LevelGear Worth

Level / Gear Worth (In Credits)

20th / 220,000

21st / 290,000

22nd / 370,000

23rd / 480,000

24th / 630,000

25th / 820,000

26th / 1,000,000

Page 147: Star Wars Alternate Realities 1 3

A P P E N D I X

P A G E 1 4 7

27th / 1,400,000

28th / 1,800,000

29th / 2,300,000

30th / 3,000,000

31st / 3,900,000

32nd / 5,100,000

33rd / 6,700,000

34th / 8,700,000

35th / 11,000,000

Page 148: Star Wars Alternate Realities 1 3

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Page 154: Star Wars Alternate Realities 1 3

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Page 155: Star Wars Alternate Realities 1 3

Starship Record Sheet Starship Diagram

Starship Name

Craft

Class

Size

Cost

Cargo Capacity mt

Consumables d w m y

Crew Crew Quality

Passengers

Hyperdrive x Backup x

Max Space Speed Squares/Action

Max Atmospheric Speed Squares/Action

Total

Armor Bonus Size

Mod Misc Mod 1

Misc Mod 2

Defense

= 10 +

+

+

+

Current Defense Vehicle Dodge

Sensor Ops

Speed

Conditional Modifiers

+

+

+

Total

Size Mod

Crew Bonus

Total

Size Mod

Crew Bonus

Engine Quality

Other

Initiative = + Maneuver = + + +

Shield Pts DR

Current Shield Pts

Hull Pts DR

Current Hull Pts

Standard Modifiers Speed Squares/

Move Defense

Mod Pilot/Skill

Mod Stationary 0 -4 +0 Docking 1 -2 +0 Cruising 2-4 +0 -1 Attack 5-8 +2 -2 Ramming 9+ +4 -4 Can only change speed at the beginning of each round

Range to Target

Attack Mod

Point Blank (0-1 squares) +0 Short (2-5 squares) -2 Medium (6-10 squares) -4 Long (11-20 squares) -6

Hero Crew Positions Commander Pilot Co-Pilot Gunner Gunner Gunner Gunner Gunner Sensor Operator Engineer Shield Operator

Notes

Weapon Quantity Fire Arc Damage Range Modifiers Point Blank

Short Missile Quality:

O Fire Linked

F L + R

A

Medium

Long

Total Size

Mod Crew

Bonus Fire

Control Misc

Bonus Speed

Mod Range Mod

Attack Bonus = + + + + +

Weapon Quantity Fire Arc Damage Range Modifiers Point Blank

Short Missile Quality:

O Fire Linked

F L + R

A

Medium

Long

Total Size

Mod Crew

Bonus Fire

Control Misc

Bonus Speed

Mod Range Mod

Attack Bonus = + + + + +

Weapon Quantity Fire Arc Damage Range Modifiers

Point Blank

Short Missile Quality:

O Fire Linked

F L + R

A

Medium

Long

Total Size

Mod Crew

Bonus Fire

Control Misc

Bonus Speed

Mod Range Mod

Attack Bonus = + + + + +

Weapon Quantity Fire Arc Damage Range Modifiers Point Blank

Short Missile Quality:

O Fire Linked

F L + R

A

Medium

Long

Total Size

Mod Crew

Bonus Fire

Control Misc

Bonus Speed

Mod Range Mod

Attack Bonus = + + + + +

Page 156: Star Wars Alternate Realities 1 3

W i t h t h e S e p a r a t i s t s a n d t h e R e p u b l i c s l u g g i n g i t o u t o v e r

p h i l o s o p h i c a l d i f f e r e n c e s , i t i s t i m e f o r y o u t o t a k e u p a c a u s e .

C h o o s e t o d e f e n d t h e R e p u b l i c w h i c h h a s s t o o d f o r o v e r 2 5 , 0 0 0 y e a r s , o r

c h o o s e t o b e a m o n g t h e r e v o l u t i o n a r i e s o f t h e C o n f e d e r a c y o f I n d e p e n d e n t

S t a t e s . W i t n e s s t h e b i r t h o f t h e G a l a c t i c E m p i r e . T h i s i s a c a m p a i g n

s o u r c e b o o k f o r t h e R i s e o f t h e E m p i r e E r a , w i t h a t w i s t . T h e c h o i c e i s

y o u r s . . . .

I T I S A D A R K T I M E

F O R T H E G A L A X Y . . . .

To use this sourcebook, a player must have the Revised Core Rulebook, published by Wizards of the Coast. It is highly recommended that a GM also haveaccess to some or all of Wizards of the Coast's published sourcebooks for the Star Wars Role-playing Game, but it is not necessary.