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The Horde Invasion
Horde GM Characters
Paegana
Type: Sith Sorceress
Species/Gender: Human Female
Age: 2000 (appears 30ish) Height: 5'11" Weight: 130lbs
Physical Description: Paegana, when refreshed with the life energy of an entire world, is a beautiful and voluptous woman with long straight dark hair. She wears a chrome skull-cap on her head with two cheeck-bone protectors, a choker around her neck sealed with an ancient and arcane Sith symbol, and thin wrappings on her arms and legs. Her dress is low cut with flared pointy shoulders, it is slit very high up her left thigh. Her high-heeled boots mount three large chrome rivets on the tops of her feet.
Should she go a period of time without refreshing herself, she begins to rapidly age, degenerating into a frail helpless pile of undying wrinkled flesh and bones.
Background: Paegana is 2000 years old, having long ago discovered the secret to immortality. Though her heart and veins remain forever young, powered by dark forces eternally pumping blood to her brain and body, her skin, bones, and muscles still age and decay normally. To maintain her appearance, she learned to drain the life forces of entire worlds, a process that takes several weeks, depending on the population and ecosphere of the world in question. She was captured and banished to a lifeless asteroid far beyond the rim of the known Galaxy. There she degenerated, her body feeding on itself, for1,500 years, until she was found by Kron, Warlord of the Horde. The existence of the frail and brittle lump of wrinkled flesh and hair on the desolate rock intrigued Kron. He freed her from the world. When Paegana fedon the life force of a thousand slaves, Kron was angered. But when she demonstrated the extent of her power, he saw in her a tool to his success.
Now Paegana serves Kron as an "advisor". In exchange for shrouding his fleet of starfighters and her new mobile asteroid castle, Kron gives her the planets she desires and needs to stay young. It was Paegana that directed Kron's energies towards the Republic, and it is Paegana that advises Kron on their tactics and ways. Paegana also has the ability to create homonculi minions known as "Nightmares", the Nightmares are dark servants composed of secret alchemical formulas and animated Dark Force Power.
Personality: Paegana moves like a cat, stealthy and sexy. She is a tease, but if the fancy strikes her, she'll take it upon herself to seduce, though she is always in control. She is quick to anger and often flies into fits of rage when she doesn't get her way.
Objectives: To drain the life force of as many planets as possible, and to exact revenge upon the Republic for exiling her.
DEX: 4D
Melee Parry 5D
Thrown Weapons 5D+2
KNO: 4D
Alien Species 7D
Alchemy 8D+2
Business 4D+2
Cultures 6D+1
Initmidation 8D
Languages 9D
Value 4D+2
Willpower 9D
MECH: 2D
Beast Riding 4D+1
PER: 4D
Bargain 6D
Command 7D+1
Con 6D+2
Forgery 5D+1
Hide 5D
Investigation 6D
Persuasion 8D+2
Sneak 6D
STR: 2D
TECH: 3D
Equipment: mobile asteroid castle.
Force Skills:
CONTROL: 10D (avg 35)
SENSE: 10D (avg 35)
ALTER: 8D (avg 28)
Move: 10
Force sensitive: yes
Create Homunculus
Control Difficulty: Difficult (20)
Sense Difficulty: Very Difficult (25)
Alter Difficulty: Heroic (30)
Required Powers: Absorb/dissipate energy, affect mind, control mind, control pain, farseeing, life detection, life sense, projective telepathy, receptive telepathy
Time To Use: 1 hour (deep meditation)
Effect: Creates a Force construct that can be controlled by the Jedi, yet also has some degree of "free will." One of three types of homunculi(Assassin, Scout, and Burden) can be created (for stats, see below).One the homunculus is created, this power need not be kept "up." However, a Difficult Sense roll is necessary to use the creature's senses as the Jedi's own. This done, a moderate Control roll allows communication/command of the homunculus.
Any life force the creature may seem to have is simply a physical manifestation of the Force and while the homunculi are capable of limited independent thought, they tend to simply follow the last command given. When the creature suffers damage greater than a wound, it begins to disintegrate, then fade, and finally returns to the dust its physical form was created from.
Type: Nightmare Homonculous
DEXTERITY 4D
Dodge 6D
Melee Combat 5D
PERCEPTION 2D
STRENGTH 2D
Brawling 4D
Special Abilities: Claw 4D, Bite 6D
Move: 15 running, 30 leaping
Size: 2.5m
Scale: Character
Description: tall lanky jet-black humanoids with spindly arms and legs ending in two long powerful claws (or more accurately sharp fingers) each, with a smaller pair of arms in the mid-section. They lack a head, instead having a hump between the shoulders mounting two glowing yellow eyes. Their jagged bear-trap mouths glow pale yellow from within. When wounded, they emit no blood or show any impairment from injury. When they die, their bodies simply dwindle to nothingness, like black ice melting without water or steam.
Vampirism
Control Difficulty: Difficult (20)
Sense Difficulty: Moderate (15)
Alter Difficulties: Difficult (20)
Near-human: +5
Alien: +10
Force-sensitive: +10
Non-carbon based: +10
WARNING: The user of this power gains a Dark Side Point. This power will drain the life from any life form. This life is determined as the Strength and Knowledge of the being. The power can be kept "up.", with the normal difficulties. A Moderate Control roll is required in any round this power is kept "up." (i.e., not the first round).
Game Effects: Use the Alter result of the aggressor (i.e. Force user) as an attack vs. the target’s combined Strength and Knowledge. Consult the damage chart.
No effect: The vampire could not Drain the life from the being this round. The vampire can re-initiate the power next round, or keep the power "up."(which would necessitate resisting the same Alter result, but with a reroll of dice), or try another attack.
Stun result: The vampire has drained Character Points from the character. The vampire can drain max. number of Character Points as the vampire has dice in Alter (i.e. 8D+2 = 8 character points).
Wound result: As per Stun, only that the vampire also drains Force Points from the character, at a rate of 1 per 15 or fraction there of rolled on the Alter dice.
Incapacitated: As per Wound, but the vampire also permanently drains a pip from both Strength and Knowledge.
Kill: The vampire can drain all Character Points and all Force Points from the character. Strength and Knowledge stats are drained to 0. The vampire can use the Character and Force Points drained as per the normal rules. The pips drained from Strength and Knowledge raises the respective dice codes of the vampire. The vampire can decide to forgo this boost in order to heal itself one wound category (i.e., Kill -> Incapacitated -> Wound-> Stun -> No Effect).
Kron, Warlord of the Horde
Type: Horde Barbarian
Species/Gender: Human Male
Age: 32
Height: 6'5
Weight: 310lbs
Physical Description: A monster of a man, Kron stands 6'5" and is just HUGE! His head is bald except for a small patch where long wiry bits of hair sprout like blades of grass. His eyes are cold and piercing, with an eerie bulge. He has a tattoo of a purple lightning bold on his head above his left eye. His eyebrows are similarly long and wiry, extending out past the sides of his head like little wings. His nose is flat and twisted from too many breaks. He wears a small goatee of wiry hair. His skin is tanned by the suns of unknown worlds. He wears a suit of grey and purple armor of alien design.
Background: Kron was born into a nomadic tribe of barbarians beyond the rim of the explored Galaxy. For eons they moved from uninhabited world to uninhabited world, for the region of the Galaxy in which they lived was very sparsely populated. Over time, his people became masters of piloting starfighters, their vehicle of choice. There were several tribes of nomads which constantly fought amongst themselves over precious resources and inhabitable planets and occasionally mounting small-scale raids on inhabited worlds and colonies.
Kron quickly grew to prominence among the tribes, at first winning the role of tribal chieftain, then uniting several tribes and taking the title of Warlord. Kron's tactical brilliance, fighting acumen, and overwhelming charisma and willpower quickly brought all of the tribes of his people together. But to keep this union, Kron recognized that it needed direction and purpose. He turned his union, now called "the Horde" by others, to conquest.
Kron's army would have met swift defeat were it not for a chance meeting with a powerful ally. Kron found Paegana, a Sith Witch, banished to a remote world. Kron agreed to give to her the worlds they conquered and plundered, allowing her to drain them of their life energy, in exchange Paegana would use her Sith powers to shroud the Horde's fleet, masking their approach and location with Sith sorcery.
Now Kron has turned his Horde on the Republic, raiding remote colonies for supplies and allowing Paegana to drain them of all life. His eventual goal is nothing short of complete conquest of the Galaxy.
However, Kron is the keystone that keeps his Horde together, and should Kron die, the tribal alliance would quickly fall apart.
Personality: Fearless, determined, and very intelligent if uneducated and somewhat uncouth. Kron's personality is so strong that he overpowers everyone else in the room and is always ALWAYS the center of attention. Kron wants to be recognized as a legitimate force, as such he often adopts Republic technology and practices, such as assigning a Recorder Droid to chronicle his exploits for future generations. However, Kron is utterly ruthless and shows little mercy. When attacking a world, if it surrenders, he'll take the inhabitants as slave laborers; if it fights, he kills everyone to the last man.
Objectives: To conquer the Galaxy.
DEX: 4D
Blaster 7D
Brawling Parry 6D
Dodge 9D
Lightsaber 8D
Melee Combat 10D+1
Melee Parry 8D+2
KNO: 1D+1
Intimidation 9D
Languages 3D
Planetary Systems 2D+2
Streetwise 4D+1
Survival 7D
Tactics 6D
Willpower 9D
MECH: 3D+1
Astrogation 4D
Beast Riding 5D+1
Communications 3D+2
Sensors 4D
Starfighter Piloting 9D
Starship Gunnery 7D+1
Starship Shields 5D
PER: 3D+2
Bargain 7D
Command 10D
Gambling 8D+1
Investigation 6D
Search 4D
STR: 4D
Brawling 8D
Lifting 5D
Stamina 7D
TECH: 1D+1
First Aid 7D
Equipment: Lightsaber 5D (he wields a Lightsaber because during the period I'm setting my game, Lightsabers are still rare but are not the exclusive domain of Jedi), Recorder Droid, Armor +3D Physical +1D Energy, "Reaver" starfighter, 12 wives.
Force Skills:
none
Move: 10
Force sensitive: no
Horde Barbarians
Your average Horde Warrior was born on a remote and desolate uncharted world. His father is a Warrior, and his mother one of his wives. The status of a Warrior can be judged by the number of his wives. The children of slaves can never become Warriors, though slaves can sometimes be used in combat as a human shield.
Life in this part of the Galaxy is harsh and many Horde children die before age 6 either from starvation, cruelty, accident, or war. Children are not cherished in the Horde society, they are pushed to their limits. Children who survive to age 6 are taught to pilot and a starfighter. Upon reaching age 16, Horde Warrior children fight for assignments of new Reavers. The best fighters get their pick of the best new Reavers. Once a Warrior has chosen a Reaver, they are bonded for life and the young Warrior is now officially a part of the tribes Warrior elite. Many rituals of initiation and blood sacrifice attend such events.
There are other castes in the Horde: Technicians, Holy Men, Builders, and slaves. Only Warriors are allowed the priveledge of multiple wives. Women in the Horde are hardy and strong and share an equal voice as the men, but their roles are still relegated to raising children and managing the work of their slaves.
In addition to the Reavers, the Horde also maintain many family-ships, medium sized transports that accomodate the wives and slaves of the Warriors, as well as the other castes. These ships are formidable in themselves, but are no match for a warship or a Reaver.
DEX: 4D
Blaster 5D
Brawling Parry 6D
Dodge 5D+2
Melee Combat 6D+1
Melee Parry 5D+2
KNO: 1D+1
Intimidation 4D
Languages 2D
Planetary Systems 1D+2
Streetwise 2D+1
Survival 7D
Willpower 3D
MECH: 3D+1
Astrogation 4D
Beast Riding 4D
Communications 3D+2
Sensors 4D
Starfighter Piloting 7D
Starship Gunnery 6D
PER: 3D+2
Bargain 4D+2
Gambling 4D+1
Search 4D
STR: 4D
Brawling 6D
Lifting 5D
Stamina 6D
TECH: 1D+1
First Aid 3D
Equipment: Vibrosword 7D, Powered Gauntlet 7D Crushing 5D Blaster, may parry at no loss of action, Armor +1D Physical +1 Energy, "Reaver" starfighter.
Force Skills:
none
Move: 10
Force sensitive: no
Reaver
The Reaver is the name given to the starfighters used by the Horde. Each Reaver is the property of a Horde Warrior. It is his home, Warriors are able to live for weeks at a time in their ships in deep space. In a survival situation, they can survive off of the waste coolant water and insulation paste, which resembles foul-smelling gruel with just enough nutritional value to provide sustenance. The Reaver is a Hyperspace-capable star-fighter in a time where such vessels are rare (1000 years prior to the films), and it's appearance provided inspiration for later Republic designers who appreciated the utility and versatility of such a ship.
The fighters designs are ancient and modern examples tend to be heavily modified by their owners, so no two are ever alike. A Horde Warrior maintains an almost religious bond with his starfighter, caring for it and worshipping it. It is believed that within each Reaver lives a battle spirit. Often a Horde Warrior will perform blood sacrifices to his Reaver in the hopes for blessing from the battle spirit.
Reaver
Length: 21.2 meters
Crew:1
Crew Skill:
Starfighter Pilot 7D
Starship Gunnery 6D
Starship Shields 2D
Cargo: 2000kg
Consumables: 15 days (accessible from cockpit), 6 months in storage
Hyperdrive Multiplier: x2
Nav Computer: 1 Jump
Maneuverability: 2D
Space: 12 (6D)
Atmosphere: 450; 1300kph (3D+2)
Hull: 4D
Shields: 2D
Sensors:
Passive: 30/0D
Scan: 50/1D
Search: 75/2D
Focus: 4/4D+1
Weapons:
2 Laser Cannons (fire linked)
Control: 3D
Range: 1-3/12/25
Atmosphere: 100-300/1.2km/1.5km
Damage: 7D
General Basir, Twi-Lek Mercenary Leader

General Basir leads a mercenary army employed by the Hutts. Basir's mercenaries serve as the Huttese armed forces. They own 10 transports, 1 carrier, and 5 escort fighters. Basir's men were assigned to establish a recon post on the unexplored planet Tatooine in order to observe Horde movements.
Basir is a cold man who enjoys killing. He has no aversion to torture or genocide to achieve military aims. His love is for his men. He would do anything for them and sees to their comfort and treatment.
Hutt-employed Mercenaries

The mercenaries that compose the bulk of Basir's fighting force come from a variety of species and worlds. Mostly non-humans, Basir's mercenaries are outcasts and murderers, usually AWOL soldiers from other military forces.
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