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The Other Prisoners:

Lord Gavin Romark
Type: Arrogant Noble
DEX 3D+1, Blaster 3D+2
KNO 3D+1,
Bureacracy 4D, cultures 4D, languages 5D
MEC 2D+2
PER 4D,
Persuasion 5D
STR 2D+2
TEC 2D
FP:
0 CP: 5 Move: 9
Equipment: Prisoner’s jumpsuit, tracking beacon.

Capsule:
Lord Gavin Romark is a sniveling coward. He shot his mouth off to the wrong Imperial, and his noble family decided they’d rather hang him out to dry than face the Emporer’s wrath together. He will lie, cheat, trick, compliment, insult, or do whatever he can to gain the character’s protection. Most likely, he will die.

Physical Description: Thin and gaunt, with pale skin and a rust-colored beard that was neatly trimmed before he was imprisoned. Gavin Romark has a pointy, aristocratic nose and a weak jaw. His face is thin, and he looks vaguely skeletal.


Adi-Von Bindu
Type: Jedi Knight
DEX 3D, Blaster 6D, dodge 6D, lightsaber 8D, melee combat 7D, melee parry 7D
KNO 3D+2,
Cultures 5D, languages 4D+1, streetwise 5D, willpower 6D+2
MEC 2D,
Astrogation 4D, communications 4D, space transports 3D+2
PER 3D+1,
Bargain 4D+1, con 4D+2, search 5D, sneak 6D
STR 2D+2,
Brawling 5D, stamina 5D
TEC 2D+2
, First aid 5D, lightsaber repair 6D
Special Abilities:
Force Powers: Control 9D+2, Sense 8D, Alter 7D
Control:
Absorb/dissapate energy, accelerate healing, concentraion, control pain, detoxify poison, emptiness, enhance attribute, hibernation trance, reduce injury, resist stun
Sense: Combat sense, danger sense, instinctive astrogation, life detection, life sense, magnify senses, receptive telepathy, sense Force
Alter: Telekinesis, injure/kill
Control and Alter: Accelerate another’s healing
Control and Sense: Farseeing, lightsaber combat, projective telepathy
Control, Sense, and Alter: Affect mind
Sense and Alter: Dim another’s senses
FP: 2 DP: 1 CP: 7 Move: 10
Equipment: Prisoner’s jumpsuit, homing beacon


Capsule: Kept in a separte holding area, Adi-Von Bindu was the target of a special squad of Storm Commandos called the “Knight Terrors,” trained especially to hunt down and kill or capture the few Jedi Knights still at large. Of the 70 assigned to bring Bindu in, only 2 survived the initial confrontation. One died the next day in an Imperial hospital, and the last one will never walk again. Bindu is kept heavily sedated and confined separatley, and will readily help the characters if they free him. For the first few hours, Bindu will be incoherent and disoriented because he was so heavily drugged.

Physical Description: Adi-Von Bindu is a near-human male with greenish skin and black hair cut short. His eyes are orange through and through, and he is very gracefull despite a solid build. He is not especially tall, but appears a little heavy for his height.


Deacon Hellyard
Type: Outlaw
DEX 4D, Blaster 6D+1 dodge 5D+2
KNO 3D
Streetwise 4D, streetwise: shadowports 5D+1, survival 5D
MEC 2D+2
, Repulsorlift operation 4D, swoop operation 5D+1
PER 2D,
Bargain 4D, search 4D, sneak 4D+1
STR 3D+1
Brawling 5D+2, stamina 5D
TEC 3D
, Demolitions 6D+2
FP: 1 DP: 1 CP: 4
Equipment: Prisoner’s jumpsuit, homing beacon

Capsule: Deacon Hellyard is widely regarded as bum with a flare for pyrotechnics. No one knows why he is the way he is; some figured his life just took a bad turn at some point and Deacon went thermal. He fights for anyone who will pay his bar bills. Thoroughly disreputable and dangerous and untrustworthy, but not stupid.

Physical Description: Hellyard has dark brown skin and stark white hair in a crew cut style. He wears an eye-patch over his left eye, and the patch apears to be fastened directly to his head as it has no connecting straps. He is a large, well-muscled man with a powerfull physique and thin lips perpetually scowling.


Quinn
Type: Rebel Intelligence Operative
DEX 4D Blaster 7D, dodge 6D+2, brawling parry 6D, melee combat 5D, melee parry 5D, thrown weapons 5D+1
KNO 2D+1 Bureacracy 6D, intimidation: interrogation 8D, streetwise 4D, survival 4D+1, willpower 5D
MEC 2D Communications 4D+2, repulsorlift operation 3D
PER 3D+2 Con 4D+1, con: disguise 6D+1, forgery 4D+2, hide 5D, investigation 5D+2, persuasion 4D+2, search 5D, sneak 6D+1
STR 3D Brawling 5D+1, climbing/jumping 4D
TEC 3D Computer programming/repair 7D, demolition 4D, first aid 3D+2, security 6D
FP: 3 DP: 0 CP: 15 Move: 10
Equipment: Prison jumpsuit, homing beacon

Capsule:
The man known only as “Quinn” was one of the first members of the Rebel Alliance, and has served as a valued source of intelligence on the Imperial war machine for as long as thier has been a Rebellion. Finally, Quinn got himself in too deep.
He had been sent by the upper echelons to make contact with Adi-Von Bindu and enlist his aid with the fight against the Empire. To contact Bindu, Quinn had to do some research and locate the man. Unfortunatley, the Ubiquatorate learned of Quinn’s mission, and he was tailed almost from the begining. Quinn led the Knight Terrors right to Adi-Von Bindu’s hiding place. Incapacitated almost immediatly by the Storm Commandos. He awoke later in a holding cell aboard the Knightmare, only to learn that he was now the first glorious inmate on a prison ship, destined to rendevousz with Lord Darth Vader himself. Quinn knows that he will be brutally interrogated and eventually killed for the information he possess about the Alliance, and he will more than willingly help the characters take the ship. He suspects that Adi-Von Bindu is still being held aboard the ship somewhere, and will try to convince the characters that he is thier best hope for survival.

Physical Description: Quinn is a human male of average size and build, allowing him to slip through and blend in to any situation. His natural hair color is light brown, and he has dark eyes.


Marcellus Cole
Type: Pirate
DEX 3D+2 Blaster 5D, brawling parry 6D+1, dodge 6D, melee combat 5D, melee combat: vibrorapier 6D+2, melee parry 6D, vehicle blasters 4D+2
KNO 2D Alien species 4D, business 4D+2, intimidation 6D+1, languages 4D, streetwise 7D, value 5D+2
MEC 3D+2 Astrogation 5D, capital ship piloting 5D+2, capital ship gunnery 4D+2, repulsorlift operation 5D, powersuit operation 4D+2, space transports 5D, starship gunnery 4D+2
PER 3D Bargain 6D, command 5D, command: pirates 6D+1, con 5D+2, forgery 5D, gambling 4D+2
STR 2D+2 Brawling 6D
TEC 3D Capital ship repair 5D
FP: 2 DP: 1 CP: 7 Move: 10
Equipment: Prisoner’s jumpsuit, homing beacon

Capsule:
Marcellus Cole, former first mate aboard the pirate ship Gormak’s Folly was just starting to enjoy the care-free life of a pirate when his captain got greedy and thought that the up-gunned pirate frigate could take on an Imperial Star Galleon. Cole protested, and even considered a mutiny to try and convince the captain that his plan was suicidal. For his trouble, he spent the attack riding in the brig.
His intuition was right, and the Imperials not only repelled the boarders but also captured the pirate ship. Most of the pirates were killed in the attack, but Cole was simply transfered from one prison cell to another. He’s vowed to get even with the Empire for taking him out of the lap of luxury, and just as soon as he gets free, he’s going to get himself a ship of his own, and get back to doing what he does best: Plundering and pillaging.
In the name of the Rebellion this time, of course...

Physical Description: Cole is a tall human male with jet black hair that hangs to his shoulders and a trimmed back goatee. He has a strong jaw and dashing figure, very much the “quintessential romantic pirate.”

Sybrys
Type: Wookiee
DEX 2D+2 Blaster 4D, bowcaster 5D, brawling parry 6D, melee combat 5D+1, melee combat: vibroaxe 6D, melee parry 4D+2
KNO 2D
Intimidation 6D, planetary systems 4D, scholar: gourmet cooking 6D, survival 4D+2
MEC 3D
Repulsorlift operation 4D, sensors 4D+1
PER 2D
Bargain 3D+2, search 5D, sneak 4D+2
STR 5D
Brawling 7D, climbing/jumping 6D, stamina 6D+2
TEC 3D+1
Capital ship repair 3D+2, droid programming 5D, droid repair 5D
Special Abilities:

Berserker Rage: If a Wookiee becomes enraged, +2D to Strength for brawling damage. -2D to all non-Strength attribute and skill checks. Must make Moderate Perception check to calm down (only -1D for this check.)
Climbing Claws: +2D to climbing while using claws. Cannot be used honorably in combat.
FP: 2 DP: 0 CP: 8 Move: 10
Equipment: Collar, homing beacon

Capsule:
Sybrys is an older Wookiee of almost 300 years. He lived much of his life on his homeworld of Kashyyyk, but was rounded up by the Empire when it wanted slaves. Sybrys true love is cooking, but like many Wookiees, had a talent for mechanical devices. The Empire put him to work repairing droids and doing grueling physical labor.
Sybrys escaped his captors and fled for a few months, but was captured by Imperial forces. He now has the death mark, and upon arrival to Lord Vader, his sentence will be carried out.

Physical Description: Sybrys is an immense brown Wookiee with green eyes.



The Opposition:

Captain Cedric Grevson
Type: Imperial Captain
DEX 2D+2 Blaster 3D, dodge 4D, melee combat: vibrorapier 5D
KNO 3D Bureaucracy 5D, languages 4D, tactics: capital ships 3D+2, tactics: starfighters 4D
MEC 3D+2 Astrogation 4D, communications 4D+2, capital ship gunnery 4D, capital ship piloting 4D+2, capital ship piloting: Carack- class light cruiser 6D, capital ship shields 4D+1, space transports 5D
PER 3D+1 Command 6D, persuasion 5D, search 4D+1
STR 2D+1
TEC 3D
Capital ship repair 4D, computer programming/repair 5D, first aid 4D
FP: 1 DP: 1 CP: 10 Move: 10
Equipment: Imperial Navy uniform, blaster pistol (4D) comlink, datapad, vibrorapier (STR+2D)

Capsule:
Cedric Grevson was an ambitious young officer at the start of his career 15 years ago. He served a variety of stints on a number of different starships, believing he was passed around so much because of his good piloting abilities. In truth, every one of his captains quickly got sick of his arrogance and ignorance, and they got rid of him anyway they could. All to often, that meant recommending him for promotion. He was a XO for only 3 weeks before Captain Killiard put him in for promotion. However, the fleet admiral knew Grevson’s reputation all to well, and when the Knightmare assignment came up, he realized that Grevson would be perfect for the job.
Grevson was excited at first, thinking that his skills had finally payed off. Little did he know that command of the Knightmare was essentially a baby-sitting job. In truth, Grevson takes orders from Colonel Howler Locke, the CO of the Knight Terrors, in every respect except for routine ship-board operations. Locke directs thier destinations, thier battle orders, the order of shipboard repairs, and just about everything else. Grevson has realized that he’s in a dead-end assignment, and he bears all his animosity at Howler Locke.
Grevson couldn’t have been happier when the Knight Terrors got routed by Adi-Von Bindu. With the entire unit wiped out and Locke either layed up in sickbay or confined to a repulsor-chair, Grevson is delighted to finally be in command, even if he’s in command of a prison barge. He sometimes gives ridiculous and unruly orders because he can, and he’s become a terrible martinet in the way of discipline.


Colonel Howler Locke
Type: Disabled Knight Terror’s Storm Commando
DEX 1D+1*
KNO 3D Alien species 5D+2, bureaucracy 6D+1, survival 6D, tactics: capital ships 4D+1, tactics: starfighters 4D+1, tactics: gureilla warfare 7D, tactics: seige breaking 6D+2, tactics: ground assault 5D+2, tactics: Jedi battle tactics 4D+2, willpower 6D
MEC 1D* Repulsor-chair operaion 4D
PER 3D Command 6D, command: Imperial personnel 6D+2, command: Knight Terrors 9D, persuasion 6D, search 7D, sneak 1D+1*
STR 3D Brawling 1D*, stamina 6D
TEC 3D Computer programming/repair 5D
* Denotes skill or attribute reduced by injuries.
FP: 0 DP: 5 CP: 0 Move: 3 (limited by repulsorchair)
Equipment: Imperial uniform, repulsor-chair, comlink, datapad

Capusle:
Trained by Crix Madine himself, Howler Locke was one of the first and finest Storm Commandos. He had served in every stormtrooper role save that of a Royal Guardsmen, and was considered to be a great warrior and fine tactician as well. When the creation of the Knight Terror squadron was announced, Howler Locke was the obvious choice for the role of CO. He trained his men hard, and transformed an already formidable fighting force into a crack-squad of elite troopers who he believed were capable of taking on a Jedi Knight with acceptable losses.
He turned out to be dead wrong.
Adi-Von Bindu, a fully-trained Jedi Knight eliminated the Knight Terrors to a man, and that man left standing was Colonel Howler Locke. Rendered quadrepelegic, he is confined to a repulsorchair. Since there was no use for him anywhere else in the Empire, this dedicated officer decided to remain aboard the Nightmare as Chief of Operations (and captain, unofficially) and ensure that Adi-Von Bindu is delivered to Lord Darth Vader. After that, he wants to take on an advisory role to the new Knight Terrors, and make sure that the tragedy that befell his unit never happens again.


IST#00987354-429
Type: Royal Guardsmen
DEXTERITY 5D
Blaster 8D, blaster artillery 6D, brawling parry 7D, dodge 8D, melee combat 7D, melee combat: force-pike 9D+2, melee parry 6D
KNOWLEDGE 2D+1
Streetwise 3D+1, survival 6D
MECHANICAL 2D+2
Astrogation 4D, capital ship gunnery 5D, capital ship piloting 5D, powersuit operation: space trooper armor 5D, space transports 5D, walker operation 4D
PERCEPTION 2D+2
Bargain 3D+2, command 5D+2, hide 6D+2, search 6D+2, sneak 6D+2
STRENGTH 3D
Brawling 6D, climbing/jumping 6D, lifting 5D, stamina 6D
TECHNICAL 2D+1
Computer programming/repair 3D+2, demolitions5D+1, first aid 3D, security 6D
FP: 2
DP: 8
CP: 20
Equipment: Heavy blaster pistol (5D), force-pike (STR+3D), Royal Guard Armor (+2D, +1D, no DEX penalty, MFTAS, body glove, utility belt)

Capsule: When the Knight Terror squad was devasted, this Royal Guard was diverted from another stormtrooper tour of duty and assigned to the prison ship. He was to continue his role as a standard trooper, but had special orders from Darth Vader himself that if the Bindu was to get free, he was to be eliminated at all costs, up to and including the destruction of the vessel. This of course was to be a last restort, but one which this Royal Guardsmen, a pinnacle stormtrooper sworn to live and die at the command of the Emporer and his most trusted servants, is more than willing to carry out...

Development: RG knows that Bindu is weak, and he believes quite readily that he can overpower the prisoners and retake the ship, defeat Bindu and deliver him to Vader, thus earning himself a commendation and perhaps even a post at the Emporer’s side or training as a Soverign Protector. RG will go to progressivley more extreme measures to accomplish this goal, always with self-preservation in mind. He will begin by playing on the paranoia and fear of the prisoners by picking them off one at a time, but will progress to larger-scale actions (such as explosives, decompressing a deck, gas, etc) in due course. If the characters gain an insurmountable edge, RG will attempt to destroy the ship, either by the auto-destruct, or by sabotaging the main reactor.

The Ship:

Knightmare
Craft: Corellian Engineering Corporation Corvette
Type: Multi-purpose capital ship
Scale: Capital
Length: 150 meters
Skill: Capital ship piloting: Corellian Corvette
Crew: 60, gunners: 13, skeleton: 22/+10
Crew Skill: See below
Passengers: 70 (Knight Terrors), 25 TIE pilots and support personnel, 50 prisoners
Cargo Capacity: 3,000 metric tons
Consumables: 2 years
Cost: NAFS
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Nav Computer: Yes
Maneuverability: 2D+2
Space: 6
Atmosphere: 330, 950 kph
Hull: 4D+2
Shileds: 3D
Sensors:
Passive: 50/1D+1
Scan: 100/3D+1
Search: 200/4D+1
Focus: 6/5D
Sensor Baffling: +1D to avoid detection by sensors at ranges of more than 50 units.
Weapons:
2 Double Turbolaser Cannons
Fire Arc: 2 turret,
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D
4 Quad Laser Cannons
Fire Arc: 1 front/left, 1 left/back, 1 front/right, 1 right/back
Crew: 1 (each)
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
3 Concussion Missile Tubes
Fire Arc: 2 front, 1 back
Crew: 1 (each)
Scale: Capital
Skill: Capital Ship Gunnery
Fire Control: 3D
Space Range: 2-12/30/60
Atmosphere Range: 200-1.2/3/6 km
Damage: 9D


Capsule: The Knightmare serves as the base of operations for a special unit of Storm Commandos, code-named “Knight Terrors,” who’s pirmary and ongoing mission it is to track down and either capture or eliminate whatever Jedi Knights remain in the galaxy. The Knightmare was pulled from regular duty and refitted for almost complete autonomy since the nature and secrecy of the Knight Terror’s operation would prevent them from stopping for frequent resupply. A fighter bay was added to the ship and stocked with 1 Lambda-class shuttle, 2 Aegis-class troop transports and 10 TIE Interceptors. Aside from the Knight Terrors themselves, the ship also carried a trio of ISB operatives who’s job it was to gather information on potential Jedi sightings.
The group was formed recently, and up untill thier last mission, had been very successful with thier mission. Over 20 Jedi and Adepts were captured and delivered to High Inquisitor Treymane, who was assigned by Lord Darth Vader to oversee the project. In their most recent mission, a slight oversight in the Knight Terror project was realized: while the unit was more than prepared to deal with young adepts, old weakened hermits, and the like, no amount of training could have prepared them for a full-on encounter with a healthy, powerfull, and fully-trained Jedi Knight. They found this out when they located and attempted to take down Adi-Von Bindu.
It took every resource the Terrors had at thier disposal without resorting to a Base Delta Zero operation, but Bindu was finally incapacitated. Of the 70 members of the crack squadron of Elite Storm Commandos, 2 returned with thier lives. One died in the Knightmare’s sickbay the next day after surviving for a while in critical condition, and the other will never walk again.




Hopefully, this listing will give you an idea f what is on each deck as your characters progress through the adventure. If you need a map, you might notice how similar this ship is to the Far Star from the DarkStryder campaign...(wink wink)


Upper Weapons Deck
Sensor Suite
Turbolaser #1
Rear Topside Hold
Forward Topside Hold

Deck 1
Main Reactor
Engine Level A Systems Monitoring
Direct Access Power Distribution
Power Regulation
Quad Lasers #1-4
Turbolaser Storage Batteries
Deck 1 Forward Hold
Storage

Deck 2
Engine Level B Systems Monitoring
Hyperdrive Systems Control
Sublight Systems Control
Storage
Hangar Control Room
Brig
Mess Hall
Training Room
Lifeboat
Deflector Control
Sensor Systems
Captain’s Quarters
Environmental Control
Command Center
Probe Droid Operations
Lifeboats

Deck 3
Engine Levels A-C Power Distribution
Auxiliary Overide Control
Heat and Energy Output Control
Crew Quarters
Special Prisoner Containmen
Crew Mess Hall
Sick Bay
Officer’s Quarters
Lifeboat
Pilot Ready Rooom
Landing Bay
Main Docking Airlock
Emergency Repair Station
Officer’s Lounge
Communications Room
Command Center (Lower Level)
Tactics
Recycling Center
Forward Concussion Missle Control

Deck 4
Engine level C Systems Monitoring
Auxiliary Systems
Aft Concussion Missle Control
Armory
Machine Shop
Main Batteries
Reserve Batteries
Bulk Food Storage
Storage
Maintenence and Repair Bay
Docking Tubes
Vehicle Ramp
Droid Repair Bay
Fresh Water Tanks
Hydroponics Labs A and B

Lower Weapons Deck
Sensor Suite
Belly Hold
Forward Lower Hold
Turbolaser #2
Escape Pods (8)

There. Now you should have all the information you need to play out "Knight Terrors." Enjoy!

Sincerly,
Joe

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