The Dusk Gryphon

Here’s a brief entry: a test of the d6 Starship Design system. These are the stats for Alys Nere’s personal ship.

The Dusk Gryphon

Alys’ parents, Devlin and Talia, got the Dusk Gryphon for her when she insisted on an interstellar safari trip. The ship itself is a minor customization of the Talos-class yacht, a fairly common model among Coruscanti dignitaries and diplomats. Its sleek teardrop hull, with its metallic violet finish, is both stylish and aerodynamic. The better-than-average quarters, escape pod, shields, landing gear, and front and rear blasters are also standard on Talos models.

Everything else isn’t. Because Alys tended to take crazy risks, and her parents knew this, she had to save personal money for some customizations. The Dusk Gryphon has an onboard infirmary in case she gets sick or injured. Its engines and propulsion systems received high-performance upgrades to make escapes more feasible. Finally-because her parents knew what situations Alys was likely to stick her nose in-the ship has an additional pair of side blasters. They had hoped she would find companions to help her run the ship and keep her from getting into trouble. That didn’t work out the way they had hoped. Still, the Dusk Gryphon has served Alys well in her misadventures.

Hull Size: 6 (Starship); Modifier 6D, Hull 4D, 20 Passenger Slots

Life Support: Spaceworthy

Quality: Good (150 Power)

Power Plant: Good (+20 Power, total 170)

Space Move: 6 (-13 Power)

Atmosphere Move: 24

Maneuverability: +1D (-6 Power)

Hyperdrive: x1 (-30 Power)

Shields: 2d6 Combination Shield (1d6 against all attacks) at all angles (total -44 Power)

Weapons: One Mounted Blaster per angle (2d6 Damage, +0 Fire Control, -56 Power)

Extras:

  • Escape Pod (-5 Power)
  • Infirmary (-8 Passenger Slots)
  • Landing Gear
  • Captain’s Suite (Luxurious Quarters, -5 Passenger Slots)
  • Guest Suites (Two Comfortable Quarters, total -6 Passenger Slots)

Notes:

  • 16 Power free
  • 1 unoccupied Passenger Slot

Jarim Edar, Codifier Observer

Jarim Edar had an unusual upbringing. His people, the crew of the Voidfire, had given up planetary life to occupy one of the galaxy’s few remaining star destroyers. They provided a vital function to the Alliance: rescuing people from recently-Faded worlds. In return, the Alliance provided this unusual tribe with priceless and irreplaceable parts for their craft. New additions from refugees couldn’t completely stop the specter of inbreeding. The ship itself was decrepit and barely combat-worthy. It could still travel through hyperspace, though, and the Voidfire rarely ran into serious trouble.

The Voidfire crew’s culture was a blend of several Faded worlds. Jarim began studying it as a boy. His photographic memory made him very capable at this, and he gained a surprising amount of expertise in the subject at an early age. He soon branched out to planetary cultures. All of them were fascinating. Yet Jarim felt something was lacking. Reading data files and watching holos just wasn’t enough. It didn’t help that he could spot the encroaching inbreeding aboard the Voidfire. Jarim disembarked to study cultural anthropology. After earning his doctorate, he signed on with a starship’s crew and began immersing himself in the cultures of the galaxy.

Jarim did quite well as a field academic. Along with his peerless memory and appetite for learning, he had quick wits, a chameleon-like ability to adapt to other cultures, and a nose for danger. He talked his way out of many dangerous situations and moved fast in the ones he couldn’t escape. Several of his papers earned him some respect among other anthropologists.
Unfortunately, his luck couldn’t last forever. Jarim was on an ill-advised expedition to the Faded city world of Surikant. He was studying the effects of Fading on the surviving population. One day, one of the decayed towers collapsed on the enclave he was staying at. He didn’t escape the rusted girders and plates in time. Much to his surprise, though, he survived. The rubble passed through Jarim as if he were a ghost.

He understood what had happened. He also remembered the Alliance’s warnings about the Faded. Wanting to avoid that fate, he traveled to the main Codifer Archive at Corelia and requested training. It was intensive and demanding. Staying in one place for so long was also fairly tedious. Fortunately, the Codifers were not an isolationist group. They valued researchers who could go out into the field and extract useful data. When Jarim’s training was over, he returned to his field work. The Codex turned out to be valuable for analysis. It didn’t hurt that he was much better with a blaster, either.

When he first heard about the strange adventures of Kira Keldav and Valerie Soung, Jarim worried that they’d gone Faded. A quick look at the reports revealed that stranger events were afoot. Apparently it was perfectly possible to slip out of the universe and return. This new knowledge piqued his curiosity. Not everything about alternate universes was the same. The exotic “Binding” abilities Kira and Valerie were now learning, and the bizarre individuals they traveled with during their absence, proved that. Those people eventually returned to his galaxy. They wished to deposit mysterious “Artificers” on one of the Alliance worlds. The Codifiers agreed to this, but demanded assistance with the Faded Wars and the posting of an observer. They were curious about what kind of universe would produce such people. Therefore, Jarim was a natural choice for the job.

Jarim is a reasonable, rational man who’s read the reports on the “Binder Universe’s” Kira Keldav and his allies. As such, he’s a bit concerned for his safety. He’s dealing with strange powers he’s never heard of and people who seem willing to experiment with dangerous technology. Fortunately, he has no intention of getting involved with these efforts. His role is clear. He is to observe, remain immersed yet detached, and, if all else fails, recognize when the apparently-inevitable explosions and mayhem are about to begin. If nothing else, he expects to gain some new insights in disaster psychology.

Kira the Kat Season 3

Episode 19: It’s Fuzzy Time!

Having completely scandalized Croissant, Kira and allies are eager to leave. Handy’s random jump sends them to the lawless moon of Nar Shaddup. Their ship suffers an infestation of weird mechanical centipedes. With amazing technosavvy, these Fuzzies turn their weapons, droids, and traps against them. Kira’s notorious Force lighting is of little use against them. He and Ben-Ben are forced to stoop to Force talking. They learn that the Fuzzies are invaders from beyond the galaxy. They demand ships . . . to evacuate their friends and relatives from their bombed out world. Kira contemplates cracking the place with a Death Star. He decides against it. The asteroid needs a maintenance crew!

Episode 20: Hot Times on Ash Island

Kira and the group are getting false IDs so they can go to Sith milk bars. Then they receive a message from the Mew council listing locations linked to something called Chunky Updraft. After some time, they decide to go to the planet Jackie. Jackie is a pleasant world. The small, ash-covered island the group investigates, on the other hand, is not. There have been murders! Lazzy Kitty uses his Force powers to summon a fire spirit. It just wants to hug them! Eventually, after much singed fur and cursing, Kira and friends manage to subdue it. He turns out to be a hummingbird researcher. Ben-Ben traps his equally fiery colleague using stasis traps and lots of honey. Kira does find the incident somewhat helpful.

Episode 21: Spaceballs

Kira and friends journey beyond the galaxy to the Fuzzies’ homeworld. They find it besieged by hungry cat balls with jingle bells and maws that dissolve nearly any kind of matter. Naturally, Lazzy Kitty decides to fly his fighter over for a visit. Ben-Ben and Boomer actually go with him. After evading the spaceballs’ yarn blasters, the three infiltrate one of the spaceballs and discover their crews: psychotic geckos. They’re the ancestors of the most psychotic species in the galaxy, they think the Fuzzies are a menace to their (dead) empire, and they’re determined to maintain the quarantine on the world (Kira and friends evacuated the rest of its population). Kira lets the Republic deal with the geckos-and steals their spaceballs to power his asteroid base.

Episode 22: Kira Gets A Pet

It’s time to test out the group’s hamster balls, and what better test than a hunt? Alice and Boomer descend upon Karoo, a world infested with Force predators. Unfortunately, the Force predators prove to be clever. They hack into Alice and Boomer’s hamster ball with their minds and shut them down. Boomer is strong enough to get the ball moving. He runs at supersonic speeds, fast enough to flatten Alice against its sides.  Then they fall into a river and Alice flattens him. They still decide to give the test another shot. That one ends with a Force predator nearly eating her after Boomer tramples her during the escape. Fortunately, the group uses the Animal Control ship’s blasters to stun the beast. That’s how Kira got a scaly, heavily-muscled, five-limbed computer hacker as a pet. He calls it Hack’n’Slash. Meanwhile, Jar-Jar is acting funny . . .

Episode 23: Jerry Rigging

Kira’s studies of his new pet don’t come up with much, and his pursuers are hot on his tail. He decides to investigate the MediMew, the Mew offshoot that helped with the experiment on Jackie. They’re all treating a plague on Jerry, a world that suddenly appeared next to Archgoo. Jerry is a giant magnet occupied by the Sith. Ben-Ben makes a giant interstellar ball of yarn radio to distract the Hiss blockaders. This tactic works, and Kira and his allies make it on planet. Locals find them. After a lot of shouting and scratching, the group persuades them that they are not Hiss. The group soon learns that local resistance forces are using the plague to hide recruitment. Unfortunately, the MediMew got captured by the Hiss and are now on their flagship. Their Force chicken soup can’t reach where it’s needed! Kira slaps his forehead. How does he always get into these altruistic situations, and how is he going to get up there without being vaporized?

Episode 24: No Fun Going Into Droid Repair

Fortunately, he soon gets an answer. Lazzy Kitty went to visit the Sith occupational forces, and learned they were almost completely military droids. He disabled their satellite communications with a hairball. Now a repair technician is en route to fix the system. Kira and the group decide to jump him, steal his shuttle, and hairball the fleet. They use their stasis belts to hide their life signs and have KAD and Tenny (an actual droid) sneak them onto the launch pad. They soon awaken. A mouse tries to eat Ben-Ben, he panics, and all heck breaks loose. The shuttle fires its missiles at everyone. Alice shoots its landing struts to save Ben-Ben from becoming hamster chunks. Kira blindly charges the shuttle and has to contend with poison gas, constant changes in gravity, and his own blaster deciding it wants to side with the droids. The ricocheting shots take many droids out and barely miss him. Kira does get control of the (badly-damaged) shuttle for his trouble. He also winds up having to evacuate a bunch of wounded locals from their missile-blasted community. Good thing he knows crazy repair people and medics!

Alys: Dispatch from the Hyperdriveless Galaxy III

Now where was I? Oh, that’s right. We’d escaped the plant centauroids’ system somehow. For now, we were safe. It looked like the jump had taken us to a small system. Only one planet orbited its yellow star, but the asteroid belts looked promising. Quick calculations by Nilsa indicated that the planet was in the habitable zone. Since our sensors didn’t show any signs of habitation, we decided to approach.

It turned out to be habitable. Although readings indicated a hot climate, the world looked like it had plenty of water and vegetation. There even seemed to be some metallic objects scattered around the surface. All of them appeared to be in the center of impact craters. My first urge was to land at one of them. I suppose my days of risk-taking with Kira and the others were shining through, but I took the smugglers’ advice. We landed in the hills near one of the objects. Everybody suited up and we hiked that way. I was just glad to be on a world that wasn’t immediately hostile. So was Handy, my survival droid.

This planet was indeed hot: sticky, sweltering, and exhausting. Compared to some other places I’d been, it wasn’t so bad. The fruit we found was quite edible, and the water tested negative for any toxins. The plants were bright and colorful. A few even turned in our direction. One of Nilsa’s crew gave them a plasma weedwhack, but it didn’t seem to bother the other plants. I was still somewhat paranoid. Plants didn’t normally react this way.

After half an hour of walking, we reached the object. Its impact had made a clearing in the middle of the jungle. I could still see the scorched trail it left in its wake. There was no smoke streaming from it, so I figured it had been here a while. Looking at the object itself, I recognized some of the decoration. It was a piece of a sleeper ship.

I had a hunch. “Fall back.” If there were centauroids aboard, and they were awake, I didn’t want them killing us.

We slipped back into the jungle. Once I made sure we were hidden, I explained my theory.

“So?” Nilsa said. “They’re probably dead, and if they aren’t, they’ll be weak. That’s good scavenging.”

I’d been in too many dangerous situations to assume it would go that smoothly. Besides, the Sith technicians on Archegeph hadn’t been too weak after we’d awakened them. Stasis was almost perfect preservation. It was great for automated colonization efforts . . . or conquest, as the case might be. I thought about leaving the wreckage where it was. This world was unsettled, and there was plenty of space between it and the other bits of colony ship.

But then I realized something. This was a bit of colony ship wreckage. If some of its passengers had survived in stasis, they’d probably be without supplies. They’d be idiots if they attacked people who could give them supplies. Or this galaxy’s equivalent of Kredath Berserkers, but I doubted even Kredath Berserkers would be that stupid.

“You know what, Nilsa? You’re right. Let’s go.”

We returned to the smugglers’ ship, the Silent Sun, to get Beren the mechanic’s welding tools. None of us had seen any obvious openings in the wreckage. Then we came back to the crash site. Examining the wreckage more closely, we determined that our first impressions had been accurate. I also heard banging inside. Somebody wanted out. Even if they were paranoid or psychotic, I couldn’t blame them. Crashes are no fun.

“Okay,” I said. “We should go in from the top. I don’t think centauroids are good at climbing or jumping, so they shouldn’t trample us.”

Nobody had a problem with my reasoning, so Beren began cutting into the wreckage’s hull. A few minutes later, we had a human-sized hole. That led to our next problem.

“So who’s going in first?” Nilsa asked.

None of us wanted that honor. Getting trampled hurts. Believe me, I’ve hunted enough herd animals to know. I could hear panicky voices below, so I proposed that we draw straws before the colonists became hysterical. Guess who got the short one? Yeah, I should have known better than to draw straws with experienced gamblers.

I shrugged. Somebody had to check things out. So I got a rope and borrowed Nilsa’s blaster pistol. My plan was simple. I had a good idea of how far these aliens could reach. I’d lower the rope just out of their reach, climb down, and negotiate from a reasonably safe position. If the aliens were going to play nice, I’d have Beren cut another hole for them to escape. If not, I planned to tug the rope, have Nilsa pull me up, and continue negotiations from there.

Inside, this bit of wreckage appeared to be a stasis block. I could see some dead aliens on the floor, soaked in green blood-and live, mostly injured ones, pressed against the far wall. All of them seemed to be withered and none of them seemed to be armed. So far, so good.

Instead of waving, I just smiled and tried to be as reassuring as possible. “We come in peace.”

I didn’t get quite the reaction I expected. They didn’t attack. They just stared.

Maybe they were shocked to encounter sapient aliens so quickly. Or maybe they were going to save the slaughter for when they were healthy and armed. Either way, they seemed to have some sense. “Don’t worry. My associate is going to cut a hole for you.” I mimed a circle with my free hand.

One of them pointed to the left, then to the right. It took me a moment to realize the alien was asking which side Beren would be cutting through. I shouted up to ask him. He pointed to the right, so I pointed in that direction. The aliens started moving toward the left wall. I figured they didn’t want the sparks to hurt them. “I’ll see you on the other side,” I said, climbing back to the surface.

When I returned, Beren had already climbed down and begun cutting. I pulled the rope back up and lowered it for him. No point in him being trapped below if they decided to double cross us. What had happened, though? These centauroids hadn’t behaved like the ones in Equine at all. They seemed skittish and nervous.

Beren soon finished cutting and joined us atop the wreckage. The centauroids trickled out, carrying their wounded as best they could. What I saw next was somewhat startling. They placed their injured on the ground, where they took root. I think even Nilsa was taken aback. My curiosity overwhelmed my suspicion. I decided to see what was happening.

I climbed down and slowly approached one of the uninjured aliens. “Is your friend . . . healing?”

There seemed to be a bit of comprehension there. After a long pause, the alien nodded.

I pointed to myself. “My name’s Alys. What’s yours?”

Another long pause. “Millari.”

“I’m glad you’re safe.”

The centauroid blurted something. I thought I could pick out something about conquest.

I was dumbfounded for a moment. Then I realized Millari’s species probably had holos. I remembered old holos that depicted aliens as savage conquerors. It was reasonable to assume that aliens might have similar ones-especially aliens that hadn’t encountered other sapient beings. I shook my head and said, again, “We come in peace.”

That seemed to reassure Millari. Still, the language was hard to decipher. There had to be some way to get their trust. Water probably would be a good start. Judging from the withering, they hadn’t had any in a while. I radioed Nilsa. “Could you tell Handy to find some water, and help him gather it?”

“Sure, but don’t we have plenty?”

“It’s for the aliens.” She went silent. “Trust me, I have a plan.”

I spent the next couple of hours among the centauroids. The rest of Nilsa’s crew eventually joined me, and we got a lot of curious stares. In the meantime, I continued discussion with Millari. I was able to piece enough of their language together to get some information. This species called themselves, and their system, the Vellinari. Millari and her fellow colonists (males had split manes, females had unsplit ones) were part of the scientific section. They had no idea how the ship had crashed or where the colonial leaders were.

“How long you were in stasis, Millari?”

“I think five hundred years.”

“What was happening when you left?”

“Not much other than the colony launches. Some of my colleagues were researching stabilization.”

That piqued my interest. Somehow I suspected “stabilization” didn’t have the same meaning in her language. “Stabilization?”

“Well, we become frightened easily. We were worried about invasion, so our top pharmacologists were researching drugs and genetic treatments to change that.”

I thought back to the system I had been calling Equine. Its defense had been awfully heavy for a species that didn’t encounter other aliens that much. Fear could become paranoia  so easily, and messing with the minds of an entire species could have nasty side effects. “That’s good to know. We’ll try not to surprise you too much.”

“At least this place seems safe. Maybe we can-”

Millari stopped talking and seemed to be staring over my shoulder. I looked in that direction. Nilsa and Handy had returned, carting several containers of water. “Oh yeah. I had Nilsa get some water. We’ll have to purify it, of-”

She shoved me out of the way. It was definitely a stampede to the water containers. Fortunately, Nilsa managed to drag Handy out of the way and evade them. My hunch had been correct. The Vellinari didn’t bother with drinking; they just poured the water all over themselves, soaking the wounded first. I approached Nilsa.

“Thanks for doing that. Did you have any trouble?”

“Some local beast tried to eat me, but the droid blasted him. Oh yeah, and I want my damn pistol back.”

“Oops.” I returned the blaster pistol. Mother had insisted I buy Handy, and now he’d saved Nilsa from getting injured or worse.

Within the hour, the Vellinari no longer looked so withered. They finally relaxed. The combination of a crash landing, dehydration, and rescue by potentially hostile aliens had to be nerve-wracking. Now that they were apparently grazing, the smugglers and I could relax too.

“Alys, you said you’d just arrived too, right?” Millari asked. “Where are you from?”

I thought carefully before replying. “It’s . . . complicated. Let’s just say we’re not from this galaxy and leave it at that.”

“Where’s your ship, then? It should be visible from here.”

“Our ships are much smaller than yours.” I sighed and sat down. It was good to breathe fresh air again. “Maybe I’ll show you mine when your friends recover.”

“I just want to rest now.”

“Same here.”

Nilsa and her crew slept in their ship that night, but I secured mine as best I could and set up my tent in the Vellinari’s herd, for lack of a better term. They told me it would take a couple of days for their injured to heal. I mingled among them until then and returned with the Dusk Gryphon. They took it for a simple shuttle. When I explained that it was capable of faster-than-light travel, they didn’t believe me. I had to take Millari and some of her fellow biologists on a trip home-their home-to prove it. I also had to explain why we weren’t showing the Dusk Gryphon to the homeworld. That saddened them.

So Millari and the rest of her detachment decided to stay on the world where they crash landed. They were going to colonize it anyway. Although they were the only survivors-the smugglers and I didn’t reach the others before dehydration killed them-we found enough supplies and droids from the ship’s wreckage to get them started. They’re still skittish. I think they’ll recover eventually.

As for me, Nilsa, and her crew? They think we’re heroes, despite our shortage of legs and our nasty tendency to eat other sentient beings. We’re part of the colony now. Nilsa and the others aren’t around that much. They’re continuing their exploration of this galaxy, and she definitely plans to use the Silent Sun’s hyperdrive to her advantage. She and her crew are going to get themselves killed someday.

I’m sticking closer to this world, which the Vellinari call Prille. I was risking death and worse on a regular basis. For now, just exploring this world and hunting its wildlife are good enough for me. I’m also training the Vellinari in marksmanship. It’s a bit touch and go, but they’re learning nicely. They even helped me construct a house and set up a generator for it. Maybe when the Vellinari are settled in, I’ll rein in Nilsa and her crew. We can start that project to spread hyperdrives to this galaxy then. I’m sure Millari and the others will want to help. They’re scientists, after all. I can’t see them turning down the opportunity to explore the galaxy. Maybe they can even start a multi-system federation, or even a republic.

Don’t get me wrong, though. Colony building is fun, but I miss traveling with Kira and the others. It’s the funniest thing: I’ve realized I feel the most alive only when I’m taking deadly risks. And Force knows that bunch seemed to attract them. What am I going to do when I get bored now? It’s going to happen. Since there’s little chance of, say, Sith or hostile aliens attacking, I’ll have no choice but to leave and seek trouble elsewhere. I wish my former companions had equivalents in this universe.

Come to think of it, if this is an alternate universe, where is my other self? I did wind up in my ship, after all. Is she with them? I hope she hasn’t gotten herself killed, or sold anyone into slavery. I wouldn’t blame Kira and the others if they decided to keep her and not find me. What I did was definitely betrayal on some level. And that’s if it didn’t lead to them entering a situation where they got killed or worse, turned to the Dark Side.

Oh, who am I kidding. The Force probably thinks they’re too amusing to kill. I’m sure they’re getting into mayhem and irritating the Sith just fine without me. But I swear, if they’ve managed to destroy the galaxy and I find out, I’m going to find some way to get back at them. I don’t care what I need to do. For now, though, this Vellinari quiche is delicious.

Alys Update

This entry is fairly self-explanatory. In the present, Alys has 117 XP, with 110 spent.

Disadvantages:

  • As a noble, Alys is presumed to make a good hostage, might be held for ransom or for political leverage, and is on-call for family matters – including the occasional political situation. After all, they’re providing the money, and without her families backing her credit rating will drop (-3).
  • Perhaps out of a desire to escape the obligations of noble life, Alys tends to get a little too deep into roles and not want to break them. This has obvious implications for going undercover (-3).

Special Talents:

  • Noble Upbringing: Alys as a variety of social contacts, gets invited to all the best parties, and gains a +1d6 bonus to Command, Law, Persuasion, and Sense Motive checks.
  • Technical Knack: Can give any three pieces of gear or vehicles at one time a +1d6 bonus on something. It takes several hours of tinkering to switch the items affected and the bonus only works when she is using the item or operating the vehicle personally.
Dexterity 4d6 Dodge (Ranged) +2, Pistols +1, Rifles/Carbines +2d6, Running +2, Thowing +2
Knowledge 3d6 Astrogation +1d6, Bureaucracy +2, Business +1d6, Galactography +1d6, Languages +1d6, Law +1d6, Scholar/History +1d6, Survival +1d6, Willpower +1d6
Mechanical 2d6 Operate Ground Vehicles +1d6, Operate Space Vehicles +2d6, Mounted Weapons +1d6+1, Remote Gunnery +1d6, Sensor Systems +1d6+1
Perception 4d6 Alertness +3d6, Bargain +1d6, Command +1d6, Con +1d6+2, Persuasion +1d6+1, Sense Motive +1d6, Sneak +2d6+2
Strength 2d6 Brawling Parry +2, Carousing +1, Stamina +1d6, Swim +1d6
Technical 3d6 Droid 1d6, First Aid +2, Power Systems +1d6+1
Special:
Credit Rating 2d6
Force Points 5
Experience Points 117 (110 spent)
Credits 250, a little under 10000 on ship

Minor Gear:

  • Camouflage Hunting Vest and Helmet (+2 Armor against Physical Damage, +1d6 Armor from Technical Knack)
  • Supply Pack for HUND Wilderness Support Droid
  • Spare Blaster Carbine Cell

Major Gear

  • Blaster Carbine (5d6 Damage, +1d6 Skill from Technical Knack, may shift damage dice to skill)
  • CLS10 Piloting Droid (“Skippy”)
    • Skills: Astrogation 6D, Starship Piloting 6D, Languages 3D (for dealing with port officials)
    • Built-In Gadgets:
    • Subspace Communicator.
    • Remote Ship Operations Link.
    • Light Armor (+2D as a major gadget, net 3D).
    • Repair Database for the ship being piloted (4D starship repair for that ship only).
    • Built-in starship toolkit (+2D starship repair).
  • HUND Wilderness Support Droid (“Handy”)
    • Skills: Survival 6D, Medicine 4D (8/6D), Cyberweapons 4D
    • Built-In Gadgets:
    • Wilderness Reference Library: planetary notes, known alien races and creatures, 4D.
    • Hunting Blaster, 4D.
    • Medical Pack: +4D medicine for original owner’s species, +2D otherwise.
    • Camp Security Field Generator: provides a basic environmental screen and ultrasonically repels minor nuisance creatures.
    • Armor, +2D: +3D with extra die from base allotment, total 4D.
    • The optional pack system (+250 credits) provides a comlink and assorted storage compartments – two of them normally prepacked with a condenser canteen, glow rod, 30-day ration pack, flaregun, tarp, cord, rope, hammer/axe, 24 spikes, sleeping/shelter bag, water purification tabs/kit, miscellaneous kit (compass, lighter, fishhooks, line, whetstone, gloves, survival manual, sunglasses, sewing kit, etc) supplement tablets, folding shovel, filter straws, knife, grapnel, stimpills, monofilament “saw”, salt, wire, “space blanket”, machete, monocular, and pyroconcentrate tabs.
  • Small Starship (The Dusk Gryphon)

Contacts

  • Kalla Tarwin is the doctor who saved Alys’ life. She’s a specialist in emerging diseases and a highly skilled physician and pharmacist. The Nere family became her patron in gratitude for curing their daughter, and she’s worked for them ever since. Dr. Tarwin now teaches at one of the universities in Coruscant. Alys has never forgotten what she’s done for her, and the two remain in regular contact.
  • Coryn Nere is Alys’ baby brother. Unlike her, he’s content to stay on Coruscant, where he serves as a senator’s aide. He eventually hopes to be a senator himself. Ambitious, cultured, and a little corrupt, Coryn sometimes shakes his head at stories of his older sister’s adventures. He keeps her updated on Coruscanti politics (sometimes to her annoyance).
  • Pon Mandares, a hunter famed across several galactic sectors, trained Alys in the trade. It wasn’t easy for her, especially right after the illness. After a lot of hard work, though, she became one of his favorite students. Pon isn’t much for staying in one place. Teaching Alys was the longest time he settled for years, and he’s wandered far from Coruscant since. They might run into each other somewhere in the galaxy.

Plot Hooks

  • Alys is out for a different kind of excitement than most Coruscanti nobles. To her, the intrigues and decadence of Republic politics pale next to the mysteries and wonders of the universe. She wants to hunt massive and dangerous beasts, explore lost ruins, and possibly find forgotten or undiscovered worlds.
  • As noted above, Alys tends to get a little too deep into roles. This creates plot hooks on its own.

Enemy

  • Alys ran afoul of the Crimson Talon Pirates, known kidnappers, a while ago. She managed to evade them. Since they apparently knew who she was, she would like to find out who sent them.

Kira the Kat Season 2

Episode 13: That’s No Dog . . .

All heck has broken loose on Aldebarabaraban. Not only has Kira learned that his friends and family are in danger from Animal Control and the Hiss, the streets are in cartoon chaos. Kira distracts Animal Control while Alice and Boomer (in bee and bombardier beetle forms) trace a mysterious signal. It leads to one of Kira’s friends-and a mysterious greyhound who pummels them into the ground and moves at supersonic speeds. Kira recognizes those abilities. Val the Kat is on the loose . . .

Episode 14: That’s Val the Kat!

With official Trouble Magnet status in the Republic, and lots of kisses and hugs from his family, Kira and associates decide to find a second asteroid. Their base needs a swimming pool. When they dig into the the mysterious giant one in Aldebarabaraban’s orbit, though, they find more than they bargained for: it’s an ancient starship from one of the previous Hiss Wars! Then Val corners them in their mine shaft. She seals them in so she can have Kira all for herself. Luckily, Kira and associates escape by using the starship’s “Teleport to Death Planet” system.

Episode 15: The Gods of Mayhem

The escape from Val transforms Kira and his crew into partial robots and sends them to a mysterious jungle world. Fortunately, there are locals. Unfortunately, the locals are Hiss-worshiping robotic cockroaches who believe they’re gods. Kira and the others must prove their status by hunting the acid-spitting Hiss dinosaurs. Ben-Ben chooses to stay behind. While Kira and associates bag their prey (by detonating Boomer), Ben-Ben actually becomes a god through the use of electricity on a malfunctioning Republic drone.

Episode 16: Things to Do on Death Planets

After a wild party, Kira and associates further explore Death World #1. They learn that this world contains a Hiss Brain Library, and the Republic sealed it for the good of the galaxy. Lazzy Kitty pursues “Hiss shaman training” with the locals, and Ben-Ben explores his god powers. He manages to construct a communicator from coconuts and rocks. Then he uses it to introduce civilization to the locals by calling for pizza. The pizza is delicious! Also, the delivery driver turns out to be Handy.

Episode 17: Ben-Ben Becomes the Universe

Aboard the Animal Control ship, Kira, Ben-Ben, and Lazzy Kitty decide to communicate with Death World #1’s Hiss Brain Library. The results prove that “Knowledge is power. Power corrupts. Study, and be evil!” is a true maxim, as Force lightning sparks all over the ship. Quick thinking by Alice and Handy gets the crew to Tatooine, far from the Hiss Brain Library’s range. Unfortunately, Ben-Ben’s spirit leaves his body. He gets back, but not before Kira and crew bring a con artist to Tatooine justice and find themselves working in performance art.

Episode 18: Welcome Back, Alice

Kira learns of something called “Crossover Techniques.” He decides to journey to the Mew Temple on the city world of Croissant-which just happens to be Alice’s homeworld. Much chaos ensues. The crew rescues some children from a kid-grinding machine. Jar-Jar, Boomer, and Alice have a highly awkward dinner with her family. A score of weasels hit on Alice. Finally, Jar-Jar goes to the lower level casinos and gets the tar beaten out of him. Kira does find some leads, though, and is ready to explore MORE death worlds!

Alys: Dispatch from the Hyperdriveless Galaxy II

I was happy to have another ship following me, even if it was full of smugglers. That didn’t mean I was letting my guard slip. Taking me hostage, blasting my ship for salvage, or worse seemed unreasonable under the circumstances. With all that had happened over the past few months, though, I had to keep the possibility in mind. I suggested that we attempt to find a habitable world. After all, if we were the last humans left in the galaxy, we couldn’t maintain our ships forever. The life support would eventually fail. Unless they had some genetic alterations I didn’t know about, we couldn’t breathe vacuum.

The smugglers laughed, but they seemed to see my point. I suppose they were tired of being cooped up in their ship too. We discussed where to go next. Although I wanted to head toward the nearest yellow star, their navigator Nilsa bought up a good point. The galactic core was irradiated. If there were habitable planets left, why not head toward the rim and work our way in from there? I could see her logic.

In fact, it made me wonder. An irradiated core suggested that many stars had gone nova. Had Ben’s superweapon detonated all the stars in the core? That was a bit much for even the Sith, but Ben and Kira worked with strange phenomena as a matter or course. Was something else going on here?

I put my speculations aside for the time being. If we were going to find a habitable world, we needed to jump now rather than later. So we did and began our surveying. It was mostly sensor work interspersed with planetary exploration. I’ve listed the more interesting places we found here. They all turned out to be close to where we eventually settled. Some of these names are mine, but most came from the smugglers. I’ve included coordinates.

Colossus III

We named this world for the gigantic mountain visible on its daylight side. The world appeared to be composed of heavier metals. When we tried to land for a closer approach, the gravitational field attempted to pull us in! Fortunately, both our ships managed to escape with only minor damage. Was the entire planet highly magnetic or just high gravity? I don’t know, but fixing the broken plates and structures took a week out of the surveying.

Forge II

This planet appeared to be a desert world from the surface. When we got closer, the sensors indicated a high concentration of liquid. Then I saw an eruption in the distance. It turned out the entire planet was magma beneath a thin crust of obsidian glass. I wouldn’t recommend going near there.

Aurora IV

This world was our first clue that sapient life hadn’t become extinct. From what we could tell, the place had recently suffered a nuclear holocaust. The glow from the bombings was visible from orbit. There were no signs of space travel in the system, but I heard some radio transmissions. Several of them seemed to be live. I wanted to see if we could help, but the more pragmatic smugglers outvoted me.

Taper II

This planet didn’t rotate. All the life appeared to be in a narrow band around the equator. During our explorations, I recognized the dominant native species as a Force predator. It nearly led Nilsa into its maw. Fortunately, I was able to grab her before that happened, and our ships were able to take off before it caught up to us. She said it looked like a pile of fancy drugs. Force suggestions can be nasty sometimes, but we got some good meat out of it.

The Colony Ship

When we jumped into the system, we were disappointed to learn that there were no planets here. It was all asteroid belt. Then Nilsa spotted another ship in the distance. We headed that way and found a massive, destroyer-scale ship. Its primary means of propulsion appeared to be through fusion rockets. Oddly, there was no sign of hyperdrive. Hailing it resulted in a repeating automated response. I’d never heard the language before. I listened for a bit, attempting to piece it together. It seemed to be a greeting to the universe.

We conferred for a few minutes. Eventually we decided we might as well board. A blowtorch to one of the airlock doors got us in. Inside, we had some skirmishes with security droids. It was nothing like what I’d experienced with Kira and his associates, though I think it was a bit much for the smugglers. Between those, we found supply rooms and hangars consistent with colony ships. I wondered where the colonists were. In stasis?

Eventually we came upon their stasis systems. They appeared to be centauroids. The green skin and leafy features implied they were photosynthetic. I was tempted to wake one up, but decided against it. Why wake up whatever-it-was and force it to travel with us? Finding out where they were going might be a good idea, though. Nilsa managed to hack into the ship’s security and bring up a map. That led us to the main computer. We couldn’t find where they were going-apparently the ship’s sensors were looking for a habitable planet-but we did find coordinates for where they’d originated. We decided to head that way. With that, we left the ship and its sleeping passengers. I hope they wake up eventually.

Equine System

So there was sapient life left in this galaxy. The system had twelve planets, all of which appeared to be heavily developed. The intrasystem traffic was overwhelming. It reminded me of the highest air traffic days back on Coruscant. Why were there still no signs of hyperspace travel, though? Had this species not developed that technology? Had anybody? Maybe this was why we hadn’t met anybody else.

I got an idea.

“Nilsa?”

“Yeah, what?”

“Does your ship have a tech on board?”

“Beren’s a mechanic. Why do you want to know?”

I explained my theory to the smugglers. “They’d pay a lot of money for it.”

“I don’t know. Hey, we’ve got company.”

I looked down at my sensor readings. Nilsa was right: three large ships were heading our way. The sensor readings indicated fairly heavy weapons. My best guess was system patrol. I also noticed that the smugglers’ ship was backing away from mine. Guess they wanted me to negotiate. Well, I could see why. I did decode the colony ship’s message. Of course, that meant I would be the first one getting shot if things went wrong. Great.

They hailed me. I noticed that their in-system communications tech was on par with my galaxy’s, and that they seemed to be speaking calmly. That was a good sign. Unfortunately, I couldn’t make out a word of it. I assumed they wanted my ship ID, so I sent it. I also attempted to gesture that we came in peace.

I must have made an obscene gesture. There was a bit more talking, then they closed the comm channel and began firing. They seemed to be using heavy lasers on their ships. A few got through my shields. The smugglers were running. Since shield repair is not my strong suit, I decided to follow.

We managed to evade pursuit long enough for Nilsa to calculate a course. She sent it to me. Fortunately, both our ships managed to escape that system. How embarrassing. Nilsa and her crew still haven’t stopped needling me about my “peace” sign.

Kira the Kat: Season 1, Part 2

On the Kira the Kat fan forums, this season is usually called the “Blasting Into the Base Arc.” Why? Well . . .

Episode 7: Diving for Jelly

Kira’s ever-expanding group of animals flees to the world of Archgoo, where their ship promptly crash lands on Alice the bunny hunter and Ben-Ben the hamster mechanic. Alice pays for Ben-Ben’s ship repairs anyway. Because the locals drank all the jelly for the muffins, the group decides to go deep sea diving in jellyfish-infested waters. They come upon an ancient aquatic Hiss base. Kira decides they MUST have it!

Episode 8: Land or Sea, We’re In Trouble
Kira’s attempts to find Hiss codes and open the base go horribly wrong. Thanks to him attempting to download the entire galactic internet, the Hiss and the Mew are coming to Archgoo. The charges also leave the entire group broke. The group’s natural response to this is to terrify starport security and negotiate with the planetary government. While Kira departs to handle negotiations, the others get involved in a heated firefight with Animal Control. Kira saves the president of Archgoo from Animal Control as well. On a return trip to the Hiss base, Ben-Ben gets trapped in a Hiss ship. The others must save him before his air runs out or he hungers for jelly!

Episode 9: Revenge of the Jellyfish

Ben-Ben saves himself by blowing up things with the ship’s torpedoes. The rest of the group learns just how deadly the jellyfish are. Meanwhile, Kira meets the Mew in vacation style and convinces them that he’s not going to destroy the planet. Then the Hiss arrive! The aerial battle is pitched. For a moment it appears lost. . . until Ben-Ben communes with a jellyfish. He convinces it to eat the Hiss ship and fly itself into the Hiss forces’ flagship! The day is saved! Even better, the Mew are convinced that Kira is not a Hiss. It might even be the truth.

Episode 10: Revenge of the Glass Beasties

With the proper security codes in hand, Kira and friends can fully explore the Hiss base. Ben-Ben’s new phobia of jellyfish is a problem. Then they come upon the base’s top security: the Glass Beasties! There is much screaming, shattering, and slashing of paws and tails. Gary steals the scene by engaging in a kamikaze attack on one of the alien creatures. Even that doesn’t work. Frustrated, he declares himself Admiral of Archgoo, buys some concussion drones, and goes out with a bang. The bagpipe player at his funeral does taps so horribly that the resulting noise causes them to shatter. Thus end the Glass Beasties.

Episode 11: Base Jumping

The concerned citizens of Archgoo send a salvage hamster, Boomer, to make sure Kira doesn’t blow their world up. Kira, on the other hand, is surveying his new base. It’s full of weapons, weird technology, and even a handy instant crew. (Just remove water!) Kira thinks the superweapons are too cliched to be useful. Then he has an idea while using Force Lightning in “morale improvement” sessions. Why not chuck the superweapons into the sun and move the useful parts of the base to an asteroid? He decides to make it so. And he can even show his new minions his homeworld while waiting for the transfer to finish!

Episode 12: Who’s Who Here?

Kira’s mounting paranoia causes him to pick up a doctor, Jar-Jar, before returning home. His home, Aldebarabaraban, is the most peaceful place in the known galaxy when it’s not the target of every Hiss offensive. The delightful Festival of Lights is about to begin. Everybody gets animal transformation potions, as is traditional. This causes a lot of confusion. A hilarious play about ancient Hiss gives Kira a primer on how not to be a mastermind. Then he learns something horrible: Animal Control and the Hiss are after his friends! Also, he has friends.

Alys: Dispatch from the Hyperdriveless Galaxy I

I think this is the first breather I’ve had in a while. It feels strange to say that about being sucked into an alternate and thinly populated galaxy. Here, though, I’m not under regular attack from Sith or bounty hunters. If there are any around, they’re keeping a low profile.

Oh, yes, I was highly disturbed at first. There was no sign of any life, spacefaring or otherwise, within the Dusk Gryphon’s scanner range. Eventually I got a hold of myself. Surely someone else had to survive. Galaxies are too big for everyone to die immediately. So I began exploring. The galactic core was a bust: the radiation levels were too high for me to enter scanning range, much less the area itself. There was no choice but to circle around and hope I found another ship.

I don’t want to go through another month like that again. Traveling alone in my galaxy was one thing. At least there was some radio chatter to cut through the near-silence. This place was completely dead. I soon began to think I was the last one left, stuck with only two droids for company. I saw situations like this in the holos. They rarely ended well. If only I had taken the lessons of the Shar Research Group to heart. What was I thinking when I agreed to to be Kira’s guinea pig?

Oh, wait. I was feeling guilty for selling Lazlo and Ben to the Sith. I’d gotten a bit deep into the “ruthless Sith trader” role there. I might also have acted on some irritation. But there was no need for Ben to join him! There was also the issue of me not being Lazlo’s real owner. I thought helping Kira out would give him the edge he needed to get them out of there, Hutt be damned. Instead, I was stuck in this situation. Who knew what happened to Kira?

Somehow I managed to ignore my regrets and keep searching. I suppose it was my survival training. You HAVE to have a goal. Otherwise, you’ll lose focus, and your death will be certain after that. My persistence soon got rewarded with the discovery of several dead systems. Along with the communications grid, navigation beacons, and emergency caches, these provided me with materials to keep the ship operating. I soon began to notice an odd pattern. Some of these systems had orbital space ports. Some of these were as fancy as the best starports in Coruscant’s orbits. But there was nothing suggesting interstellar traffic . . .

Near the end of that month, I caught something on my comm frequency. I didn’t care if it was friendly or hostile at that point.

“This is the Dusk Gryphon. Who is this?”

It sounded human and definitely male. “The Silent Sun here.” There was a pause. “You’re not military, are you?”

“No, I don’t think so.”

I heard something in the background about “goddamn Coruscanti drug run.” Hmm, smugglers? I’d be stupid to trust them . . . but they were the first people I’d encountered in a while. I decided to ask.

“So . . . am I the first person to hail you?”

“Yeah. What the hell happened? This is going to cost us big credits.”

I didn’t share my theory. They sounded nervous, and the last thing I wanted was a hail of blaster fire. “I have no idea. Maybe we should stick together. That way, we can coordinate our search for an inhabited world.”

“Search? We just want to make it to Coruscant.”

“I’m afraid you can’t do that. The radiation will fry you from hundreds of parsecs away.”

“Bullshit.” I sighed and sent my sensor records over to the Silent Sun. If that was its real name.

They went silent for a while. Then they shot back a reply. “Okay. What the hell is going on?”

“I told you, I don’t know. I have some theories, but does it really matter when the galaxy is empty?”

“Fine. We’ll go with you. There’s got to be some way to unload this stuff . . .”

I told Chippy (the piloting drone) to take over piloting while I plotted our course and kept an eye on the Silent Sun. Kira and the others might have considered me a fool for trusting these people. Why shouldn’t I have, though? They didn’t have anywhere to go either, and they were just as confused as me. I was just happy to have SOMEONE else nearby, even if they were trying to extort each other for bets. Apparently some of them thought my ship was an asteroid . . .

Kira the Kat Episode Guide: Season I, Part I

Episode 1: Animal Chaos

Kira escapes his cruel Hiss master through the shrewd application of a magnesium flash on a lightsaber cat toy. He flees to the world of Tish-tosh, where an eclectic band of Force-sensitive animals are having a support group meeting. Unfortunately, Animal Control comes in to gather the animals and take them to the Hiss for research. It’s up to Kira, his reluctant animal allies, and that zany Mandalorian action figure to take over the Animal Control starship!

Episode 2: I’ve Got A Bad Veeling About This

Landing his new Animal Control starship on Planet Veel, Kira and his group face new problems. The rabbit doctor Orbo detonates in a crowded marketplace. The ranchers (of strange, furless bipeds) are having problems with a group of ferret criminals. Daring actions by KAD the action figure and Arcy the toad defeat them, but at the cost of the toad mercenary exploding. The criminals’ bosses are also on the way. Will Kira get a moment of peace and stop using Force lightning on every metal surface in sight?

Episode 3: Hairball Wars

The escape from Veel only creates more questions. Kira is worried that those around him are destined to explode. Everybody is wondering just what is animating KAD. An attempt to join a bounty hunting guild results in only more confusion and stress. It also adds a gecko bounty hunter, Dekboom, to Kira’s team. Getting help from the holy Mew Order of Nip-Nip only results in dealing with senile elders. This pales against being caught in a full-scale starship battle, healing a decapitated Mew Knight, and having to crash land on a war-torn city world.

Episode 4: Circus of Jerkes

The city world of Circus is an exciting place, with Hiss ships filling the skies. Kira and his allies just want to escape. After hijacking a hoverbus and catching the attention of Hiss fighters, they engage in a dogfight. Their journey takes them through parking garages, office buildings, and at least one circus tent. It ends in the rat tunnels, where they engage in sabotage, get involved with the rat underworld, and rescue Telly the Mew Knight’s young charge.

Episode 5: Littering Them Back To The Stone Age

Kira and his allies have had enough of Circus. With a blockade in effect, though, how will they ever escape? The answer is simple. Through a dazzling combination of clown disguises, Kira and Telly’s Force powers, and countless kitty litter explosives in the sewer, they manage to steal a starship and escape. Dekboom drowns in a sea of litter. Returning to the Mew Order only causes Kira more grief as Telly and her charge Linty are captured by the Hiss!

Episode 6: Mew, Hiss, and Snarl

Kira and the rest of the group rush to save Telly and Linty. They encounter Gary, a heavy-weapons wielding bulldog and team up with him. Telly, Linty, and several Mew students are saved! Unfortunately, their actions result in the destruction of the Mew Order . . . on Nip-Nip. They flee in the old Animal Control ship, only to encounter a projection of Kira’s old master. KAD saves everyone from the horrific ranting by stunning them until their fur falls off.  Handy the hamster pilot wins a slave bodyguard, Lazzy Kitty, in a card game at their next stop. Meanwhile, Kira snaps and begins thinking of ways to take over the universe . . .