Introduction to Star Wars Saga Edition roleplaying game. Quick concepts.


Timeline - Legacy Era ~ 137 years after Star Wars IV: A New Hope

Through recent treachery a resurgent Sith are in control of the galactic Empire and most of the known galaxy. The legitimate Emperor, Roan Fel, leads a smaller rival faction mostly on the side of good. The Jedi are once again on the run, though there are many more of them surviving than in the time of Luke Skywalker. A remnant of the Galactic Alliance (Rebellion->New Republic->Galactic Alliance) also has a small stake in things but do not hold much territory or influence.


-- The cast of characters --

-- Background / Adventures so far --

A Sluissi engineer has developed a new kind of hyperdrive that can travel across space more efficiently than existing hyperdrive technologies. The royal family of the outer rim planet Amaris is sponsoring the engineer's design and has purchased an old frigate to install the experimental drive on. It's maiden voyage will chart a route between Amaris and a system in the Chiss Confederacy in the unknown regions. Several hyperspace jumps would be required but the goal is to prove the voyage can be made in a substantial shortened timeframe. An Amarisi princess and a Hutt bussinessman based on Amaris will accompany the voyage for posterity. The Amarisi had secretly funded the majority of the project as their planet was not on a main trade route and would benefit from faster transit times. It was hoped the experimental drive could give their world a chance to survive given lower profit percentages after the Sith took control of most Imperial trade franchises.

The players are members of a mercenary company hired to provide on-ship protection for the experimental drive flight. The company traveled on their stock CEC freighter to the frigate orbiting Amaris without incident. There they met other members of the experimental drive ship crew as well as several of the VIPs on board to observe the launch.

-- Opening personalities --

First session; J & M attending

After a testing period of several days, the Sluissi starship designer gave the go-ahead to test his experimental drive. The drive engaged, and instead of the normal blur of hyperspace, everything went dark. The lights came back on, and the ship immediately went to emergency power. All systems except for emergency lights were non-operational. The engineers and mechanically inclined characters, went to work on electrical systems, and were able to reenable the life support and sensors. Sublight drive came on shortly after. A sensor scan proved that the ship had jumped seemingly instantaneously beyond the outer rim and was stuck on the far edge of the Unknown Regions. Without the experimental drive back in working order, it would take years of mapping and trial and error to get back to the known regions of the galaxy.

Even worse, a critical piece of the experimental drive was missing, from INSIDE the drive itself! It would have taken hours to disassemble the drive components and remove that single piece ... but it was definitely gone. About the same time the engineer made this startling discovery, an unknown ship appeared on the sensors. It appeared to be an outlandish starship based on a nautical design, with multiple solar collectors or radiator fins resembling sails. A number of small shuttles landed in the frigate's docking bays before any evasive actions could be taken. Barbaric appearing aliens, humanoid but several feet larger than the average human disgorged from the shuttles. They were armed with melee weapons and blasters. Some of the mercenary crew is nearby their freighter and decide to board it to see if they can fight off the attacking ships. Unfortunately after the freighter launches but before a rescue can be made, the attackers overtake the engineering spaces and bridge of the experimental drive frigate. The alien ships damage the freighter and launch tow cables at the frigate. In a flash of light the alien ships and frigate jump to hyperspace leaving the mercenaries stranded. The party along with the Trianni, Cathar and a spare few additional mercenaries are among those uncaptured. They effect limited repairs.

The party decides to scan for nearby systems and finds one within range of their sublight drive. They arrive to find two habitable planets, one cold, one mainly temperate jungle. After deciding to land on the jungle planet, Enjinn and Juliet Papa investigate the surrounding terrain. Approaching a suspiciously wrustling bush, they discover a crude noisemaker made of animal sinew and bone. Tiny "swishes" herald someone firing a projectile at them. Looking around frantically, the party finds a small, lizard like bipeds high up in a tree. They are able to defeat them without any losses - and choose to do so using the stun setting on their blasters. After tying the stunned aliens together, they try to interrogate them and open a first contact. The aliens seem to get very agitated whenever a character speaks. Eventually the mercenaries find that these reptilian aliens communicate with telepathy and the spoken word is considered taboo. The aliens at first compare the party to other Tall Ones who come to hunt their people. After additional mental dialog, the party glean that the Tall Ones are the residents of the cold planet in the same system. One of the three reptilians decide to go with the heroes to the ice planet, there to meet the Navigator. He says that the Navigator may be able to help the heroes find their way home.

Second session; E, J & M attending

A course is quickly plotted to the ice world where the party understands both the Navigator and the Tall Ones live. The freighter lands at a city. The first noticable thing is that all of the buildings appear to only be single story and hardened against snowfall. Based on the energy signatures it is likely that there are subteranean levels to most buildings. Walking down the ship's exit ramp, the mercs are greeted by a small compliment of nobles with armed guards. The Tall Ones appear to be near-humans, and introduce themselves as the Kin'jen. They welcome the characters to "Precinct Bonjar"and ask them if they are there to trade. After a brief discussion the local leader points the party to a nearby cantina and provides them with a translation cube. On the way to the cantina a Kin'jen carrying a suspicious bundle under heavy clothing sees the party and ducks into an alleyway between two buildings near the cantina. The characters follows him through a door way.

Inside they discover the man trying to hide something, several large tubes covered with electronics. The man is a dealer of the devices and after some "discussion" agrees to trade one of the tubes for a vibroknife. The dealer explains that the tubes are the chief commodity of the Kin'jen. They allow instantaneous communication across multiple light years. After further persuasion from the characters he also notes that the tubes have a vital component - brain tissue from the reptilian Lyreem on their neighboring planet.

Meanwhile, additional Tall Ones arive and decide that our mercs are up to no good. A fight breaks out and a compression bomb is exploded. The dealer is stabbed and another brain tube is acquired. The party quickly decides to head back to their ship before they draw any more attention. A Kin'jen politition is waiting at the ship. The party surmises that there was a tracking device hidden in the translation cube that was provided to them when they first disembarked and that the local authorities are aware of the earlier fight. A firefight breaks out as the authorities try to prevent the characters from leaving. The party takes off in their ship. The Lyreem Chieftain notes that the Navigator contacted him and is aware of the "trade goods" (brain tubes). The Navigator said that the treasure they are looking for is on the 3rd moon of the ice planet.

As their ship skims across the planet to evade pursuit, a rain of missiles and explosive ordinance starts to rain down on the planet. Sensors detect that an invasion fleet has just arrived!

Third session; E, J, M attending (?)

The ship's sensors pick up a large fleet has arrived in orbit. Quickly coming into visual range, a flight of atmospheric capable attack craft start to follow the party's ship, firing near misses to force a landing. The party decides to evade pursuit and fly out of the atmosphere. They quickly identify a large ship that appears to be the enemy flagship … and decide to attack it! Some deft piloting and attack rolls take their freighter close to a docking bay where they destroy the guns guarding it. The freighter docks to the large flagship and several of the mercs head further into the ship. They are met in a room by several soldiers wearing outdated Imperial stormtrooper armor. Juliet Papa causes a controversy by immediately throwing down his weapon and surrendering. The rest of the mercs do not surrender and start a firefight, which they win. After defeating the stormtroopers, they discover that they are humans. The mercs then continue to the next room, where a woman dressed in a black cloak is sitting. She gestures at Enjinn and disarms him of his blaster rifle and points it back at him with the force.

The woman's name is Serathiss and she has influence among the invaders but is not one of them. She commanded the stormtroopers, but seems only generally annoyed that the mercs defeated them. Serathiss notes that she is originally from the known regions of the galaxy and would like to assist the party in returning to the galactic core if she can accompany them. She offers to repair their freighter while the mercs go and search for the Navigator. The hope is that the Navigator will have information both on returning to the core, as well as where their experimental drive frigate has been taken.

Fourth session; C, E, J, M, S attending

Serathiss provides Enjinn, Konoha, Kylara and Juliet Papa with an ancient system ship to make the short trip to the third moon. Their freighter will be repaired in the meantime with the remainder of the mercs staying on board to supervise the repairs. The ship is powered by old style chemical propulsion but Konoha managed to pilot it with expert skill, landing in an old fashioned tail of flame on the surface of the moon. The ship touches down with precision in a small concealed crater with an airlock door inset into the side. A brief blaster battle led to the party destroying several guardian droids inside the hidden hanger. The hanger led to a large underground tunnel. A ground rover with several levers to control locomotion was piloted by Kylara down the tunnel at high speed. The mercs go through several tight spots and traps but make it to a central chamber where there is a large opaque tank. They receive a message from the Navigator, who is apparently inside the tank. Just as they begin discussions, an armored humanoid flies in on jetpack along with several droids. Their surprise attack explodes the tank, and a large boxlike device is revealed within. The jet-packing soldier grabs the box and starts another jump away when Enjinn takes careful aim and disables his jetpack with a well placed blaster shot; meanwhile the others defeat his cohort droids. The party then grabs both the soldier and the Navigator as they are informed that a self-destruct has been activited for the facility. Explosions start to race along the corridor as they drive the ground rover back to their archaic ship. Shenanigans ensue and they are stopped part way down the tunnel back to the ship. Luckily they reach a mid point access tunnel, and the freighter, newly repaired is taken by ## to the docking port there and the party boards right before the tunnel completely explodes.

As the freighter pulls away from the moon, a corvette sized ship becomes visible, it's cloak fading. A communication comes across with a simple threat "return our captain or else". The freighter goes to full power and rushes past the corvette. The corvette gives chase as the two ships thread their way through the mop up actions taking place in the middle of the invasion fleet above the planet. They dodge ships and wreckage as the corvette fires on them. Heading towards the invasion flagship, the freighter blasts through the open hanger bay doors and turns around inside the hanger to face the closely following corvette. As the hanger bay door start to close, top hatches on the corvette pop open and metal grappling tentacles shoot out and latch on to the freighter. The mercs have been contemplating the "special upgrade" that Serathiss installed on the freighter during the entire pursuit, it being operated by a very large, very obvious red button newly added to the pilot's console. Kylara presses the red button and a large cannon barrel pops out from the front of the ship under the cockpit. Electricity crackles along the barrel and fires at the corvette. The displays on the ship dim as the cannon discharges a large ion blast. Unfortunately as the ion discharge washes over the corvette, it transfers through the grapple cables back to the freighter. Both ships immediately lose all power. The ion blast even arcs to the closing hanger bay doors, leaving them stuck part way open and the bay depressurized to the void of space.

Fifth session; battle for the corvette, negotiate with Serathiss ... finish writing up battle, JP's jumping across by himself, grenades, M getting shot up but being badass, etc., chopping off the cables, (lightsaber reveal)

Sixth session;

The session started with the mercs still on Serathiss' ship with the exception of Juliet Papa who had gone over to the corvette. Enjinn, Konoha, ##, and Serathiss are outfitted with armored vacsuits, head lights, and weak repulsor maneauver units in the boots; the suits have an eight hour oxygen supply. Attempts to raise Juliet Papa on comms aren't getting any reply. The party flits over to the corvette and enter into the ship through the hatch the reavers used to exit the ship. The floating bodies are still there next to the repeating blaster that was setup. The inside of the top deck appears to be a short subdeck used for secondary cargo storage. Crates and other cargo containers fill the space. Konoha discovers precious metals in at least one crate. ## discovers dead animals in another. The inside of the ship is zero-g due to the lack of power, and it is open to vaccuum. Serathiss appears to sense something in several crates but continues searchng the ship almost as if she is looking for something specific. There are two ladders leading down to what must be a central deck. Enjinn is the first to go down, feet first. He felt something brush his leg and immediately pushed himself down hard to the deck below. His headlamp reveals a grisly discovery. His quick passage had broken off the forearm of a frozen, very dead body. The cause of death was immediately apparent due to the blaster bolt to the chest and not the freezing cold. Shining their lights around revealed that this main deck contained a long wide corridor with rooms regularly branching off to the left and right at even intervals. Starting towards the bridge (assumed to be at the front of the ship), the mercs examined the side rooms as they went. The rooms were mainly personal quarters, common rooms, and other living spaces. Proceeding about halfway to the front the team noticed a strange event. A liquid was leaking from inside one of the side rooms through the door seals. Serathiss and ## both try to detect life through the force but fail to do so. ## decides that the direct approach is best and activated her lgihtsaber while it was pointed towards the door. A vapor immediately began to leakout of the hole. ## then removed the lightsaber and liquid started to flow out of the hole into the corridor, freezing almost immediately into vapor crystals. They pried the door open to find Juliet Papa floating in a room full of water.

He had boarded the ship and killed several of the crew, then gone to the central deck to search it. Unfortunately he had stumbled into a trapped room that immediately locked the door and filled with water, drenching his comlink and making it impossible to call for help. The crew who set the trap did not anticipate a Mon Cal being able to breath water however, allowing him to survive until the rest of the party arrived. The mercs then explored the rest of the central deck. The front of the ship contained the bridge and docking tubes leading to two small concealed fighters, also without power. The rear of the ship contained the engineering spaces and the cloaking device. Personal effects and some misc equipment were all the equipment that was found. Konoha and one of the other mercs attempt to restore power at the bridge, while Enjinn and the others investigate additional ladders to a bottom deck. They go down to the lower deck and are immediately shot at by emplaced blasters and "glop" guns which fire adhesives to immobilize the party. They win the battle after taking some damage. A large vault of some type appears to be built at the center of the deck. It is a fully enclosed room inside the large cargo bay like area. Besides that inner room the deck appears to be empty. The mercs join up and start to go around the other side of the vault.

Seventh session; C, D, L, M, S attending (J?) find serathiss unconscious, explore vault, talk to Serathiss and Reaver captain. lots of negotiations

Eighth session; D, H, S attending

It's go time. The party forces Serathiss to agree to repair both the freighter and corvette. In return they will not open the sarcophogus. Behind the scenes they discuss playing Serathiss and Klon Faasse against each other. The party spent the beginning of the session planning and coordin


-- Player character races --



Human



Kel Dor



Mon Calamari



Nautolan



Rodian



Twi'lek


-- Ships --



The player's small ship: Stock CEC YX-1980



The refitted experimental drive frigate.


The strange alien ship that attacked and hijacked the experimental drive ship. It appears to be patterned after an ancient naval vessel. (The one the mercs faught wasn't quite so rediculous, but you get the picture.)


The flagship where the mercs meet Serathiss.


Reaver corvette - has a cloaking device and grappling cables, plus two small disguised fighters docked to the side of the front hull.

-- NPC (non-player character) races --

Amaris: A near-human race that is visually distinguishable by having three irises in their eyes and smoother skin than human norm.
Cathar
Hutt
Kin'jen: Near humans who have harvested the Lyreem for communication devices.
Lyreem: A small lizard like race that is naturally telepathic and live in primitive conditions. They are harvested by the Kin'jen for their brains.
Sluissi
Toydarian
Trianni
Verpine
Weequay



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