Difference between revisions of "User talk:Michael Raven"

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Revision as of 16:06, 8 November 2008

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Example Skillset Requirements:

In Character Skills Critera:

Simming Ability (Forethought & Intelligence)

Level 1: Must Complete ABG Cadet Requirements
Level 2: Must Complete ABG Master Cadet Requirements.
Level 3: Must participate in at least 1 sim and upgrade session after graduating.
Level 4: Must display consistent participation; this is the final level based solely on non-in character actions.
Level 5: Must participate in at least 1 full campaign, must display a decent grasp of the ABG ruleset. Requires Squadron CO approval.
Level 6: Must participate in at least 1 full campaign by 2 different GMs, must display an advanced grasp of the ABG ruleset. Requires Wing XO/CO approval.
Level 7: At this point, a simmer must be at least an aGM, have participated in the ABG for at least 2 full months, and have a solid grasp of D6 simming.
Level 8: Must achieve the level of full Game Master, at this point the person should be able to show a unique and dynamic grasp on the D6 system and roleplaying in general.
Level 9: Must achieve the level of Advanced Game Master.
Level 10: At this point, an individual must have a supreme grasp of roleplaying and the D6 system as well. Candidates at this level should be considered for, or most likely have been, the commanding officer of the fleet. This level may only be awarded directly by the ABG CO, upon recommendation of the ABG XO.



Ability to portray consistent and complex characters

Leadership Skills


RS Merit System Rewards

Promotions

  • Cadet through Colonel; requirements TBD

Recognition

  • 'Member of the month' - Member that has accumulated the highest number of merit points for the month. Can not be MotM more than once per 6 months.
  • SotRS recognition - Top 5 Merit Point Earners
  • Wiki recognition? Similar to 'Member of the Month', or perhaps a suppliment.
  • Wiki recognition for top merit earners in a specific fleet? Updated once per month.
  • Overall 'Member of the Month', fleet Honorable Mentions per month. This idea links with the two listed above.

Medals

  • Medal system similar to the RS serivce medals for individual levels gained within a category. Seperated by color, possibly a set of pins to be made for a seperate page instead of the main uniform.
  • Link Medals with Merits. Achieving X merits in Y category gives you the Z medal. IE: 100 Multiplayer XWA merits gives you the Dagger of Courage, or whatever.



Rewardable Actions

  • 'Level' system - specific per fleet. Level 1 through 10 carry a specifc number of 'fleet' merits upon completion.
  • Multiplayer Matches - Awarded per match played.
  • Multiplayer Competitions - Awarded per day of participation?
  • Really I'd like to see FCOs make a list of rewardable things for their platform.



'General' Awardable Actions

  • Wiki Updating
  • Giving the Logistic Office Planet Names/Descriptions
  • Working on ship specifications
  • Creating graphics for the RS site



Pre-Level rank estimates: 1st LT - 50 | CPT - 125 | MAJ - 250 | LCMDR - 400 | CMDR - 600 | LCL - 900 | COL - 1250

Post-Level rank estimates: 1st LT - 50 | CPT - 150 | MAJ - 300 | LCMDR - 500 | CMDR - 750 | LCL - 1300 | COL - 2000

Level estimates; reasoning to follow:

Proposal 1
Level*10 per level.
Incompatable, really; due to the theoretical increasing difficulty to get ranks, along with the larger gaps that take place down the road.

Proposal 2
Level 1 - 5
Level 2 - 10
Level 3 - 20
Level 4 - 30
Level 5 - 40
Level 6 - 50
Level 7 - 75
Level 8 - 100
Level 9 - 125
Level 10 - 150
Total Points - 605

With Licah's SP example; and the increased tiers, this would put (assuming he got to level 5, which is the most reasonable place to put him) at 55 merits below LCMDR... which is 5 MORE before the increase-adjustment and level points.

Proposal 3
Level 1 - 5
Level 2 - 5
Level 3 - 10
Level 4 - 10
Level 5 - 20
Level 6 - 35
Level 7 - 55
Level 8 - 80
Level 9 - 125
Level 10 - 175
Total Points - 520

SP example: This would put our level 5 buddy (assuming he only did this for one fleet) at 390. This is 110 merits below LCMDR. The advantage to this is that it would promote people to dabble in multiple fleets when they start in order to maximize their merit gains; spreading their work across the RS. If our example did Level 5 tasks for the PBF, VSG, and a 'General' area; he'd wind up at 490; 10 points below LCMDR. This version, however, depends on levels 1-4 (not necessarily 5) being 'easy' to attain; with big jumps in difficulty coming from levels 5(or 6)-10. This version is my preferred version; as it promotes people participating in other fleets.



Proposal 4

Seperation between 'Fleet levels' and 'General Levels'
General: Level 1 - 5
Level 2 - 5
Level 3 - 10
Level 4 - 10
Level 5 - 20
Level 6 - 20
Level 7 - 25
Level 8 - 25
Level 9 - 30
Level 10 - 50
Total Points - 200

Fleet: Level 1 - 10
Level 2 - 10
Level 3 - 15
Level 4 - 20
Level 5 - 30
Level 6 - 50
Level 7 - 70
Level 8 - 100
Level 9 - 125
Level 10 - 150
Total Points - 580

This one would again promote quick advancement through low ranks, then slow down once you got anywhere decent. Levels go up by 5-10, then suddenly jump to 20 point boosts at level 5-6. Level 5-6 should be the first 'major step' for members.


'Rank Up' requirements:
2nd Lieutenant

  • Merits: 25
  • Supplemental Requirements: None. (Beginner's Path should be sufficient here)

1st Lieutenant

  • Merits: 50
  • Supplemental Requirements: Completion of a 'Core' academy test (as currently listed on the 'requirements'). Core test should walkthrough upkeep up of the person's profile, and basic things involving the RS (Bylaws, H.E.I.R., etc) | Licah: Not sure what you mean by 3 types of activity, can you elaborate?

Captain

  • Merits: 125
  • Supplemental Requirements: 1 Week as 1st LT | Completion of an 'Advanced' Academy Test. (I can only assume that the Acad is going to have Basic, Advanced, and Expert or whatever courses for a bunch of crap; asking a person to complete one of these for CPT isn't a half bad idea.) | 5 Fourm Posts (Important, they don't even have to be decent, just get someone signed up and using the fourms) | I'm iffy on IRC appearances, but even thinking about it it wouldn't be really hard to alter this. 3 IRC appearances, or 3 TS appearances (for SWG people) wouldn't be 'out there' in the least.

Major

  • Merits: 300
  • Supplemental Requirements: 1 Week as CPT | I'd really need to see Academy courses before I could say do 5 ADV, 1 for CPT isn't bad. We don't know the difficulty yet. If they are relatively simple (but require work) then 5 for MAJ is reasonable. Else I'd suggest something else, like making a wiki page for your character using the character template. Something useful and worthwhile.

Lt. Commander

  • Merits: 500
  • Supplemental Requirements: 2 Weeks as MAJ | At this point you're looking at the completion of a high level academy course; or even better: A preliminary OTS course. That would certainly be useful; since once someone hits LCMDR they're going to start looking at squad XO/CO positions.

Commander

  • Merits: 750
  • Supplemental Requirements: 2 Weeks as LCMDR | 1 Recommendation from COL+ (This level, I like simply as this. A recommendation would likely be easy to get; but it is the fact of the matter that you need one at this level that makes it proper to be the only requirement (other than time) for this tier.)

Lt Colonel

  • Merits: 1250
  • Supplemental Requirements: 2 Weeks as CMDR | 2 Recommendations from COL+ | At this level, I would think that a requirement to be a Squad XO/SO is in order; perhaps a supplement to the 2 week waiting time. IE: 2 Weeks as CMDR + 2 Weeks as Squad (XO/SO), if they get a position before hitting CMDR, they'll only need to wait the 2 week normal waiting period to achieve this requirement.

Colonel

  • Merits: 2000
  • Supplemental Requirements: 1 Month as LCOL | 3 Recommendations from COL + | Again, Squad XO/CO position should be required at this point. At the very least, advanced OTS courses.



I am relatively solid on asking for AT LEAST squad level command experience once someone hits CMDR. Most of this system depends on moving away from a merit-based (...if you can wrap your head around the use of the word 'merit' there :P) system to one based on specific criteria. (To steal something from Sconn that he said; which I took to heart) Unfortunately some of these levels can not be fully fleshed out due to the lack (as of 08/03/07) of Academy courses/OTS courses; though I suspect they will be done soon.


Other notes:
Level 'waiting' period. 1 Week between level 1-4? IE: Complete level 1 tasks, get it, wait a week; THEN you can START getting Level 2 merit points. Extend this for later levels? This would spread people out further if they want to get merits fast.
Potential exploits?
I would think that if the system has some sort of functionality to show who has awarded the person's merits; and have a sort of 'reasoning box'. IE: The promotion page, you 'add merits' input the number, then the reason for why (probably a breakdown of what the person earns and when they have earned it).

Something like the History page would work, I think; or maybe even put it ON the history page. IE:
(Awarding Officer) (Points) (Date) (Link to reason/collapsable reason thing; like with promotions)

This would likely virtually eliminate potential abuse... and if not; well... the MoJ can do stuff. ;)

Just realized this system could also be easily modified to also work with SWG... giving coherent and well-spelled out criteria for an RS promotion via in-game actions (Levels, woho).


<b><u>Ranged Weapons:</u></b>



Two Quadanium/Cortosis Alloy RI-02 <b>Chaos</b> Assault Rifles



Cortosis-alloy Construction: 6D Lightsaber Resistance

Quadanium-alloy Construction: Damage Reduction 4

Weapon HP: 52

Weapon Weight: 2.815 Kilograms

Power Pack Supply: 100 Shots

Weapon Range: 300 Meters





<i><u>Weapon Specifications:</i></u>





This weapon has a single primary barrel with a stun emitter ring around it, 
close to the primary casing of the weapon. 

Unlike the RI-01, it is sleeker, but slightly more weighty due to the alloys 
used in its construction.





<i>Bolt Coherency:</i>





Kill: Bolt

Stun: Coil

ION: Bolt

0D Damage: Bolt





<i>Damage listings:</i>





<u><i>Setting 1: Normal</u></i>



           -8D Kill DMG

           -8D Stun DMG

           -8D Ion DMG





<u><i>Setting 2: Special Attack</u></i>



           -0D Kill DMG

           -0D Stun DMG

           -0D Ion DMG





<u><i>Setting 3: Special Attack vs. Sabers</u></i>





           -ION Feedback Blast

                      -Sends an ION blast along the looping energy of a 
lightsaber, dealing 5D damage directly to the crystal.

                      -Drains power pack in 4 shots.





<i><u>Special Components include:</i></u>





           -Scoped (CURRENTLY NONE INSTALLED)

           -Remote computer link so the weapon can be controlled ViA voice 
Command.

           -Waterproof Casing

           -Automatic Overload/Overheat shutdown circuitry; eliminates 
possibility of cascade overload.

           -Cell/Material Recognizer.

           -Reinforced Casing/Internal Structure makes weapon more resistant to 
damage. 

           -Full Autofire capability.

           -Modular Attachment Rig.

           -Blaster is silenced, the bolts emit sound with a frequency outside 
the human hearing range.

           -Extendable Stock





<i><u>Special Abilities/Enhancements:</i></u>



           -Both RI-02s are <b>Bonded.</b>

           -The RI-02 does not require power packs, though it has them. 

                      -The RI-02 draws its power from the Force to 
recharge/power itself with no loss in function.

           -The RI-02 has a two-round Force Reach tied to the 0D Damage mode of 
the weapon.

           -One of the RI-02s periodically fires purple bolts every 50 shots. 
This has no effect on weapon operation.

           -The same RI-02 is unable to be heard even by humanoids with the 
Extended Hearing Quirk.

           -The same RI-02 has been so imbued with the Force that when left 
unsupervised, it hovers 10 centimeters off any surface.





---------------------------------------------------------------------------------------------------------------



Two Cortosis Alloy RI-01 <b>Starslayer</b> Assault Rifles





Cortosis-alloy Construction: 4D Lightsaber Resistance

Weapon HP: 30 Points

Weapon Weight: 2.730 Kilograms

Power Pack Supply: 60 Shots (Setting 1), 10 Shots (Setting 2), 2 Shots (Setting 
3)





<i><u>Weapon Specifications:</i></u>





This weapon has a single primary barrel with a stun emitter ring around it, 
close to the primary casing of the weapon. 

Settings increase the power given to the bolt/coil; but decrease power pack 

life.





<i>Bolt Coherency:</i>





Kill: Bolt

Stun: Coil

ION: Bolt





<i>Damage listings:</i>





<u><i>Setting 1: Normal</u></i>



           -6D Kill DMG

           -6D Stun DMG

           -6D Ion DMG





<u><i>Setting 2: Increased Power</u></i>





           -7D Kill DMG (Kill-Kill)

           -3D+2 Kill DMG, 3D+1 Stun DMG (Kill-Stun)

           -7D Stun DMG (Stun-Stun)

           -4D Stun DMG, 2D Ion DMG (Stun - Ion)

           -7D Ion DMG (Ion - Ion)

           -4D Kill DMG, 2D Ion DMG (Kill - Ion)





<u><i>Setting 3: Special Attack</u></i>





           -ION Feedback Blast

                      -Sends an ION blast along the looping energy of a 
lightsaber, dealing 5D damage directly to the crystal.

                      -Drains power pack in 2 shots.





<i><u>Special Components include:</i></u>





           -Remote computer link so the weapon can be controlled ViA voice 
Command.

           -Waterproof Casing

           -Automatic Overload/Overheat shutdown circuitry; eliminates 
possibility of cascade overload.

           -Modular Attachment Rig.

           -Cell Recognizer installed; set for Michael Raven and specific 

Syntheleather in combat gloves.

           -Blaster is silenced, the bolts emit sound with a frequency outside 
the human hearing range.

           -Extendable Stock









<i><u>Special Attachment (Makes weapon two-handed):</i></u>





Omni-Purpose Canister Launcher w/Shoulder Sling

           -Damage/Range depends on canister used, common loads include:

                      -Rocket Propelled Grenade (6D Speeder scale, 150m radius, 
5m blast radius)

                      -Cyroban Canister (5D Kill damage, Freezing)

                      -Concussion Grenade (5D Kill Damage, Knockback)

                      -DX-9 Nerve Agent Canister (8D Kill Damage)





---------------------------------------------------------------------------------------------------------------



Two Cortosis Alloy DEM-1A <b>Demolisher</b> Assault Rifles





Cortosis-alloy Construction: 4D Lightsaber Resistance

Weapon HP: 30 Points

Weapon Weight: 3.125 Kilograms

Special Component: H-100A Hypersentive Gyroscopic Device (100,000 credits).

Power Pack Supply: 50 Shots (Setting 1), 5 Shots (Setting 2), 2 Shots (Setting 
3), 1 Shot (Special Attack)





<i><u>Weapon Specifications:</i></u>





Three barrels which are able to fire either a Kill, Stun, or Ion blast dependent 
on the user's preference.





<i>Bolt Coherency:</i>





Kill: Bolt

Stun: Coil

ION: Bolt





<i>Damage listings:</i>





<u><i>Single Barrel:</u></i>



           -5D+1 Kill DMG

           -5D+1 Stun DMG

           -5D+1 Ion DMG



<u><i>Dual Barrel:</u></i>



           -6D Kill DMG (Kill-Kill)

           -3D Kill DMG, 3D Stun DMG (Kill-Stun)

           -6D Stun DMG (Stun-Stun)

           -2D Stun DMG, 3D Ion DMG (Stun - Ion)

           -6D Ion DMG (Ion - Ion)

           -2D Kill DMG, 3D Ion DMG (Kill - Ion)



<i><u>Tri Barrel (Requires Two Handed Operation, -3D to Blaster if user is not 
attuned to Gyro):</i></u>



Tri-Barrel shots drain the DEM-1A power pack in 2 shots, the ION-ION-ION Special 


attack drains it in 1.



           -8D Kill DMG (Kill-Kill-Kill)

           -5D Kill DMG, 3D Stun DMG (Kill-Kill-Stun)

           -3D Kill DMG, 5D Stun DMG (Kill-Stun-Stun)

           -8D Stun DMG (Stun-Stun-Stun)

           -4D Stun DMG, 4D Ion DMG (Stun-Stun-Ion)

           -N/A (Stun-Ion-Ion)

           -Special Attack.

           -N/A (Ion-Ion-Kill)

           -4D Ion DMG, 4D Kill DMG (Ion-Kill-Kill)



<i><u>Special Attack:</i></u>



When set to a full ION barrage, the DEM-1A sends a feedback look along a 
lightsaber blade. 



Should the blast hit the blade or case itself this attack deals 5D Damage 
directly to the focusing crystal of the blade.



<i><u>Special Components include:</i></u>



           -Remote computer link so the weapon can be controled ViA voice 
Command.

           -Waterproof Casing

           -Automatic Overload/Overheat shutdown circuitry; eliminates 

probability of cascade overload.

           -Cell Recognizer installed; set for Michael Raven and specific 

Syntheleather in combat gloves.

           -The weapon can be used one handed ONLY by Michael Raven. (H-100A 
Hypersensitive Gyro)

           -Blaster is silenced, the bolts emit sound with a frequency outside 
the human hearing range.

           -Extendable Stock





<i><u>Special Attachments (Makes weapon two-handed):</i></u>





Rocket Propelled Grenade Attachment w/Shoulder Sling

           -6D/5D/3D Kill Damage, Vehicle Scale

           -150 Meter Maximum Range, 5 meter blast radius

           -3 Ammunition



Flechette Launcher Attachment w/Shoulder Sling

           -8D/6D/4D Kill Damage, Character Scale 

           -90 Meter Maximum Range. 4 meter blast radiu

           -3 Ammunition



---------------------------------------------------------------------------------------------------------------



Two <b>Soulfire</b> Pistols



Two obsidian, sleek pistols (slightly longer than modern Desert Eagles), 
discovered in a Rakatani base.



When active, glowing red script appears along the barrels. 



When the user fails their willpower save two additional projectors roll out on 
either side of the weapon.



When the pistol first activates, it injects a chemical compound into the user. 



This chemical compound affects their perceptions and ability to wield the pistol 
at the cost of mental faculties. 



Additionally, the pistols draw on the life force of the wielder, using their 
energy to fuel their devastating blasts. 



The effect of drawing on the user is tangible, and result in a dark side residue 
being left on the user. 



When charging the weapon, the user makes a willpower check against a DC of 20. 



Should the user pass, they receive 1 DSP and the weapon deals 6D damage. 



Should the user fail, they receive 2 DSP and the weapon deals 8D. The user may 
intentionally fail. 



When the pistol runs out of ammo, it feeds on its user again. The cartridges of 
chemicals last for 1 hour of continuous use.





<i><u>Weapon Specifications:</i></u>





<i><u>Normal Effects:</i></u>



            -+1 DSP for using the pistols

            --2 Max HP for 20 shots. 

            -DC 20 willpower check to avoid an additional DSP

            --3 Max HP if the user fails willpower.

            -1 DSP for using the pistols   DC 20 willpower check to avoid an 
additional DSP

            -Synchronized bonus:

            -If the wielder has both Soulfire pistols, he is able to use them as 
if he possessed the TWF advanced skill.



<i>Damage Listings:</i>



            -Plasma based weapon, ENERGY (armor -1D less effective)

                      -6D if the user makes his save

                      -8D if the user fails his save.



---------------------------------------------------------------------------------------------------------------



Twenty Five DH-17 Blaster Pistols



           -Kill Damage: 4D

           -Stun Bolt Damage: 4D

           -Shots: 100/100





Twenty Five DL-44 Blaster Pistols



           -Kill Damage: 5D

           -Shots: 25/25





Thirty Nine E-11 Blaster Rifles



           -Kill Damage: 5D

           -Stun Coil Damage: 5D

           -Extendable Stock

           -Shots: 100/100





Twenty Five E-11/F Blaster Rifles



           -Kill Damage: 5D

           -Stun Coil Damage: 5D

           -Extendable Stock

           -Full Automatic Fire selector

           -Shots: 100/100





Twenty Two E-11/H Blaster Rifles



           -Kill Damage: 5D+2

           -Stun Coil Damage: 5D

           -Extendable Stock

           -Shots: 100/100





Fifteen E-11/L Blaster Rifles



           -Kill Damage: 4D+1

           -Stun Coil Damage: 5D

           -Extendable Stock

           -Shots: 100/100





E-11 Blaster Rifle



           -Kill Damage: 5D

           -Stun Coil Damage: 5D

           -Extendable Stock

           -Scoped (+1D to blaster when used to aim for one round)

           -Shots: 100/100





E-11 Blaster Rifle (Modified)



           -Kill Damage: 4D+2

           -Stun Coil Damage: 4D+2

           -Ion Damage: 4D+2

           -Extendable Stock

           -Scoped (+1D to blaster when used to aim for one round)

           -Shots: 75/75





Two Canister-Launching E-11 Blaster Rifles (Two Handed)



           -Kill Damage: 5D

           -Stun Coil Damage: 5D

           -Shots: 100/100

           -Canister Launcher, damage/range depend on canister used

           -Shots: 2/2 (Fragmentation, High Explosive)





Stormtrooper 2 Blaster Rifle



           -Kill Damage: 5D+1

           -Stun Coil Damage: 5D+1

           -Shots: 100/100





DC-15A Blaster Rifle 



           -Kill Damage: 5D+1

           -Shots: 50/50





DC-17 Blaster Pistol



           -Kill Damage: 4D+1

           -Shots: 25/25





Ten T-21 Light Repeating Blasters



           -Kill Damage: 6D

           -Shots: 25/25





Eight A280 Blaster Rifles



           -Kill Damage: 5D+2

           -Extendable Stock

           -Shots: 100/100





ARC-1B Blaster Rifle



           -5D Lightning Damage. (DC 15 DE base)

           -Ignores Armor

           -Upon hit, target must make a DC 17 Will save or take -1D to all 
actions for the following round

           -Range: 1/50/75

           -Shots: 20

           -Requires the specialization Blaster: ARC-1B, or wielder suffers -2D 
penalty to use.





Custom Sniper Rifle



           -Kill Damage: 6D

           -Balanced: +1 pip to Blaster

           -50/500/150

           -Shots: 6

           -Silenced, Invisible Bolt





Two Razor Mk. IIs



           -Coherent Beam Weapon

           -5D Damage, if hit is scored; all subsequent dodge rolls vs target 
are reduced by half

           -Two shots at a time, per round

           -Shots: 18

           -Shoulder Mounted Weapon

           -Requires the specialization Blaster: Razor Mk. II or wielder suffers 
-2D penalty to use.





SoroSuub RB-407 Medium Repeating Blaster



           -Kill Damage: 7D

           -Full Automatic Fire Selector

           -Moderate Lifting roll required to use the weapon without support.





FF-3000 Reticular Blaster Rifle



           -Kill Damage: 6D+1

           -Shots: 100/100





Merr-Sonn EWHB-10 "E-Web" 



           -Kill Damage: 8D

           -Automatically Fires on Full Autofire

           -Tripod mounting required

           -Unlimited Ammunition, Mobile Generator





Two DL-87 Deck Clearing Blasters



           -Kill Damage: 5D

           -45 Degree Conical Impact Radius

           -5 Meter -3D dodge, 6-10 Meter -1D Dodge Penalty

           -Shots: 10/10





Two DC-17m Blaster Carbines



           -Kill Damage: 6D

           -Shots: 32/32





<i>DC-17m Optional Attachments:</i>



           -Two Sniper Attachments (1 Shot per round, 2 with Rapid Fire)

           -Kill Damage: 6D

           -+2D To Blaster

           -32 Shots



           -One Anti-Armor Attachment



           -Kill Damage: 5D Speeder Scale

           -1 Shot





DEMP (Destructive Electromagnetic Pulse) Gun



           -Setting One: 3D Ion Damage

           -Setting Two: 4D Ion Damage

           -Setting Three: 5D Ion Damage

           -Setting Four: 5D Ion Damage, 3D Stun Bolt Damage

           -Shots: 50/50





DEMP Mk IIIx (Destructive Electromagnetic Pulse Prototype) Gun



           -Setting One: 6D+1 ION Damage

           -Setting Two: Automatic Fire, 4D Damage, 1 Additional Shot

           -Range 1/75/150

           -Scoped: +1D Blaster per aimed fire

           -Assisted Targeting suite: +2D to Blaster vs Small, Moving Targets

           -Secondary auto fire mode:  4D Damage, range halved.





Merr-Sonn R-88 Suppressor Riot Rifle



           -Stun Bolt Damage: 8D

           -Shots: 25/25





SWD FK-1020 Anti-fire gun



           -Water Jet

                      -2D+2 Physical Damage

                      -10/10 Shots

           -Foam Jet

                      -Acts as a GLOP Grenade (2 Rounds of -2D Dex)

                      -10/10 Shots

           -Cyro-Ban

                      -4D Freezing Damage

                      -10/10 Shots

           -Triple-Shot

                      -6D Freezing Damage, encases target in frozen tomb

                      -Drains 2 shots from all other canisters.





---------------------------------------------------------------------------------------------------------------





<b><u>Thrown Weapons/Grenades/Projectile Weapons:</u></b>





Zenji Needle 



           -Special weapon of the Mistryl.

           -STR+1D Damage with Thrown Weapons

           -STR+3D+1 Damage with Thrown Weapons: Zenji Needle





Two 7.62 Millimeter Machine Guns



           -No Tripod Mount

           -5D Physical Damage

           -Fires 300 Rounds per Minute





Three Slugthrower Rifles



           -4D+1 Damage

           -.50 Caliber Ammunition

           -75/300/500 meter range





IMI Desert Eagle .50AE



           -5D Damage

           -10/40/100 meter range

           -7 Round Magazine 





Four Class B Thermal Detonators 



           -15 Meter Blast Radius

           -7.5 Meter Kill Radius (Instant Death)

           -7.5 Meter 'Crippling' Radius

                      -10D Kill Damage





Nine Class C Thermal Detonators



           -10 Meter Blast Radius

           -5 Meter Kill Radius (Instant Death)

           -5 Meter 'Crippling' Radius

                      -10D Kill Damage





Twenty Five Fragmentation Grenades



           -5D/3D/1D Kill Damage

           -1/3/5 Meter Range





Twenty Concussion Grenades



           -4D/2D+2/1D Kill Damage

           -1/3/5 Meter Range

           -1D Round Disorientation effect





Six Pulsar Concussion Grenades



           -3D Concussive Damage, Half knockback.

           -6D Concussive Damage secondary pulse.

           -3/6/10 Meter Range





Seven Flashbang Grenades



           -1/3/5 Meter Range

           -2D Round Disorientation effect





Stun Grenade (Custom)



           -5D/4D/3D Stun Damage

           -5 Meter Blast Radius

           -Self Recharging: +1D Damage per 15 minutes, maximum of 5D





Two Ion Grenades



           -5D/4D/3D Ion Damage

           -5 Meter Blast Radius

           -Self Recharging: +1D Damage per 15 minutes, maximum of 5D





One Force Flashbang



           -8D6 'Damage' (Affect Mind: 8D Skill Level)

           -Target resists as if it were an affect mind attempt. 

                      -CONTROL/PERCEPTION DC Moderate, then Willpower VS Grenade 
'damage' (8D)

           -If Target Fails to Resist:

                      -'Damage' 15+, target suffers -1D to all skills for 2 
rounds.

                      -'Damage' 20+, target suffers -1D to all skills for 4 
rounds.

                      -'Damage' 25+, target suffers -2D to all skills for 4 
rounds.

                      -'Damage' 30+, target <b>forgets</b> the last 30 seconds 
of his/her life. Fully Incapacitated for 2 rounds.

           -Wielder must devote a focus point to 'prime' the grenade, setting 
how many people it will attempt to effect.

                      -Each additional target adds 2 to the normal AM DC (15+2x)

                      -Grenade effects nearest targets to the grenade (friend or 
foe), radiating outward.

           -For two focus points, user may detonate the grenade telepathically 
as a DC Moderate Telepathy check.

           -For three focus points, user may define a blast radius for the 
grenade, this mode effects all targets within its radius. 

                      -5 meter blast radius or additional +5 meters for +5 to AM 
DC.

           -Grenade may be detonated on Impact, 3 second timer, 6 second timer 
or Telepathically (For 2 focus).

           -'Recharges' 1D every 10 minutes.





Two Kelvarek Consolidated Arms MM9 Rocket systems 



           -4D Speeder Scale Damage (K26 Rockets)

           -4D+1 Character Scale Damage (Mounted Flame Projector)





Two Rocket Propelled Grenade Attachments w/Shoulder Slings



           -6D/5D/3D Kill Damage, Vehicle Scale

           -150 Meter Maximum Range, 5 meter blast radius





Two Flechette Launcher Attachments w/Shoulder Slings



           -6D/5D/4D Kill Damage, Character Scale 

           -90 Meter Maximum Range. 1/2/3 meter blast radius





Two Omni-Purpose Canister Launchers w/Shoulder Sling



           -Damage/Range depends on canister used, common loads include:

                      -Rocket Propelled Grenade (6D Speeder scale, 150m range, 
5m blast radius)

                      -Flechette Canister (8D Character scale, 75m range, 3m 
blast radius)

                      -Cyroban Canister (5D Kill damage, Freezing)

                      -Concussion Grenade (5D Kill Damage, Knockback)

                      -DX-9 Nerve Agent Canister (8D Kill Damage)





M309 Automatic Grenade Launcher



           -Damage/Range depends on canister used, common loads include:

                      -Explosive Fragmentation (5D Blast, 2D Fragmentation, D100 
of 75+, add 2D Explosive)

                      -Range: 1/75/150

                      -Beehive (6D+2 Shrapnel, 5 meter radius)

                      -Range: 1/75/150

                      -Ten Grenades per magazine





---------------------------------------------------------------------------------------------------------------





<i><u>Ammunition/Weapon Power Supplies:</i></u>





Four DEM-1A power packs



           -Shots: 50/50





Four RI-01 Power packs



           -Shots: 60/60





Fourteen E-11 power packs



           -Shots: 100/100





Fifteen K26 Anti-Vehicle Rockets



           -4D Speeder Scale Damage





Twenty R-14 Fragmentation Grenades (Canister Launched)



           -5D/4D/2D Damage

           -1/3/5 Blast Radius





Twenty A-12 High Explosive Grenades (Canister Launched)



           -5D Speeder Scale Damage

           -1/3/5 Blast Radius





Forty M-19 Rocket Propelled Grenade Rounds



           -6D Speeder Scale Damage





Forty F-100 Flechette Canisters



           -8D/6D/4D Damage

           -1/2/3 Blast Radius





One Hundred Fourty Four CSPL Fex-M3 Nerve Gas Canisters



           -Contact Nerve Gas, 5D Damage per round until treated

           -FA Roll 25, Medicine roll 17 required to treat

           -5 Meter Cloud Effect





One Hundred Fourty Four CSPL Plank Gas Canisters



           -Contact Corrosive Substance, 3D Damage per round until removed

           -Directly damages equipment, then flesh

           -5 Meter Cloud Effect





Two <b>Soulfire</b> Blaster Pistol Chemical Cartridges



            -+2 to Blasters: Pistol

            -+1 to Dodge

            -+1 to Search

            --1D to Knowledge

            --1 to Technical





21,432 Rounds of 7.62mm Ammunition





---------------------------------------------------------------------------------------------------------------





<b><u>Melee Weapons:</u></b>



<i>Rhu'Desh Clan Crysknife</i>



A simple curved combat knife attained from time spent among a particularly fun 
bunch of desert dwellers. 

The hilt is decorated with several inlaid patterns that resemble a wolf.



           -STR+1D+2 Damage

           -When shown to a Takesian of the Rhu'Desh Clan they will admit you 
into their tribe without hesitance. 





<i>Shariv Gronsenia's Vibrospear</i>



           -STR+4D Damage

           -True-grip

                      -+2 pip to Melee Combat; -2 pips to all other DEX-related 
skills while true grip is active

           -Shielded

                      -Capable of deflecting three Knight-level lightsaber blows 
before shielding gives out.

           -Length: 10 feet





Two Obsidian Colored Blades



           -Jagged Edge longblade, One handed

           -+1D To Intimidation while wielded

           -STR+3D Damage

           -Cortosis Weave construction





Two Controller FP Force Pikes



           -STR+2D Damage (Vibro-end, +1D with Vibro active)

           -6D Stun Damage (When active)





Combat Knife 



           -STR+1D Damage





Two Vibroblades



           -STR+2D Damage





Ornate Saber (Adorned in jewels, gold hilt)



           -STR+1D+2 Damage





Ornate Dagger (Adorned in jewels, gold hilt)



           -STR+1D Damage





Ornate Knife (Adorned in jewels, gold hilt)



           -STR+2 Damage





---------------------------------------------------------------------------------------------------------------





<b><u>Light-Weapons</b></u>





Lightsaber - Unknown Origins



           -6D Damage

           -+1D to Persuasion.

           -+1 to all Force Attributes





Lightsaber - Dark Jedi Apprentice



           -5D Damage

           -Trapped Handle

           -Waterproof Casing

           -Underwater Operation





Lightsaber - Dark Jedi 



           -4D Damage

           -+1D to Drain Life Energy

           -Automatic DSP when wielded unless DC 15 WP Check is made





Lightsaber - Sith (DISABLED, NEED REPAIR)



           -6D Damage

           -Waterproof Casing

           -Underwater Operation





Lightsaber - Sith High Vampyre



           -6D Damage

           -Waterproof Casing

           -Double-Tap Off Switch

           -Lock-On





<i>Bonded</i> Lightsaber - Sith Master (This saber has been modified)



           -8D Kill Damage (Red Blade)

           -8D Ion Damage (Blue Blade)

                      -Blade is able to dissipate Ion bolts in this setting.

           -Underwater Operation

           -Waterproof Casing

           -Pressure Grip

           -Lock-On





<i>Bonded</i> Lightsaber - Sith Master (This Saber has been modified)



           -8D+1 Kill Damage (Yellow Blade)

           -8D+1 Stun Damage (Yellow Blade)

                      -Blade is able to dissipate stuncoils in this setting.

           -Special Crystal

                      -+1D+1 to Strength when wielding Saber

           -Waterproof Casing

           -Submerged Operations

           -Silenced Blade

           -Lock-On

           -Cell Recognizer: Set for Michael Raven/Sith Armor Gloves

           -Multipurpose Use:

                      -Fragmentation Grenade

                                 -8D Kill Damage (Destroys Crystal)

                      -Fragmentation Grenade is triggered remotely (VCM linked)





Lightsaber - Dark Jedi Knight



           -Invisible IR Blade

                      -6D Damage

                      -Burns as well as cuts. (2,500 Degrees)

                      -DC 22 Lightsaber Roll Required to use Successfully

                      -DC 21 Or below, wielder is injured by the blade

                      -After 4 Minutes of Continuous Use, Emitter casing begins 
to melt down (-2D Damage)

                      -After 6 Minutes of Continuous Use, Blade is Inoperable

                      -After 10 Hours of use, Crystal Burns out.

                      -Requires 4 minutes to cool.

                      -Underwater Operation

                      -Waterproof Casing

           -Filtered Red Blade

                      -5D Damage

                      -Burns as well as cuts. (500 Degrees)

                      -Counts against crystal lifespan.





Double Bladed Lightsaber - Dark Jedi Knight



           -Invisible IR Blade

                      -6D Damage

                      -Burns as well as cuts. (2,500 Degrees)

                      -22 Required to use Successfully

                      -21 Or below, wielder is injured by the blade

                      -After 4 Minutes of Continuous Use, Emitter casing begins 
to melt down (-2D Damage)

                      -After 6 Minutes of Continuous Use, Blade is Inoperable

                      -After 10 Hours of use, Crystal Burns out.

                      -Requires 4 minutes to cool.

                      -Underwater Operation

                      -Waterproof Casing

           -Filtered Red Blade

                      -5D Damage

                      -Burns as well as cuts. (500 Degrees)

                      -Counts against crystal lifespan.



  

Lightsaber - Raven's first Lightsaber



           -4D Damage

           -While absolutely not impressive, this lightsaber was created, 
perfectly, WITHOUT the use of the force.

           -DC 45 Creation roll; 48 Rolled on 10D+2





Lightsaber - Ilvicar Light Saber



A gift from the council of the Ilvician, this saber was the personal weapon of 
the High Seer.



           -9D Damage

           -Underwater Operation

           -Waterproof Casing

           -Silenced

           -Silver Blade

           -Force Activation (Instant)

           -Unstable Blade

                      -Six collisions with another light saber will force the 

blade to deactivate, requiring recharge.

           -Unknown Feature 

                      -This saber feels as if it is capable of something more, 
but the specifics are unknown. 

           -Special

                      -This blade takes a single focus to use. 

                      -If the wielder does not possess a control of at least 5D, 
the crystal will explode. 

                      -If the user's Alignment ever goes below -25 or above 25 
they will no longer able to use the blade.





Light Tool - Light Cutter



           -4D (When used on Doors/Panels/etc.) Damage, Cauterizes flesh

           -Armor is Ineffective, no saving roll

           -Device is about the size of a 'maglight' pen light.

           -Created to slice open panels/etc. subtly without the use of a 

physical pry

           -Variable Length: 0.01mm to 1 CM

           -Waterproof Casing

           -Underwater Operation

           -Redundant Features:

                      -Handle is an Emergency Capacitor to prevent feedback

                      -Overload protection, device shuts down in event of 

cascade overload





---------------------------------------------------------------------------------------------------------------





<b><u>Armor:</u></b>





<b><i>Custom Forged, Alchemically Enhanced Armor, Physical Appearance is 
Identical to Sith Trooper Armor</b></i>





<i>Basic Specifications:</i>





           -2D+1 Physical Protection

           -2D+1 Energy Protection

           -3D Ion Protection

           -Constructed with Titanium reinforced Plasteel-Cortosis alloy

           -Cortosis alloy

                      -4D+1 Protection vs Lightsabers.

           -Covers all areas

           -Fitted armor, no DEX penalty.

           -Alchemical Alterations

                      -Wearer does not suffer a 2 DC level increase when 
attempting "Restricted by Armor" powers.

                      -Armor ignores the first 4 damage from each hit scored.

           -+1 pip to Kick damage

           -Rated for 4 Minutes Hard Vacuum Exposure

           -Rated for 6 hour 'Soft' Vacuum (Zero-G) Exposure.

           -All systems equipped with emergency power-down, activated in event 
of crippling ION damage

           -Intimidating Image

                      -(+1D+1) To Intimidation

                      -(-1D) To Persuasion

           -Anti-sound padding:

                      -+1D+2 Sneak vs Auditory Searches

                      -Can Ignore 1 Negative Rcomp effect

           -Neuranium Flecked Base Paint:

                      -+2D to Hide and Sneak vs sensor systems and thermal 
imaging

           -Adaptable Camouflage Finish:

                      -+1D to +2D vs Visual Searches

                      -Adapts to current environment visual spectrum, normally 
blackened

           -Repulsor Equipped:

                      -+2D to Repulsorlift Operations (Maneuverability)

                      -120 Meter Maximum Height (Increased from 100)

                      -45 KM/H maximum movement speed

                      -3 Kilometer (4 minute duration) range at maximum speed

                      -Can Ignore 1 Negative Rcomp effect





<b>Suit Systems by Location:</b>





<i><b>Body</b></i>



           -Black two-piece adaptive-climate controlled body glove allows user 
to exist in extremely cold or hot environments

                      -+1D to all Survival skill checks

                      -+1D to all Stamina skill checks (When combined with 
environmental system in armor)

           -Integrated sensor web (meshed into body suit)

                      -Links to helmet systems for system control ViA subtle 
controlled muscle movements

                      -Uses Kinetic Communication to control all armor 
features/equipment that can be controlled with VCM unit





<i><b>Helmet</b></i>



           -Polarized Lenses to prevent flash-blinding

           -Battle Holocam

                      -Audio and Visual Recording

           -External Helmet Light

           -Integrated Cooling System

           -Two Omni-use cable jacks integrated into rear of helmet

           -Tongue-operated voice-activated Herzfall Corporation DH107 Comlink 
with 100,000 digital channels and vocoder

                      -Frequency agile

                      -Scrambled

                      -100 Kilometer Range

                      -Is capable of supporting five different com networks (ie: 
Patrol, Troop, Pair, and tac-air networks)

                      -Equipped with normal and increased volume public address 
modes

           -Hermetic Autoseal

                      -Secures automatically to protect user from hard vacuum 
and dangerous environmental conditions.

           -Atmospheric Cycling Unit and Intake and Processing unit to filter 
harmful particles

           -On-Board Tactical Helmet Computer and Sensor Suite

                      -Custom Multi-Frequency Target and Acquisition System 
(MFTAS)

                                 -Auditory Enhancement System

                                            -+2D Perception to sound based 
rolls. 

                                            -Fitted with volume control to 
prevent hearing damage.

                                 -Passive Scanners

                                            -+2D Visual Perception in smoke, 
low-light, and other visibility obscuring conditions

                                 -Active Scanners:           

                                            -+3D Visual Perception in smoke, 
low-light, and other visibility obscuring conditions

                                 -Multi-Spectrum Scanners: 

                                            -+2D to Search in spectrums other 
than Visual

                                 -+2D to Blaster against all targets

                                 -Viewplate Heads-Up Display (HUD) 

                      -On Board Tactical Helmet Computer System

                                 -Deus Datapad

                                            -Holonet capable

                                            -MFTAS Interlink; overlay display

                                            -VCM controlled

                                            -+1D+1 to Computer Use

                                            -+1D+2 to Computer 
Programming/Repair and Droid Programming

                      -Voice Command Module, adjacent to communications unit

                                 -Slave capable, reprogrammable

                                 -Programmed for Michael Raven

                      -Integrated Target Motion Analysis Sensor

                      -Integrated Laser Range Gauge





<i><b>Chest/Stomach Plate</i></b>



           -Environmental controls

           -Integrated energy blast sinks

           -Integrated power distribution grid

           -Integrated kinetic power cell

           -Integrated Aeramaxis Evasive-226-R Personal Field Disruptor

                      -Allows bypass of enemy Force Fields, Military Grade

                      -5D+2 Vs enemy shield roll, if user rolls higher; he/she 
may pass through the enemy shield. 

                      -If roll fails, user suffers full brunt of shield hit

           -Interior mounted manual suit sealing system

           -Ionization dampening padding





<i><b>Back Plate</b></i>



           -Environmental control unit. 

                      -Contains six hour emergency atmospheric canister 

                      -Automatically activates in vacuum or underwater, can be 
manually activated

           -Integrated holographic generator

                      -5 Minute maximum charge

           -Integrated kinetic power generator

           -Integrated power distribution grid

                      -35% Power Boost, can power a system for an additional 2 
minutes, or the shield for 1 additional hit.

           -Integrated Personal Shield Generator

                      -2D Energy Protection

                      -2D Ion Protection

                      -2D Physical Protection

                      -2 Hit protection duration

                      -24 Hour Recharge cycle

           -Ionization dampening padding





<b><i>Right arm</b></i>



           -Outer Forearm Mounted Omni-Adaptable Module Attachment Rig

           -Current Modules

                      -Buckler

                                 -Made of the same material as the armor, 1 CM 
thick

                                 -Plano-Convex Shape

                                 -2D+1/2D+1/4D+1 Protection



                      -Graplink Hook/Reel

                                 -50 Meter Range

                                 -120kg capacity

                                 -Reels in 1 Round



                      -Wrist Mounted Disruptor

                                 -8D Damage

                                 -1/5/10 Meter Range

                                 -10 Shots



           -Inner Forearm Mounted Retractable Quad Six CM Climbing Spikes

                      -+1D To Climbing (Cumulative bonus for all spikes)

           -Integrated power distribution grid

           -Integrated Imperial rank cylinder with attached data card

           -Ionization dampening padding





<b><i>Right Hand</b></i>



           -Integrated Zenji Needle sheath (Wrist)

           -Integrated omni-port jack connected to Imperial rank cylinder

           -Magnetic Field Generator

                      -Allows user to climb metallic objects/barricades using 
hands and magnetic grip boots





<b><i>Left Arm</b></i>



           -Outer Forearm Mounted Dual Barrel K26 Anti-Vehicle Rocket Launcher

                      -+1 Pip to Missile Weapons

                      -4D Speeder Scale Damage per rocket

                      -50/75/150 Meter Range

           -Inner Forearm Mounted Retractable Quad Six CM Climbing Spikes

                      -+1D To Climbing (Cumulative bonus for all spikes)

           -Integrated power distribution grid

           -Ionization dampening padding





<i><b>Left Hand</i></b>



           -Integrated secondary Herzfall Corporation DH107 Comlink (Wrist)

           -Magnetic Field Generator

                      -Allows user to climb metallic objects/barricades using 
hands and magnetic grip boots





<b><i>Right Leg</b></i>



           -Integrated energy blast sinks

           -Integrated IFF transponder

           -Integrated inner-calf sheath/holster

           -Integrated kinetic power cell

           -Integrated power distribution grid

           -Ionization dampening padding

           -Rear Calf Integrated medium repulsor generator





<b><i>Right Foot</b></i>



           -Anti-Shock padding

           -Anti-Slip tread

           -Integrated small repulsor generators

           -Magnetic Gripton boot



    

<b><i>Left Leg</b></i>



           -Integrated energy blast sinks

           -Integrated frequency resonator (To open security doors)

           -Integrated inner-calf sheath/holster

           -Integrated kinetic power cell

           -Integrated power distribution grid

           -Ionization dampening padding

           -Rear Calf Integrated medium repulsor generator





<b><i>Left Foot</b></i>



           -Anti-Shock padding

           -Anti-Slip tread

           -Integrated small repulsor generators

           -Magnetic Gripton boot





Suit of 4,000 Year old Sith Armor



           -Armor has been stripped of all modifications, needs restoration

           -Cortosis Alloy

           -1D+2/1D+2/0D/3D+2 Protection (Physical/Energy/ION/Lightsaber)





Suit of Imperial Zero-G Assault Stormtrooper Armour Mark I





<i><b>Basic Specifications</b></i>



           -4D Physical/3D Energy Protection 

           -2 RU Hull (Space)

           -Covers all Areas

           -Dexterity -4D while not in space

           -Suit is capable of operating in high radiation zones (Class 4)

           -Suit maintains 4 hour power supply, 10 hour oxygen supply

           -8 Meter/Round movement in gravity

           -11 MGLT in space





<b>Suit Systems by Location:</b>



<i><b>Head:</b></i>



           -Combat Heads-up Display (HUD)

                      -Rear-View Screen

                      -Suit Status Board

                      -Herzfall Corporation DH107 Comlink with 100,000 digital 
channels and vocoder

        -Frequency agile

        -Scrambled

        -100 Kilometer Range





<i><b>Backpack:</b></i>



           -Contains Entry Hatch to armor

           -Communications Antenna

           -Main Repulsorlift Propulsion Unit

                      -+1D to Repulsorlift Operations



           -Environmental Controls

           -Two Spotlights (Either side of head)

           -Shoulder mounted Grenade Launcher

                      -Launches Concussion/Stun Grenades

                      -5D/4D/3D/2D Character scale Damage, both types

                      -2/4/6/10 Meter Blast Radius

                      -200 Meter Maximum Range

                      -30/30 Shots, Concussion Grenade

                      -30/30 Shots, Stun Grenade





<i><b>Chest:</b></i>



           -Main Sensor Array Package

                      -+1D Sensors, Passive Detection

                      -+2D Sensors, Active Ping

           -Integrated Tactical Display

           -Extended-Range Comlink (Holonet Capable)





<i><b>Right Hand:</b></i>



           -Grasping Claw

                      -Magnetized, allows grasping of starship hulls

           -Miniature Proton Torpedo Launcher (REMOVED)

                      -6D Damage, Starfighter Scale

                      -500/1000/2000 Meter Range

                      -6/6 Shots





<i><b>Left Hand:</b></i>



           -Grasping Claw

                      -Magnetized, allows grasping of starship hulls

           -Blaster Cannon

                      -6D Damage, Character Scale

                      -10/100/150 Meter Range

                      -Unlimited shots while armor is powered

           -Laser Cutters

                      -3D Damage, Starfighter Scale

                      -30 Centimeter Range





<i><b>Legs:</b></i>



           -Magnetic Couplers

                      -Allows walking on any metal surface

           -Auxiliary Repulsorlift Propulsion Units

           -Recharge Power Coupler

           -Altitude Control Thrusters

           -Life Support Tanks





Suit of Krath Holy Battle Armor





<i><b>Basic Specifications</b></i>



           -2D/2D/1D Protection

           -Covers All Areas, no DEX penalty

           -+1D Protection vs

                      -Cold Damage

                      -Heat Damage

                      -Sonic Damage

           -User Must Be Human And Negative Alignment

           -Easily Modifiable





Transparasteel Riot Shield 



           -1.5 Meters Tall

           -2D/1D+2 Protection





---------------------------------------------------------------------------------------------------------------





<b><u>Droids/Drones:</b></u>



<b><i>GAT-12J Chaotic Demise</b></i>



Description: Toy GAT-12J that Raven found on a mission at Bethlamore.



It has been technologically enhanced to become an independent Assault Drone.





<u><i>Mobility Systems</u></i>



Two repulsor generators have been installed to the underside of the drone to 
give it a vertical ceiling of 50 Meters



Two repulsor generators have been installed to the stern of the drone to give it 
a maximum speed of 64 KPH



Two maneuvering thrusters have been installed to the port and starboard of the 
drone to give it a maneuverability of +1D





<u><i>Sensor Systems</u></i>



Basic Sensor array: +1D to Search, all spectrums

Two visual sensors

Two Mini-Cameras (Turreted)

Two Microphones (Turreted)





<u><i>Computer Systems</u></i>



One custom AR-15B Artificial Intelligence System.





<i><b>AI Statistics:</i></b>





<i><u>Dexterity:</u>



Blaster: 5D

Missile Weapons: 5D

Dodge: 3D (+1D for size, +1D for maneuverability)



<u>Hull Durability (Strength): 4D</u>



<u>Knowledge: 4D (Computer Systems)</u>



<u>Perception:</u>



Search: 4D (5D all spectrums with sensors)

Sneak: 6D

Hide: 6D

Investigation: 5D



<u>Technical:</u>



Computer Programming/Repair (Self): 5D

Computer Programming/Repair (Offensive): 4D+1

Security: 3D+2, unless remotely controlled by VCM unit.

In this case, Security level is user's security rating.</i>





<u><i>Weapon Systems</u></i>



Two front affixed Micro-Blasters

           -2D+2 Kill Damage



Two front affixed Micro Stun-Blasters

           -2D+2 Stun Damage



One underslung dual barrel dart launcher.

           -Left Barrel:

                      -One High Explosive Dart 

           -Right Barrel:

                      -One Tranquilizer Dart



Dart Damage: 

           -High Explosive (1 shot):

                      -5D Kill DMG

                      -20 Meter Range

           -Tranquilizer Dart (1 shot):

                      -5D Stun DMG

                      -20 Meter Range





<u><i>Armor Rating: 2D+1</u></i>

<u><i>Hit Points: 13</u></i>





---------------------------------------------------------------------------------------------------------------





<b><u>Starships</b></u>



<i><u>Enforcer Heavy Gunship <b>Blazing Titan</b></i></u>





<i><u>General Specifications:</u></i>



        Designer:  Michael Raven

        Manufacturer: Non-Applicable

        Combat Designation: Heavy Gunship

        Project Code Name: Project Enforcer

        Vehicle Design: Enforcer Class Gunship (EG)

        Registry: AR-AS-1782-HGS-211

        Prototype(s): N/A

        Development Cost: N/A

        Development Time: N/A

        Construction Cost: N/A

        Construction Time: N/A

        Length: 32 Meters

        Width: 12.5 Meters; 19.5 Meters at wing tips

        Height: 5.5 Meters; 8.5 Meters at dorsal wing tip; 9 Meters from landing 
gear to dorsal wing

        Ship Mass (Full): 230 Metric Tons

        Cargo Capacity: 10 Metric Tons

        Crew: 1 with helmet interface

        Troops:  N/A

        Passengers: 5 Comfortably, 2 Permanent

        Consumables: 1 year

        Primary Engines: 2 Cygnus SB-7 Dual-Line Ion Engines                

        Maneuverability: 71 DPF (+2D+1 Starship Piloting, +3D in Atmosphere)

        Speed: 

        Top speed: 104 MGLT, 1,450 kmh (Atmosphere)

        Flank speed: 142 MGLT (Power redistribution required)

        Hyperdrive: 1 Modified Cygnus HD-7 Hyperdrive Motivator Unit

        Hyperdrive Rating: Class 1

        Backup Hyperdrive Rating: Class 8

        Navigation: SFS N-a9.1 Navcon Computer System





        <u><i>Armament: </u></i>



            <i><u>- 3 Turreted Senko Systems 5000x2 "Tru-Lok" Twin Laser Cannon 
Turrets</i></u>



            Fire Arcs:

            Bow – 3

            Starboard – 2

            Port – 2

            Stern – 3

            Ventral – 2

            Dorsal – 3



                Scale: Starfighter

                Fire Control: 2D (Upgraded from 1D, DC 15)

                Space Range: 1-3/12/25 Space Units

                Atmospheric Range: 100 meters-300 meters/1.2 km/2.5 km

                Damage: 5D





            <i><u>- 3 Turreted Dual-Phase Dar-2 Ion Cannons</i></u>



            Fire Arcs:

            Bow – 3

            Starboard – 2

            Port – 2

            Stern – 1

            Ventral – 2

            Dorsal – 2



                Mode: PRIMARY

                Scale: Starfighter

                Fire Control: 0D

                Space Range: 1-3/12/25 Space Units

                Atmospheric Range: 100 meters-300 meters/1.2 km/2.5 km

                Damage: 5D





                Mode: SECONDARY

                Scale: Capital

                Fire Control: Controlled by Tracking Computers, 5D+1 Targeting.

                Space Range: 1-3/12/25 Space Units

                Atmospheric Range: 100 meters-300 meters/1.2 km/2.5 km

                Damage: 4D+2 (Vs Starfighters) | 3 SBD/RU/SYS (Capital)





                <i><u>- 2 Front Fixed High Yield Proton Torpedo Launchers (12 
Torpedos Each)</i></u>



            Fire Arcs:

            Bow – 2

            Starboard – 0

            Port – 0

            Stern – 0

            Ventral – 0

            Dorsal – 0



                Scale: Starfighter

                Fire Control: 2D

                Space Range: 1-5/25/50 Space Units

                Atmospheric Range: Unknown 

                Damage: 11D





                <i><u>- 2 Front Fixed High Yield Concussion Missile Launchers 
(18 Missiles Each)</i></u>



            Fire Arcs:

            Bow – 2

            Starboard – 0

            Port – 0

            Stern – 0

            Ventral – 0

            Dorsal – 0



                Scale: Starfighter

                Fire Control: 2D

                Space Range: 1-5/25/50 Space Units

                Atmospheric Range: Unknown 

                Damage: 9D





                <i><u>- 1 Retractable Custom OB-01 High Speed Gatling Gun 
(Ventral Mounted)</i></u>



            -Weapon Consists of 8 7.62MM Machine Gun Barrels



            Fire Arcs:

            Bow – 1

            Starboard – 1

            Port – 1

            Stern – 1

            Ventral – 1

            Dorsal – 0



                Scale: Character

                Fire Control: 2D

                Space Range: 1/2/3 Space Units

                Atmospheric Range: 100 Meters/300 Meters/500 Meters

                Damage: 8D





        Sensor Systems: 



        4 Siep-Irol "Omni-Vu" Sensor Pylons

        1 BSY-1 WRAP Passive Sensor Array

        2 Side-Scan Active Sensors 

        1 MAD Unit (Magnetic Anomaly Detector)  

        1 TMA Unit (Target Motion Analysis) 

        1 UHF Sensor (Ultra High Frequency) 

        1 TERCOM Sensor (TERrain COntour Matching) 

        1 WAA Unit (Wide Aperture Array)

        1 VLF Sensor (Very Low Frequency)

  

        Sensor Ratings: 



        Passive : 50 Space Units/1D

        Scan : 120 Space Units/2D

        Search : 140 Space Units/3D

        Focus : 10 Space Units/4D





        Shields:  300 SBD Ray/Particle 100 SBD ION (Layered Shield Levels)

        3 Kuat Drive Yards R-17 Deflector Shield Generators



      

        Hull: 110 RU 

        Titanium Reinforced Alusteel Hull plating.





        System: 220 SP 



        Power Core: 1 Sarylcorp ViX Multi-flux Reactor rated at 100 PUs

        Backup power systems: 1 Electromagnetic power coil rated at 10 PUs





        Weapons Usage       28 Units    

        Engineering Systems                     15 Units    

        Other Systems Usage                 47 Units





        Total Usage     90 Units    





        Total Reserve/Emergency Power:                  20 Units





Reserve/Emergency Power Boosts (Mid-Battle):        



        +100 SBD Shielding

        +38 MGLT Speed (Can be used to increase speed to Flank)

 



Reserve/Emergency Power Only Stats:    



        200 SBD Ray/Particle/ION Shielding, 50 MGLT speed

        or  100 MGLT Speed 

        or  50 MGLT Speed, 50% of normal weaponry, no turrets.

        or  All Weaponry, 50 SBD Shields

        or  200 SBD Ray/Particle/ION Shielding, All weaponry except ION cannons 

        (Note: Only some examples given) 





<i><u>Other Systems:</i></u>





        -Advanced Locking Mechanism (Port Hatch)

        -Shielded Hatch, 5D Character Protection

        -Deployable Quadanium Cockpit Armor

                -+15 Cockpit RU when Deployed

        -Holographic emitters mounted internally to the deployable blast 
shielding

                -Displays Combat HUD When Armor is Deployed

        -Launch Lock-Out Unless Helmet Uplink Is Made or Overrode

        -Encrypted Launch Systems

        -Encrypted Weapon Systems

        -Encrypted Drive Systems

        -Encrypted Computer Systems

        -Direct Helmet Uplink/Slaving

        -Redundant Security Systems to Prevent Slicing

        -Interior Camera/Observation System

        -Exterior Camera/Observation System





<i><u>Sienar Fleet Systems <b>TIE</b> Interceptor <b>Iron Will</b></i></u>





<u><i>General Specifications:</u></i>



        Designer:  Sienar Fleet Systems

        Manufacturer: Sienar Fleet Systems

        Combat Designation: Space Superiority Fighter

        Project Code Name: Unknown

        Vehicle Design: TIE Interceptor (T/I)

        Registry: XR-LS-1782-HGT-214

        Prototype(s): Unknown

        Development Cost: Unknown

        Development Time: Unknown

        Purchase Cost: 120,000 Credits

        Construction Time: Approximately 2 Days

        Length: 9.6 Meters

        Width: 4.9 Meters (Estimated)

        Height: 5.1 Meters (Estimated)

        Ship Mass (Full): 16.7 Metric Tons

        Cargo Capacity: 250 Kilograms

        Crew: 1

        Troops:  N/A

        Passengers: N/A

        Consumables: 1 Week

        Primary Engines: SFS P-s5.6 twin ion engines

        Maneuverability: 104 DPF (+3D Starfighter Piloting)

        Speed: 

        Top speed: 111 MGLT, 1,250 kmh (Atmosphere)

        Flank speed: 150 MGLT (Power redistribution required)

        Hyperdrive: 1 SFS ND8 hyperdrive motivator

        Hyperdrive Rating: Class 2

        Backup Hyperdrive Rating: N/A

        Navigation: SFS N-s6 Navcon System





        <u><i>Armament: </u></i>



            <i><u>- 4 SFS L-s9.3 Laser Cannons</i></u>



            Fire Arcs:

            Bow – 4

            Starboard – 0

            Port – 0

            Stern – 0

            Ventral – 0

            Dorsal – 0



                Scale: Starfighter

                Fire Control: 3D 

                Space Range: 1-3/12/25 Space Units

                Atmospheric Range: 100 meters-300 meters/1.2 km/2.5 km

                Damage: 5D





            <i><u>- 1 Turreted Ventral Mounted Miniature Proton Torpedo 
Launcher</i></u>



            Fire Arcs:

            Bow – 1

            Starboard – 1

            Port – 1

            Stern – 1

            Ventral – 1

            Dorsal – 0



                Scale: Starfighter

                Fire Control: 0D

                Space Range: 1-5/10/20 Space Units

                Atmosphere Range: 100 meters-500 meters/1 km/2000 km

                Damage: 6D





        Sensor Systems: 



        SFS S-c4.1 Multi-Range TAG

  

        Sensor Ratings: 



        Passive : 25 Space Units/1D

        Scan : 40 Space Units/2D

        Search : 60 Space Units/3D





        Focus : 4 Space Units/3D+2





        Shields:  30 SBD Ray/Particle Shields

        Novaldex deflector shields



      

        Hull: 20 RU 

        Alusteel Reinforced Titanium Hull plating.





        System: 40 SP 



        Power Core: 1 SFS I-s3a Solar Ionization Reactor rated at 35 PUs

        Backup power systems: N/A

        Reserve Power: More than I'll ever need



<i><u>Other Systems:</i></u>





        -Advanced Locking Mechanism (Dorsal Hatch)

        -Life Support System

        -Encrypted Launch Systems

        -Encrypted Weapon Systems

        -Encrypted Drive Systems

        -Encrypted Computer Systems

        -Direct Helmet Uplink/Slaving

        -Redundant Security Systems to Prevent Slicing





<i><u>Alpha-class XG-1 Assault Gunboat <b>Razor's Edge</b></i></u>





<i><u>General Specifications:</u></i>



        Designer:  Cygnus Spaceworks

        Manufacturer: Cygnus Spaceworks

        Combat Designation: Assault Starfighter

        Project Code Name: Unknown

        Vehicle Design: Alpha-class XG-1 Star Wing (GUN)

        Registry: TO-MZ-1911-HAS-218

        Prototype's: N/A

        Development Cost: N/A

        Development Time: N/A

        Purchase Cost: 125,000 Credits

        Construction Time: Approximately 3 days

        Length: 10 Meters

        Width: 15.1 Meters

        Height: 7.2 Meters 

        Ship Mass (Full): 65mT Metric Tons

        Cargo Capacity: 100 Kilograms

        Crew: 1

        Troops:  N/A

        Passengers: N/A

        Consumables: 2 Weeks

        Primary Engines:    2 Cygnus 4K7 Dual Line Ion Engines         

        Maneuverability: 104 DPF (+3D Starfighter Piloting)

        Speed: 

        Top speed: 90 MGLT, 1,050 kmh (Atmosphere)

        Flank speed: 124 MGLT (Power redistribution required)

        Hyperdrive: 1 Cygnus HD-7 Hyperdrive Motivator Unit

        Hyperdrive Rating: Class 1

        Backup Hyperdrive Rating: N/A

        Navigation: Miradyne RCS-6 flight control computer





        <u><i>Armament: </u></i>



            <i><u>- 2 Wing-mounted Taim & Bak KX5 Laser Cannons</i></u>



            Fire Arcs:

            Bow – 2

            Starboard – 0

            Port – 0

            Stern – 0

            Ventral – 0

            Dorsal – 0



                Scale: Starfighter

                Fire Control: 2D

                Space Range: 1-3/12/25 Space Units

                Atmospheric Range: 100 meters-300 meters/1.2 km/2.5 km

                Damage: 4D





            <i><u>- 2 Turreted Above-Cockpit Mounted Borstel NK-3 Ion 
Cannons</i></u>



            Fire Arcs:

            Bow – 2

            Starboard – 2

            Port – 2

            Stern – 0

            Ventral – 0

            Dorsal – 2



                Scale: Starfighter

                Fire Control: 2D

                Space Range: 1-3/7/36 Space Units

                Atmospheric Range: 100-300 metres/700 metres/3.6 km

                Damage: 4D



            <i><u>- 2 Flank Mounted SFS M-g-2 General Purpose Warhead 
Launchers</i></u>



            Fire Arcs:

            Bow – 2

            Starboard – 0

            Port – 0

            Stern – 0

            Ventral – 0

            Dorsal – 0



                Scale: Starfighter

                Fire Control: 2D

                Space Range: Varies Depending on Load, typically 1-5/25/50 Space 
Units

                Atmospheric Range: Varies Depending on Load, typically Unknown

                Damage: Varies Depending on Load, typically 7D (Concussion 
Missiles) to 11D (HYPTs)





        Sensor Systems: 



        2 Siep-Irol "Omni-Vu" Sensor Pylons

  



        Sensor Ratings: 



        Passive: 20 Space Units/0D

        Scan: 35 Space Units/1D

        Search: 50 Space Units/2D

        Focus: 3 Space Units/2D+2





        Shields:  100 SBD Ray/Particle Shields

        Novaldex Forward- and Rear-Projecting Deflector Shields



      

        Hull: 50 RU 

        Quadanium Steel-Armored Titanium Hull





        System: 100 SP 



        Power Core: 1 Iotek Solar Ionization Reactor rated at 25 PUs

        Additional Power Systems: 3 Iotek 9j Ion Power Cells rated at 2.5 PUs 
each

        Reserve Power: 0.5 PUs





<i><u>Other Systems:</i></u>





        -Reflec Coating (+1D Difficulty to Sensor Checks)

        -Active Sensor Jammer (3D Rated Jammer, -1D to all Attack Rolls when 
Active)

        -Advanced Locking Mechanism (Dorsal Hatch)

        -Encrypted Launch Systems

        -Encrypted Weapon Systems

        -Encrypted Drive Systems

        -Encrypted Computer Systems

        -Direct Helmet Uplink/Slaving

        -Redundant Security Systems to Prevent Slicing





---------------------------------------------------------------------------------------------------------------





<b><u>Vehicles</b></u>





Repulsorlift Sled (Mounted inside the Blazing Titan)



           -Two Repulsor Generators (Ventral)

                      -100 Meter Vertical Ceiling

                      -45 KPH Max Speed

                      -200 Kilogram Capacity

           -Four Turreted Repulsor Thrusters (Axial)

                      -270 Degree conical radius

                      -180 DPF Maneuverability

           -Remote Slaving Unit

           -Remote Linkup Unit

           -Small Force Field Generator

                      -Holds material in place, up to sled capacity

           -Two Turreted Cameras with Remote Linkup





---------------------------------------------------------------------------------------------------------------





<b><u>Miscellaneous Equipment:</u></b>



<i><u>Force Artifacts/Items</u></i>



Small Necklace with a Blue Crystal

           -+2D to Accelerate Healing





Metal Bangle

           -+1D to Ballistakinesis





Small Ring with three inlet red crystals, they glow with a vicious hellfire when 
worn

           -+2D to Force Lightning

           -+1D to Bolt of Force

           -Reduces HP by 2 permanently when first worn





Lady's Choker

           -+2D to Rage

           -+2D to Feed on the Dark Side

           -+1D to Sith Alchemy

           -+1D to Thermalkinetic Kill

           -Reduces HP by 10 permanently when first worn

           -DC 21 Willpower check required to not take a DSP

           -DC 15 Willpower check required to not go into a murderous rage





Small Ring, White Crystal

           -+1 to Life Sense





Small Ring, Blue Crystal

           -+2 to Accelerate Healing





Small Ring, Blue Crystal

           -+1 to Resist Stun





Gold Necklace

           -+1 to Dissipate Energy





Silver Necklace

           -+2 to Read Surface Thoughts





Studded Bracelet

           -+2 to Danger Sense





Spiked Helmet, obsidian jewel in the center.

           -Unknown properties





<i><u>Genetic Engineering Equipment/Cloned Biologics/etc.</u></i>



'Medium' Incubation Pod

           -Capable of supporting incubation of Limbs



Two 'Small' Incubation Pods

           -Capable of supporting incubation of Internal Organs, Eyes, Ears, 
Hands, Feet, etc.



One Right Eye - Personal



One Left Eye - Personal (DC to 'Install' Lowered by one level)



One Right Leg - Personal



One Heart - Personal 

           -Minor cardiac arrythmia

           -If and when this cloned heart were to be implanted, you would become 
far more aware of your heart's actual beats

           -Because an arrhythmia is for all intents and purposes an irregular 
heartbeat, pick one number, 1-100. (1)

           -If forced to roll stamina for more than 3 consecutive rounds, roll 
1d100.

           -If your picked number comes up, you will suffer a heart attack and 
must be tended to accordingly.



One Liver - Personal (+1 to Stamina when Drinking)



One Right Hand - Personal 



One Left Hand - Personal





<i><u>Repair/Refit/Construction Parts:</u></i>





Mini-camera/microphone dual-purpose optical array





One Meter of High Quality wiring





One cubic meter, high density armor plating

           -Neuranium/Cortosis alloy, Durasteel frame

           -Missing 204 cubic CM (9,796 Cubic CM remaining for repairs)





1.5 Metric Tons of Quadanium Armor Plating

           -15 'Units' of Quadanium Armor for a Starfighter/Space Transport.





One SFS I-s4d Solar Ionization Reactor

           -Rated at 50 PU





Rakata engineered bank of energizers

           -+2 pips to damage for any energy weapon. 

           -Install upon weapon’s creation 

           -DC 15 to place these into an existing weapon. 





Ilvician Ship Component

           -A simple component that, when installed, adds a +1D to the ships 
maneuverability. 

           -Requires Force Sensitivity

           -Install DC - 25





One Advanced Central Droid Processing Unit

           -+3D to Computer Usage for Droids

           -+3D to Slicing





'Compy' Artificial Intelligence

           -Advanced adaptive AI, fully coded.





'Compy' Specification data





'Compy' bug-fix log





<i><u>Other Equipment:</i></u>





Five Full Sets of Clothing



           -Black Combat Boots

           -Black Syntheleather Gloves

           -Casual Pants

           -White Undershirts

           -Black High Collared Casual Shirts

           -Two Pairs of Black Sweatpants





Chronex Wrist Chronometer



           -Silver Plated

           -Waterproof to 200 Meters

           -Automatic Resync





Ten Standard Datacards





Twelve assorted Imperial Identification Cards





Ten Spare Energy Cells



           -2 Hour Charge





Ten Spare Envirofilter Filters



           -1 Year 'Normal' Usage Lifespan

           -3 Day 'Heavy' Usage Lifespan





Two Spare Atmospheric Canisters



           -60 Minute Lifespan





Black Backpack



           -15 Kilogram Capacity





Complete tool kit



           -+1D to all Repair skills when used





Tweezer Set



           -+1D to all rolls when using to work on small objects





Deep Throat's Notebook PC





Three Stormtrooper Belts



           -Power Packs (4)

           -Backup Comlink (ISTC issue)

           -Bio-Tech FastFlesh Medpacs (2)

           -Filtering Vaporator Canteen (1000 mL)

           -Food Concentrate Pills (1 week)

           -Pocket Flamer

           -Jelled Fuel Tabs (2)

           -Multitool Knife

           -Snare Wire

           -SyntheRope Dispenser (60 meters)

           -Folding Grapple Hook

           -Mini Ion Flares (2 each)

           -Mini Thermal Flare

           -Mini Laser Strobe

           -Mini Glowrod

           -Blaster Cleaning Kit





Aeramaxis Evasive-13 Personal Field Disruptor



           -Allows bypass of enemy Force fields, Military Grade

           -3D+1 Vs Enemy Shield Roll, if Aeramaxis user rolls higher, he/she 
may pass through the enemy shield.

           -If not, user suffers full brunt of shield hit.





Imperial Issue Stun Cuffs



           -DC 21 to break out of cuffs

           -When activated, cuffs deal 4D Stun damage to target.





Vial of pure glitterstim (Don't ask :P)





Red Scale



           -3" wide, 'roundish' shape.

           -Tougher then durasteel...a dragonscale?  No...It couldn't be. Could 
it?





E-Crystal



           -Pamocc's gift to the world of Vania, these small crystals generate 
and store a large amount of power for their size.

           -These crystals are NOT suitable for lightsabers

           -If one of these crystals is used; both Lightsaber and Crystal are 
destroyed.

           -Looks oddly similar to the lifeballs in the MegaMan hologame...





Green Crystal(Xero Crystal) 



            -Looks like one of the control crystals on the reploid that Renan 
and Raven defeated together in a shared dream.

            -5D damage when used in a Lightsaber, makes the sabre a little 
'flexible,' causing it to curve when swung.





Golden Credit Chit for the 'Gem in the Darkness'



            -Given to you after liberating the 'Gem in the Darkness' from 
Remnant control

            -This chit gives you 1st class access to EVERYTHING the station has 
to offer.





One drawn out rod of barridium in suspension gel



           -Given to him by Belasai before his sacrifice on the Imperial Star 
Destroyer <i>Intrepid</i>.





One Pez Dispenser, head in the likeness of Raven's Helmet. 



           -Adds +1 to Hero Worship: Raven





One Credit



           -Obtained from the captain of the Modified Imperial Star Destroyer 
<i>Ghost in the Darkness</i> during a boarding action.  

           -Payment for a high yield concussion missile fired at the ISD.





<i><u>Currently Equipped:</i></u>





           <u>Clothing/Exterior Equipment:</u>

<i>                  



                      -Black Thermal Undersuit

                      -Black Custom Forged Armor

                      -Black Custom Forged Helmet

                      -Black Stormtrooper Belt

                                 -Four RI-01 Power Packs (In Pouches)

                                            -60/60 Shots

                                            -60/60 Shots

                                            -60/60 Shots

                                            -60/60 Shots

                                 -Two Standard Power Packs (In Pouches)

                                            -100/100 Shots

                                            -100/100 Shots

                                 -Backup Comlink (ISTC Military Grade)

                                            -30 KM Range

                                            -Frequency Agile

                                            -Scrambled

                                            -Difficulty 35 to Decrypt

                                            -Difficulty 21-25 to Tap

                                 -Two Bio-Tech FastFlesh Medpacs

                                            -+1D to First Aid to Humans

                                 -Assorted Medical Instruments

                                 -Filtering Vaporator Canteen (1000 mL)

                                 -Four sealed packs of dried fruit

                                 -Pocket Flamer (Electronic Lighter)

                                 -Two Jelled Fuel Tabs

                                 -Multitool Knife

                                            -STR+2 Damage

                                 -Snare Wire

                                 -SyntheRope Dispenser (60 meters)

                                 -Folding Grapple Hook

                                 -Two Mini Ion Flares

                                 -Two Mini Thermal Flare

                                 -Mini Laser Strobe

                                 -Mini Glowrod

                                 -Blaster Cleaning Kit

                                 -Light Cutter

                                 -Vial of Glitterstim (Don't ask)

                                 -Imperial Issue Stun Cuffs

                                 -20,000 Standard Republic Credits (Credit 
Chits)

                                 -Two Fragmentation Grenades (Clipped)

                                 -Stun Grenade (Custom) (Clipped)

                                 -4 Datacards

                                 -NRI ID - Ocem Zaehan

                                 -NR ID - Michael Raven

                                 -NRI ID - Belasai Seuchuti

                                 -Sironian ID - Eric Kole

                                 -Imperial ID - Michael Raven

                                 -Imperial ID - Lieutenant Gerald Dresmond

                                 -Imperial ID - Lieutenant Mark Price

                                 -Imperial ID - Flight Cadet Lance Yarza

                                 -Imperial ID - Flight Cadet Timothy Garn

                                 -Imperial ID - Flight Officer Eric Mantra

                                 -Imperial ID - Major Louis Terna

                      -Inner Left Calf Sheath

                      -Inner Right Calf Sheath

                      -Black Right Hip Holster

                      -Black Left Hip Holster

                      -Black Backpack

</i>

           <u>Right Arm Module:</u>

<i>

                      -Buckler

                                 -2D+1 Physical Protection

                                 -2D+1 Energy Protection

                                 -4D+1 Lightsaber Protection

                                 -Plano-Convex Buckler, 1 CM Thick

            OR

                      -Graplink Hook/Reel

                                 -50 Meter Range

                                 -120kg capacity

                                 -Reels in 1 Round

            OR

                      -Wrist Mounted Disruptor

                                 -8D Damage

                                 -1/5/10 Meter Range

                                 -10 Shots

</i>

           <u>Equipment in Holsters:</u>

<i>

                      -Black Right Hip Holster

                                 -RI-01 Starslayer Assault Rifle

                                           -60/60 Shots

                      -Black Left Hip Holster

                                 -RI-01 Starslayer Assault Rifle

                                           -60/60 Shots

</i>

           <u>Equipment in Sheaths:</u>

<i>

                      -Right Hand Zenji Needle Sheath

                                 -Zenji Needle (NOT PRESENT)

                                           -STR+1D Damage

                                           -STR+3D+1 if user has Thrown Weapons: 
Zenji Needle

                      -Right Inner Calf Sheath

                                 -<b>Soulfire</b> Pistol

                                           -Plasma based weapon, ENERGY (Armor 
-1D less effective)

                                           -6D if user passes Will save (1 DSP, 
-2 HP for 20 Shots)

                                           -8D if user fails Will save (2 DSP, 
-3 HP for 20 Shots)

                      -Left Inner Calf Sheath

                                 -<b>Soulfire</b> Pistol

                                           -Plasma based weapon, ENERGY (Armor 
-1D less effective)

                                           -6D if user passes Will save (1 DSP, 
-2 HP for 20 Shots)

                                           -8D if user fails Will save (2 DSP, 
-3 HP for 20 Shots)

</i>

           <u>Equipment on belt:</u>

<i>

                      -Right Belt Loop

                                           -Modified Sith Master Lightsaber

                                           -6D+1/6D+1 Damage (Kill/Stun)

                                           -100% Charge

                      -Left Belt Loop

                                           -Modified Sith Master Lightsaber

                                           -6D/6D Damage (Kill/Ion)

                                           -100% Charge

                      -Right-Center Belt Loop

                                           -Ilvicar Light Saber

                                           -9D/9D Damage (Kill/Stun)

                                           -Special Features as listed above

                                           -100% Charge

</i>

           <u>Equipment in Backpack:</u>

<i>

                      -Ten K26 Anti Vehicle Rocket Reloads

                      -Two Fuel Cells (MM9 Reloads)

                      -Two Class C Thermal Detonators

                      -Scrap Wiring/Metal

                      -Tweezer Set

                      -0.5 Kilograms of Plastic Explosive

                      -One Electronic Detonator Unit

                      -One Complete Tool Kit (+1D to Repair Rolls)

                      -Two Atmospheric Canisters

                      -4.0/15 Kilograms

</i>



1 Pirate Point: For phonetically talking Pirate Mid Sim, can be cashed in to 
Vason for 'special effects' during a sim