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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

Lit Fragments from the Rim: A look at Galaxy Guide 9 w/ Charlemagne19

Discussion in 'Literature' started by Charlemagne19, Dec 6, 2016.

  1. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    We also have some in-canon pirate groups which we haven't gotten any treatment of!

    * The Tofs!

    An entire culture based on the British Empire that exists in the Rishi Maze and possesses vast powerful ships despite being a bunch of evil fat green slavers!

    * The Hapan Pirates!

    The male alternative to life as nothing more than breeding stock and servitiude (also many lower class women)

    * Admiral Tavira

    Well, much of her stuff actually WAS from this book but it'd be nice to imagine a write up for her.

    My idea is the Blazing Sword is a Rebel Alliance affiliate which is somewhat outside the chain of command and probably heavily associated with the Laramus Base Irregulars. They're guided by their religion and theatricality as much as direct action as anythin else so they're let more or less to do their own thing. Post-Endor, they basically refuse to conform to being part of the Establishment (though quite a number of veterans retire or return to recreate their former organization). They remain a scourge of the spacelanes for slavers and the Imperial Remnant until the end of their careers, though.

    As for Captain Akira? My view is she doesn't become a Jedi Knight but does complete her Force training and becomes her own very distinct tradition. As Luke Skywalker says, "There's many ways to serve the Light."
     
    Last edited: Jun 30, 2018
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  2. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Perfect for a game GM:ed by @GrandAdmiralJello !

    I can see many of them being secretly backed by different aristocratic houses or even the Hapes government to strike at their enemies
     
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  3. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    One notable pirate which was covered in WANTED BY CRACKEN (another possible book to cover) was FARL THE CONQUEROR who had a horrifying but practical idea of taking Corellian Corvettes and Gunships to primitive worlds, parking them in low orbit, and then blasting people until he conquered the whole planet. He then worked them for resources and made himself king of three inhabited planets.

    NEXT UP - SWOOP GANGS!
     
    Last edited: Jun 30, 2018
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  4. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    Swoop Gangs

    Swoop Gangs are an interesting element since they're based around George Lucas' notes then got discarded, then got incorporated into the main universe in a modified form, and were then introduced again.

    Basically, Swoop Gangs originally existed as part of the backstory for Dengar and Han Solo. Han Solo critically injured Dengar during one of their races and he ended up getting cybernetically enhanced. This is a backstory he arguably just created for the toys but it was still canon. It also fits with the fact George Lucas' love of racing existed pre-Star Wars when he was in Modesto, California and also was incorporated in American Graffiti.

    When George Lucas made RETURN OF THE JEDI, he made speeder bikes instead despite the fact swoop bikes are the same thing (but FASTER, MORE INTENSE). Fragments from the Rim brought back Swoop Bikes into canon and then made biker gangs an actual thing in Star Wars. Later, we'd get this heavily incorporated into KNIGHTS OF THE OLD REPUBLIC the video game.

    I'm both a fan of this section and also kind of iffy about it. Simply put, are SPACE BIKER GANGS really the kind of Pulpy enemy which should exist in a Star Wars franchise? Maybe they are since it is a new kind of enemy and an easy set of low-stakes bad guy to throw at your players.

    The Skulls

    [​IMG]

    The prototypical Hell's Angels version of a swoop gang. The Skulls are a youth gang versus having an older leader, which is something of a misnomer nowadays. However, basically, they do exactly what swoop gangs do. They were founded by Jeng Seth, a 17 year old street kid who stole a swoop bike and swiftly fell in love with the power of the vehicle. He's since gathered all of his psychotic friends and they have built a small army of people who terrorize everyone they encounter.

    The Skulls are depicted as pure scum and actually given good examples as to why. One method for them to acquire money is they drive their swoop bikes into crowds, killing or injuring whoever is in the way, then stealing the valuables of the individuals on the ground. The Empire has been so irritated by these casual acts of public crime, they actually HAVE dispatched people to kill them. The Skulls just retreat on thier better, faster, sleds or outright kill the officers after them if they're small in number. They're not afraid of going after them at their homes either if they don't live in barracks or garrisons.

    The gang is also stated to have skills equivalent to a top notch military crew. However, their actions have completely demoralized the Empire chasing them and left them chasing phantoms. It doesn't help the Skulls gleefully use crowds as shields and are excellent at disappearing into the backwoods. The Rebel Alliance has also issued a "shoot on sight" set of orders for them.

    EU Tie-in: Zekka Thyne is a former Skull and its implied the gang eventually expands to many chapters across the galaxy once it allies with Black Sun.

    Thoughts: I like the Skulls as they're a nice low level villain for the PCs to deal with but still pretty dangerous. I also note they have a great piece of art there which gives you everything you need to know about them. Jeng Seth isn't a particularly detailed character but he's a nice enough villain to put a "face" on these guys.

    The Knights

    [​IMG]

    The Knights were founded by Finnegan Flint who is a starstuck 26 year old who grew up during the early stages of the Clone Wars before the Jedi Knights were outlawed. Growing up on their tales and having many more relayed to him, he wanted to become a hero like them despite (or perhaps because of the Empire).

    Seeing the Skulls wreck havoc and do awful deeds, he formed the Knights to fight them. However, it's been more or less a train wreck despite the fact they're all incredibly capable Swoop Jockeys. They don't use civilians as human shields so the Empire has arrested a number of their members and they've also had members drift away due to Finnegan's lack of a coherent plan to do anything other than GREAT JUSTICE. As the Skulls continue to grow, so do the Knights decline despite (and because of) their Robin Hood tendencies.

    The Rebel Alliance has considered recruiting them and they actually would be a major asset as "hit, fade, and disperse" tactics are what the Knights DO and with access to Rebel training as well as resources they could become a major tool against the Empire plus useful in scouting.

    However, the problem is Finnegan is a bit too idealistic and would require someone to impress him. He's also incredibly narrow minded as fighting with the Skulls is hardly the best use of their time. It's implied a PC Jedi would probably be the best to recruit him.

    The Bloodsniffers

    Basically, the alternative of the Skulls and the much-much more hardcore brand. If the Skulls are the Hell's Angels in fiction, the Bloodsniffers are a combination of them in reality combined with Mad Max.

    The Bloodsniffers have a basic ethos: they find small Uncle Owen and Aunt Beru-esque farming communities across the Outer Rim territories and make demands. Attempts to communicate outward are jammed or devices destroyed. If these demands are not met, they kill everyone in the town and loot it.

    The Bloodsniffers are good for a "Seven Samurai" style adventure and remain with me more so than the Skulls.
     
    Last edited: Jun 30, 2018
  5. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    Adventure Hooks

    1. Holo CHIPS: The Skulls are such a pain in the anyx for the Empire that the Imperial Repulsorlift Core Captain in the region has decided to make a deal with the Rebel Alliance to take them down. He was thinking of defecting anyway due to the handling of organized crime by the Empire but wants proof the Rebellion is different. As such, he asks for Rebel operatives to come help them figure out a way to bring in Jeng Seth. They have to impersonate Imperial Scout Troopers in the meantime and also figure out how to outthink people who can outfly just about anyone.

    This is a good humanizing adventure because the IRC is actually fairly "normal" as Imperial branches go. The captain's defection will possibly cause the rest of the unit to defect as well once it's discovered the Skulls are being paid off by the ISB to attack alien communities. Jeng Seth is not a "joiner" but he's getting into his 30s now and the idea of heading up a COMPNOR speeder unit with a Major's rank is a possibility--especially since Zekka Thyne has started eyeing his job and he's not QUITE smart enough to run with Black Sun's operatives. All he needs to do to expunge his record is keep the body count high of the 'right' sort of people and maybe also betray some of his friends.

    2. Streets of Ion: Jeng Seth has kidnapped the lead singer of anti-Imperial group Deeply Religious, Elina Aim. Jeng Seth's intentions for her are currently split as he's repulsive enough to want to keep her as his personal slave but the money for selling her back to her band leader or collecting the COMPNOR bounty on her. The latter is tricky because Jeng Seth is a copkiller and has Imperial blood on his hands but Compnor REALLY REALLY hates music.

    Elina Aim is a friend of the Alliance and was part of transmitting the destruction of the Death Star and Alderaan as part of her music videos (which sounds tacky until you realize it was by the Rebellion to show it off to people who wouldn't otherwise see it). As such, her manager is willing to get either Rebel operatives or bounty hunters to get her back.

    3. Finnegan's Folly: Recruiting the Knights is a bigger issue than people suspected because Finnegan Finn is an idiot. Specifically, he's easily influenced by holovision and actually believes Imperial propaganda for the most part. He still loves the Jedi Knights but believes Darth Vader is the last one and the Empire is for law versus oppression while the Rebellion is full of terrorists. This is a reflection of his sheltered middle-class upbringing. This is also a reason the Knights are declining as he'd actually have a much larger group of volunteers if he was much more anti-authority than he is. Exposing or replacing him would benefit things unless the PCs can show just how evil the Empire is or how the Rebellion is different.

    4. Knights of the Road: The Knights love their Jedi paraphenalia and have managed to acquire a decent number of antiques while traveling around the galaxy. This includes acquiring a functional lightsaber and a datapad belonging to a Jedi Master. Finn has started using it as a rallying cry and has reversed the fortunes of the Knights dramatically. He's also drawn the attention of High Inquisitor Tremayne who will squash this group like a bug.

    Corwin Shelvay notes the lightsaber belonged to his master, Darrin Arkanian, and the datapad is a list of Jedi ruins where artifacts are hidden. He would very much like to get it back.

    5. Max Fury: The Bloodsniffers are a genuinely dangerous number of mass murderers and their gross destruction is part of a larger scheme. They are actually led by a ARC Trooper from the Clone Wars known as Eternal J-1M who is aging rapidly but still a murderous killer. He intends to create his own pseudo-Mandalorian Empire by taking the children of the communities he's slaughtered and raising them as soldiers before making them warlords of a hellish planet he's conquered. One of his slaves has escaped and begs the PCs (through one of their cotacts) to go to the planet and take him down.
     
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  6. Voltron64

    Voltron64 Jedi Master star 1

    Registered:
    Dec 23, 2009
    PC after having shot the Eternal J-1M while in the middle of a evil villain rant: "Mediocre."

    ;)

    Alternatively, I think this would be a great adventure or story to include a certain ARC Trooper turned Rebel Commando as a guest star.

    ;);)
     
    Last edited: Jun 30, 2018
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  7. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    This makes me think of the Links in TORG: the Living Land of some reason
     
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  8. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Some ideas:

    Croop's Fighting Cocks
    Mostly made up by trackers, trailblazers, rangers, snipers, foragers and hunters, Croop's Fighting Cocks is a mercenary company mostly known because they are all less then 1.6 m tall. Originally begun as an stupid idea for a group of young bimm woodsmen who decided that they wanted to explore the galaxy (and maybe get away from some accusations of poaching) using an old bimm light transporter called 'Croop', who decided that a good way to stay afloat was to hire out their skills, somehow this bunch of marry friends not only survived but thrived and was able to recruit more likeminded people. Since they used space ships made for bimms so was it quickly decided that they should only recruit people of normal (for them) height. That was some time ago, the original members of the Fighting Cocks have all died of old age but a new generation keep on the tradition they started.

    Croop's Fighting Cocks are made up by over 1000 individuals (mostly bimms (both species)) and you can hired them in group of five or more, even the whole company if you want. They only take missions in or near woodland or high grass (where they skills are useful) and try to stay away from high-risk missions, no mater the pay. They are also known for being good cooks and able to find food anywhere.

    Croop's Fighting Cocks operate around their current mother ship Croop III, an highly modified bimm heavy transporter, but also have around a dozen of light transports and fighters that they use for missions.


    Omurandik's Free Lances
    The planet Omurandik is ruled aristocracy of noble warrior-philosophers, but Omurandik has been peaceful for generations and there has not been any pirate problems since a nova changed the hyperruts near them and made their near-space more patrolled. This has made it hard for the adventures second- and less-born children of nobles to find a place in place where their traditional warrior training or role as protectors is not really needed. To give themselves a mission, a noble cause and something to give them experience if they ever needed to defend their homeworld it was decided that they should take up the old tradition of being free-lances - warriors without a master that travelled the land fighting for good causes in exchange of what could be offered - but now among the stars.

    The Omurandik's Free Lances are noble elite warriors who will take any mission that they think are just, even if the only pay is the thanks of the people. They usually work in groups of three or more (depending on the job) Lances, with each Lance usually followed by a second (who is usually either a younger noble who's the Lance's apprentice or an trusted servant) and sometime more people (usually a scald and/or tracker). It's important to note that while the Omurandik's Free Lances are noble and idealistic they are not stupid and know that enemies don't follow their code nor do they have any rules about fighting fair outside of duelling, and they have no problem asking for a full payment for their services if they know the employer can afford it, even if it's a good cause they are hired for.

    For the Rebel Alliance the Free Lances are in many ways perfect recruits but have run into a bump: the Free Lances have not realised how bad the Empire is. They come from a sub-sector which moff is actually a believer in the Empire's 'law and order' message and they have not seen enough of the Galaxy to realise that she is the exception instead of the rule.
     
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  9. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Some short ideas:

    Vorkox Templars: An religious order of bounty and big game hunters worshiping Scorekeeper. Known trophy takers. Don't go after prey that will not be a challenge and has been known to throw away weapons to give their prey more of a fair chance.

    Kiom's Void Hunters: Spacepirate hunters. Usually never engage their prey eye to eye instead do it ship to ship. Can also be hired to guard travelling ships. Mostly duros.

    Ruth's Hangmen: Specialise in taking "dead or alive" bounties alive so they can be executed by a court of law. Don't take unlawful bounty contracts.

    The Humble Findsmen Society: a tong for Findsmen traveling outside of Gand. It helps with (among other things) translation, explaining the law and social practises for the Findsmen and people wanting to hire Findsmen.

    Rendar's Detective Service: An interstellar network of inquiry agents that usually work with finding lost people, items, ships or similar but also take closed bounty contracts. They sometime hunt open bounty contracts if they realise that a bounty is near one of their branch houses but will usually not follow them outside of their own known territory.
     
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  10. Charlemagne19

    Charlemagne19 Chosen One star 8

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    Jul 30, 2000
    Fascinating and great ideas!

    I like the Bimm-based mercenary troop best.

    Very John Jackson Miller.
     
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  11. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Thanks :D
    The concept and name is actually stolen from a Warhammer Fantasy Dogs of War band: Lumpin Croop's Fighting Cocks, I just changed it to fit Star Wars and made it bigger.
     
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  12. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Some short ideas:

    The Nighted Haunds: a large swoop gang that travels all-over the place, from location to location, from world to world. Seems to fancy themselves as some kind of dark knights on a quest for something... or somethings. This might explain why the sometime just stay days on a planet while other time they don't leave a world until years after first landing. They are led by the, self-proclaimed, lord Kato* Shuck, who is never seen outside of his black, formfitting, armoured voidsuit and claim to be from a sunless world, deep in the Unknown Regions.
    The Nighted Haunds usually keep their activities to the night hours or do them in dark places, generally they destroy larger or stronger light projectors while they drive around. They seem to have a code of honour (if a twisted one) and are known to always keep their given word, to letter of it if not always to the spirit.
    * pronounced the same way as Astrid Lindgren's Knight Kato, not as Green Hornet's valet and partner-in-crime-fighting.

    Mega G; The Pills; MC Kan; Lotus Chief; and Ghoul Geishas: those named swoop gangs are just the most notable of the coruscantian swoop gangs. Seemingly living only for showing of their over-pimped swoops and doing daring races with them, they take money wherever they can get it and if it’s easier to get it by theft, threat or violence they will use that.
    The swoops used by those gangers are usually painted in bright and/or reflective colours, covered in decorations and blinking lights. Inbuilt stereo-system and back-banners are common.

    The Coming Storm: swoop riding neo-barbarians, prefer to use as primitive tech as possible (ignoring their swoops) – lots of swords, axes, spears and lances, bows and arrows. Most of them look like background characters from 80’s Sword & Sorcery movies.
    Can be hired for mercenary jobs and are known to keep to their end of the bargain (and do “what’s best in life” on anybody who don’t uphold their end).

    Fire Drakes: a violent gang that style itself after dragons, with lots of lizard skins and flame patterns, sculpted or painted details to make their swoops resemble dragons, etcetera. Have a preference for flame-weapons and many of them have sharp blades attached to their swoops (sometime expandable) and know how to use them against prey or enemies. Are only interesting in continuing their lifestyle and having a good time.

    Chaos Riders: created by former Imperial military men from all backgrounds (and some Clone Troopers) after finding it impossible to reintegrate into normal society after service. Deal mostly in smalltime crime, short time employments and odd jobs to keep themselves and their swoops afloat. Even though they are lawbreakers and see themselves as outcasts from a thankless society so are they still Imperial patriots and will beat-up people showing disrespect toward the Empire or its symbols. Can possibly be used to help against criminals that are worse than them, since they are really damaging what the Chaos Riders fought for.
     
    Last edited: Jul 5, 2018
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  13. Charlemagne19

    Charlemagne19 Chosen One star 8

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    Jul 30, 2000
    Great ideas as always.

    I especially like the Chaos Riders as I love the idea many Imperials turned to crime.

    Any thoughts on the gangs themselves?
     
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  14. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Thanks :)

    My idea for the Chaos Riders was that, to my understanding, many biker gang (at least the small time ones) begun in similar ways - ex-military being unable to get back to normal society and taking the to the road and taking to crime to get by - and my impression that many of them still where patriotic in their own mind.

    Well, I don't really feel like I can ad anything to your analysis regarding them. Or maybe... I have those two video clips that people using the Knights should see:

     
    Last edited: Jul 5, 2018
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  15. Voltron64

    Voltron64 Jedi Master star 1

    Registered:
    Dec 23, 2009
    And of course the obvious for most swoop gangs...



    ;)
     
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  16. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    The Pills are actually a reference to Akira's gang and the whole coruscantian swoop gangs culture I decribed is inspired by Bōsōzoku
     
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  17. Gamiel

    Gamiel Chosen One star 9

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    Dec 16, 2012
    Some ideas:

    The Flayed Hand: a highly feared pirate band of unknown size that has somehow evaded all traps laid out to catch them. The Flayed Hand give its prey two opinions: give up and they will leave the crew and passengers unhurt (except for one person, who they will take with them); resist and they will only leave one survivor to tell the tale.
    On many ships that resisted have it been found that survivors of the attack was killed off in ritualized manner, as if some kind of offerings to dark gods. This seems to go together with the strange pattern that covers the Hand's ships, the amount of fetishes they carry and their tendency to leave some kind of small alters, fetishes and/or patterns on the ships they have plundered.

    Junkers Questors: a group of ugors fanatics that believe that the amount of rubbish in the galaxy is not gathering up fast enough and have decided to quicken the increase by attacking older ships and scraping them. If people dump their cargo they usually take those “offerings” to their holy scrap collection instead of continuing harassing the ship.

    Obe d’Mar Xhi: an ancient and inbreed clan of duros space-nomads, with an contempt toward the Republic and its laws that goes back at least a thousand years. This contempt is just as strong for the Republic’s successor: the Empire.
    As such they have no problem breaking Republic, and later Imperial, law. Known mostly as smugglers, the Obe d’Mar Xhi also attack unprotected ships and settlements. Striking fast, taking what they want and then disappearing in to the deepspace. Beside food, technology, medicine, material riches and sometime slaves, so do they also take young duros children (if they are found) that they adept into their clan and train in their lifestyle.
    How large the Obe d’Mar Xhi clan is is a mystery, since its members are extremely tightlipped toward outsiders, it’s is spread out all over the galaxy and ships have been known to go unrecorded for decades and then reaper. The lowest guesses are around ten thousand while the highest believe that there can be billions of Obe d’Mar Xhi clan-members out there.

    Poisoned Knife: Pirates and shipjacks, that are known for highly planed attacks on ships where they seem to know everything about the ship, its rut and schedule. Many times the attacks have been helped by a saboteur aboard the crew or among the passengers.
    Xian-Pu Daystar, the Knife’s pirate-admiral, is known to take a likening to cute or beautiful men (she likes them fair, not rugged), especially if they are spunky.

    The Eclipse Peacock: Your better kind of pirate scum, they give ships a chance to give up, try not to hurt noncombatants, don’t take slaves and treat people taken for ransom well. They are still pirates and have no problems killing people who resist.
    The Eclipse Peacock gets its name from its pirate-admiral, Beru Eclipse, and its crews tendency to take all fine looking clothing and jeweler they find on-board ships they are plundering and dress up in it, usually without caring about clashing fashions, colours or size.

    Queen Breha’s Revenge: A Rebel aligned privateer band made up by Alderaan survivors and their close allies. Only attack ships from the Empire or their contractors.
    There have been talk about removing their leader, the charismatic and tactically cunning Thatch Blackhole, since he has shown himself more and more bloodthirsty against imperials and more and more willing to take risks to hurt the Empire.
     
    Last edited: Jul 8, 2018
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  18. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    The Force

    I'm not going to lie, I found this to be the least interesting chapter of the book. The Force is a subject which is full of fascinating and amazing concepts. However, this section of the book is primarily about practice techniques for the Force like "using a lightsaber to cut through candles or ball bearings" and "emptying all the oxygen out of a plastic bottle."

    Things it DOES NOT contain?

    * New Jedi
    * New Dark Siders
    * Force using non-Jedi groups
    * Jedi artifacts
    * non-Force using Force churches

    Basically, anything useful.

    This chapter is a bust and the only thing it really did give us was INSTINCTIVE ASTROGATION which Kyp Durron made use of in the Jedi Academy Trilogy to navigate the Maw.

    NEXT UP - NEWS AGENCIES!
     
    Last edited: Jul 8, 2018
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  19. jSarek

    jSarek VIP star 4 VIP

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    Feb 18, 2005
    Star Wars roleplaying doesn't need new Jedi, new Dark Siders, Force using non-Jedi groups, Jedi artifacts, or non-Force using Force churches, and I would argue that Star Wars storytelling adhered more closely to the feel of the franchise (or at least the Original Trilogy) when it didn't feel like the proliferation of these things was a good idea. What the book does have is actual practical ideas for roleplaying a Jedi's training, vignettes that are good at reminding players of the vast scope of the Force, and four new powers, two of which (Sense Path and Feed on Dark Side) are designed in ways to encourage player character Force users to actually act like they're on the light side (the former by telling players whether they're on the right path, the latter by allowing darksider villains to benefit from characters who turn to anger and darkness when fighting them). I wish more write-ups on the Force looked like this.
     
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  20. Charlemagne19

    Charlemagne19 Chosen One star 8

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    Jul 30, 2000
    Eh, to each their own man.

    The Devotees of Tylia were always fun Force Adepts.

    They also created the Inquisitors this book.
     
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  21. jSarek

    jSarek VIP star 4 VIP

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    Feb 18, 2005
    Agreed, and I'm sorry I implied otherwise. I think having a few alternate Force traditions that highlight the different ways the Force is viewed is a good thing. I wasn't particularly clear about it, but my objections to "Force-using non-Jedi groups" has more to do with the later ideas that non-Jedi groups should have insights that give them powers and abilities outside the scope of the Jedi. Tyia Thuwisten contemplating the inner Force more deeply, and thus having a quicker grasp of Control-related powers at the expense of a slower grasp of Alter-related powers, didn't bother me. The idea that studying the Aiing-Ti view of the Force would allow you to teleport things, or that Jacen could run around from tradition to tradition and treat them collectively as a Force sampler platter, did.

    They created an Inquisitor for this book. The Inquisitors date back to the Star Wars Sourcebook. And the idea that they were all Force users, rather than that this particular Inquisitor was a Force user, came from later works.

    Though it brings up that the book does have new Jedi and new Dark Siders. They're just in the "Rebel Operatives" and "Imperials" chapters, respectively.
     
    Last edited: Jul 8, 2018
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  22. Sarge

    Sarge Chosen One star 10

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    Oct 4, 1998
    There's a film I'm not seen in a long time... a long time...

    When I was a medieval reenactor, we described this movie as, "It got everything wrong, except the people." It's like I knew all those characters.
     
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  23. Charlemagne19

    Charlemagne19 Chosen One star 8

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    Jul 30, 2000
    Trinebulon News

    "Correspondents in the far-flung corners of the galaxy, there to ensure YOU get to hear about the IMPORTANT issues FIRST."

    Trinebulon News' broadcasting covers 1/4th of the Outer Rim territories and are a mixture of fluff pieces and pro-Imperial editorializing. It's mentioned the Empire is pro-Human and intolerant, which I don't think had been completely established here but is a major part of Trinebulon News. They primarily report on the night life, weather, and fashion as well as whatever spin they get from Compnor. Noteworthy, Trinebulon is NOT an Imperial state-run corporation but one which has voluntarily changed itself to a bunch of professional boot-kissers.

    The article mentions that its journalists don't actually do much journalism and mostly are instructed to be ENTERTAINING first rather than actual investigatory. They even say, "these jobs are regarded among journalists as some of the cushiest in the business."

    It's mentioned they use subspace transceivers so they don't have very fast release for the farthest reaches of the Outer Rim and you often have to download your viewing watching for a week ahead. This doesn't seem like Fox News so much as the local news owned by a bigger conglomerate.

    Nova Network

    Nova Network is a much classier and richer corporate news agency but equally under the Emperor's thumb. Well, not quite, because Nova Network is constantly touting individual liberty and freedom while ALSO spouting pro-Empire propaganda. It results in the network being completely schizophrenic and confusing to its viewers. It's also archrivals with Trinebulon and the two are always at each other's throats despite covering the exact same tops.

    Strange Factoid: They have ****ed someone off in the Rebel Alliance something fierce because Nova Network, unlike its rivals, is considered a legitimate military target by the Rebellion as well as its privateers.


    Sektor 242 Newsline

    A mildly pro-alien and pro-individual rights agency that has far higher standards of journalistic integrity as well as accuracy. It is mentioned, "It is one of the few agencies to admit that all sapients are "people" instead of just Humans." It also runs a very successful animated holostrip (wouldn't that just be a cartoon?) called "The Times and Trepidations of Majnar Roak."

    Imperial Holovision

    The largest, most successful news agency in the galaxy, Imperial holovision is formerly Republic News. It is not a state-owned company either but it is heavily monitored by COMPNOR with agents permanently stationed among them. Several managers have also been made to disappear over the years but, for the most part, the organization has shifted like the others. Imperial Holovision is actually completely accurate in its reporting but completely ignores Imperial atrocities, leading to some very skewed handling of news.

    One wondered how they handled Alderaan's destruction, the first Death Star, and the Emperor's death.

    Galactic Weekly Newstack

    A hilarious anti-Imperial illegal newspaper which combines comedy, satire, and actual real-life journalism to attack the Empire at every point. It's not directly allied with the Rebellion, which would be like the Onion allied with the Sons of Liberty, but it's got several Rebel operatives in the group. COMPNOR believes it is a dire threat to the galaxy and is constantly hitting up the Imperial military as well as Ubiquote to help snuff it out--which shows just how pathetic COMPNOR's talent really is since it has its own Secret Police and Army.

    Neither is remotely interested and everytime COMPNOR asks, they look ridiculous.
     
    Last edited: Jul 8, 2018
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  24. Voltron64

    Voltron64 Jedi Master star 1

    Registered:
    Dec 23, 2009
    Basically, they're this.

     
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  25. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    Weirdly, I thought that too and was thinking about that during writing the description.
     
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