Star Wars: Kain's Heroes A Story of the Rebellion The recruit sat down at the end of the bar and ordered a local ale. The bartender looked the newcomer over slowly, wordlessly, before bringing the ordered drink in a large dirty glass mug. Strangers were a rare thing in the valley, and looked upon with suspicion. Meeting an Imperial Loyalist this deep into the central highlands was rather unlikely, though over the course of the last decade stranger things had happened. So even though the patrons of the small unnamed pub were in what they considered safe territory, few chances were taken. The recruit took the drink, sniffing at it suspiciously. Most valleys had their own local brews, and this one was no different. The color and smell was different than the recruit's home valley, but the being took a small sip anyway. It was warm, and tasted much different than homebrew too the recruit thought, but it would do. The newcomer looked to the left, noting that a small bowl of spicy warra nuts had been set down on the bar next to the drink. "Do you have anything else?" The bartender looked at the recruit with derision, and barely concealed surprise. "What you don't like nuts?" It was the trigger phrase the recruit had been told to expect. "The spice makes my nose itch." The recruit replied with the counter sign. The bartender responded by taking away the bowl, placing it back behind the bar, and pointing to a table in the back corner of the pub. With a simple nod of thanks, the recruit stood up and walked to the corner table quickly, hoping to avoid any undue attention, though none was given the newcomer. Sitting at the table was an elderly man. "I knew it was you the moment you came in," the man delivered with a smile through his thick accent. "Sit, and read." He pushed a sheaf of flimsi across the table as the recruit took a seat across from the kindly old man. Office of Imperial Intelligence Subject: Skarn familiarization report. Classification: Confidential Clearance level: Echo-1 Planet: Skarn Classification: Base line habitable Location: Sector O-17/Naboo sector/Outer rim Capital City: Grad. Pre invasion population of of roughly half a million beings No census taken in last ten years, population now is likely less than half that. Space port: Port is located on the other side of the continent. Transportation between the port and the capital is mostly by water craft/seaborne speeders or rail speeder. Suborbital air speeder service is possible, but unavailable for anything other than military traffic due to Imperial No Fly Zone Enforcement Planetary Population: Roughly 900,000 human, twi'lek, assorted other species Skarn is a little known world in the outer rim of no importance to the galaxy around it. Settled roughly 500 years ago by a band of three dozen human and twi'lek settlers. These settlers had but one thing in common, the desire to be left alone by everyone else. As time went on, and others seeking the same solitude came, the population grew. At it's height, towards the beginning of the Clone Wars, Skarn's population had risen to just over one million settlers. Skarn is a harsh world, with lower than average mean temperatures, and freezing winters. A young planet geologically, the single landmass of Skarn (shaped roughly like a tadpole) is covered in rugged mountains that are virtually uninhabitable (aside from small single family dwellings). Most settlement occurred in the valleys between mountain ranges, these settlements are connected only by rough hewn roads through mountain passes. Transport from valley to valley is impossible during the winter months as these passes are typically choked by heavy snow. Only after the spring thaw is travel from valley to valley possible by foot, mount or speeder. The remainder of the world is covered in a shallow and salty sea. The high salinity level of the Skarn sea prevents it from being frozen in even the harshest of winters (except for the polar regions which remain frozen and impassible year round). This also makes the Skarn Sea totally non potable. The only source of local water is from the mountain rivers which pass through each valley. Many of Skarn's valleys are home to their own village. While some have populations numbering in the thousands, most contain only a few hundred. On the far eastern side of the continent (the head of the tadpole) is the largest settlement, the world's only true city, and it's capital. Grad. Grad is positioned where three large valley's meet. Just west of Grad, the juncture of the three valleys, is the world's largest arable land area. Here there are small settlements containing mostly farmers who provide much of the food available to the urban citizens of Grad. East of the city is the Skarn sea. The opposite end of the continent (the tail of the tadpole) is home to Skarn's second largest settlement, the planet's spaceport. Located high on a plateau on the continent's far west, the space port is the world's primary link to the rest of the galaxy. Once on world, Transport between Port and Grad through the central highlands is available via cargo/transport rail speeder. There are two lines, one that skirts along the north coast and one along the south coast, generally these go in a clockwise direction allowing for constant line use, though passage can be interrupted at times during the winter months. The center of the continent is dominated by rugged mountains and deep valleys. Collectively known as the central highlands, this area is home to the third most densely populated area of Skarn, a settlement called the Township. The population of Township is in the 6,000-7,000 range and surrounded by multiple small villages and single family dwellings in the adjoining mountains. Hit and fade attacks from the mountains on either the north or south portions of the rail line are frequent. This militia enjoys large scale support in the central highlands and surrounding areas, making it difficult to pin down their members for counter attack. Transport between Port and Grad is also possible using seaborne speeders and ships across the Skarn Sea. Several steep roads (and a third short rail speeder line called the spur) make their way down the plateau from Port towards the sea. This area is known as the Docks. Transport may be arranged year round across the sea from the Docks to the city of Grad. This is cheaper than the rail lines, but takes twice as long, even during the summer months. Passage may also be possible by foot/speeder/mount across the continent through the Central Highlands, but only during the summer months. This is accomplished via travel through the various river valleys and passes through the mountains. Such a journey takes on the order of weeks for even the fittest individual, and is likely to take months for others. Travel times may be sped up via the use of landspeeder craft should they be available and able to navigate the oft times narrow passes. The geography of the planet has led to isolated pockets of population, many of whom are at odds with one another. Feuds escalating to violence were not unknown in the pre Imperial era, though violence escalating to the levels now gripping this world had yet to be seen. Local wildlife: Indigenous species to Skarn are few and far between, mostly insect and invertebrate life forms. However over the centuries settlers have brought in all forms of other lesser life forms including but not limited to blurrgs (used as mounts for travel), eopie, kaadu and even bantha among others. Some small predators have also been imported for pest control. Porg colonies line the coastlines around the continent now. There are also rumors of large predatory species brought in from Naboo inhabiting the Skarn Sea, though these appear to be just rumor. Vegetation is varied, with coniferous woodlands dominating the mountains (up unto the tree line) while the valleys have for the most part been cleared for agriculture. History: Settled roughly 500 years ago, the planet's population grew steadily, if barely, until the early days of the Clone Wars. Convinced by a Trade Federation representative that the Republic would eventually encroach on their world, and that the CIS only wanted to be left alone, the government of the planet (based in Grad, an oligarchy led by the landed gentry) joined the CIS and allowed for the construction of a droid factory on the outskirts of Grad (displacing several less well thought of families in the process, killing two Porgs with one stone). The factory concentrated on the the construction of B-1 battle droids throughout the war. Towards the end of the war clone infantry units, along with attached naval units, invaded the planet in an effort to take the factory. These were led by a Jedi Knight Tak-ne (human male) and his padawan, a twi'lek female. Their attack was a success, and resulted in a Republic capture of the factory. However within hours, Order 66 was issued and both the Jedi and his padawan were killed by members of the 54th Clone Infantry regiment. After a new provisional government was established (filled by local technocrats), the Clone troopers withdrew and the planet began to make peace with itself. However, soon there after the Empire was formed. Skarn remained mostly at peace for most of the next decade. Though there were attacks by Separatist sympathizers these were little more than a nuisance, especially on a world of such little import to the Empire. Indeed, Imperial presence was kept to a small contingent of stormtroopers which policed the Port and Grad. That changed ten years ago when the Empire announced plans to reactivate the old droid factory and increased their presence. Violence and riots erupted planet wide and the Empire sent in a legion of stormtroopers to quell the rebellion. This invading force overthrew the local government and replaced it with an Imperial Governor. Since then the world has been in a state of near constant war. Grad is a mostly wrecked city, where street fighting between rival militas and the Empire is an everyday occurrence. The country side is little better, as local miltias contest Imperial control there as well. Only the Port is under total Imperial control, and that can be described as tenuous at best. Local partisan groups have little to no contact with the so called Rebel Alliance, though whether this is due to the fractious nature of the local partisan groups, or the world's relative unimportance is unknown. Major Known Skarn Resistance Movements: Boog Valley Irregulars (numbers unknown) This small but effective partisan cell operates in the tri-valley region near Grad and is one of the few resistance movements that has demonstrated a functioning heavy weapons capability. Despite this they are highly unpredictable. Immortals (6-12 members): The Immortals are a highly organized and effective cell operating out of the central highlands. They specialize in hit and fade attacks on Imperial patrols and other interests. Kain's Heroes (numbers unknown): A relatively new cell. Aside from the name no further intelligence regarding this cell yet exists. Separatist Remnant/the Remnant (unknown number of organic members/numerous droid facilitators): The oldest cell on Skarn, the Remnant began operations even before the conclusion of the Clone Wars. This is now believed to be the smallest of the most notorious miltias, but the most battle hardened and probably the best organized. Co-ordinated attacks worldwide (usually bombings) leads Imperial Intelligence to believe that this is a large operation with multiple bases around the globe. Imperial Intelligence further believes they are in possession of a T-Series Tactical Droid which helps facilitate their attacks. Shining Path (Perhaps 50 total members worldwide organized in small cells of four or less): These terrorists allegedly follow the Jedi Tak-ne, whom they believe survived Order 66 (Imperial Intelligence discounts this theory). This group is one of the largest terrorist organizations on the planet and contains multiple individual cells. It is also the most violent group, routinely using bombings and other methods with no regard for collateral damage. Suicide bombings targeting Imperial and civilian targets, targeted assassinations of Imperial officials as well as hit and fade attacks on Imperial military units are all utilized by this group. Wolfpack (4-8 members): A small but vicious group of partisans operating in the western end of the central highlands. Intelligence indicates it has been formed from local school children and is named for a local sports collective. Worse still, the city of Grad has seen the rise of numerous unaffiliated militia's and resistance cells. These militias tend to be named after the city streets over which they preside (Mainstreet Militia, First Street Freedom Fighters and so on). Violence between these various cells is the norm as they struggle to meet their survival needs. Splintering of these cells is just as common. The Empire continues to pour in troops and materiel to quell the uprising there, but thus far it has been to no avail. Imperial Troop Strength: Imperial strength is centered on the Port, which is largely pacified... The remainder of the flimsi sheaf was torn off at this point, the ragged edges showing evidence of charring, and perhaps a bit of blood. Having finished what was there, the recruit looked up to the smiling visage of the old man who had pushed it across the table. "Welcome to the resistance, what you've just read is what the Empire thinks of you, and your homeworld. Don't ask how we got it, you probably won't like the answer. Or maybe you would, and frankly, that might be worse." The elderly man paused for bit, taking stock of this new recruit. "I'm Lobos, Connor Lobos, but you already knew that or else you wouldn't be here." He let out a boisterous laugh. "Yes, I know, my reputation precedes me." He winked, and smiled a mysterious smile. "I'm head of the Immortals, a band whose feats are so legendary that they shall never die!" He laughed again before stopping abruptly. Staring intently at the new recruit, mulling things over for a bit. "But you're not here to see me at all are you? He sighed. "You're here to see Kain, and join his Heroes." The man nodded to himself knowingly and then shrugged. "They've made quite the name for themselves in recent months. Robbed a bank or some such in Port to fund themselves. That's why you're joining them I gather, you've heard the stories. Well let me tell you...they're all true..." "Except for the one's that aren't." A new voice entered the conversation as someone sidled up to their table and gave the Lobos a jaunty salute, an act that clearly irritated the elder partisan. "I'm Kain, your new commander. Welcome to the Heroes." About the game: Welcome to Kain's Heroes, an RPG set on the war torn world of Skarn. Set in 3ABY (shortly after the Battle of Hoth), you will have the chance to play the role of a partisan fighting to free that world from Imperial control. You are encouraged to create a "grounded" player, one that had a life before their involvement with the resistance, a life that influences your character, their abilities and their motivations now. There will be no professional soldiers or pilots in this game as indeed the entirety of this game will take place on Skarn, there will be no large space battles or traveling to other worlds, but not to worry, Skarn itself holds more than enough intrigue for our adventures. With regards to Skarn. I've tried to condense the setting down a bit for us while providing enough so that you can create characters familiar with the world. Hopefully that was accomplished without being too overwhelming while leaving enough room for you as players to fill in many of the gaps within the framework I've provided for the planet. If you have any questions/concerns while building character sheets, don't hesitate to PM me and I'll help as much as I can. Approved Character Sheets and other information pertaining to the game will be posted in on Rebellion Rock, our library thread for ease of access. This game will take place in the same "universe" as the Black Sheep RPG here on the RPF. However they are separate games and aside from a crossover event that will take place later on in the game, the two will have very little to do with one another. It will not be necessary to follow events of one game to know what is going on in the other, though the tone of each game will be similar. For those playing in just one of the two games, the crossover event (tentatively planned as the fifth mission we will encounter in this game, giving us ample time to get on our feet and stand on our own) will give you an opportunity to role play with other characters and meet new players you may not have played with before. For those that do play both games, it's a chance to have your characters in each game meet one another, setting up what will hopefully be some really fun posts for you. Any questions on this, or anything else regarding this game for that matter, may be PMed to me or can be asked/commented on around the Camp Fire, our OOC thread. Now of course, there are some rules that will need to be followed. The Rules. 1) Please follow the RPF Rules and be mindful of the Terms of Service and Rules of the Jedi Council Forums. 2) No God modding or autohitting. 3) Game Master's word is law. 4) All character sheets must be PMed (Private Message) to the GM (Bardan_Jusik) for approval. 5) As noted, this game is connected to the Star Wars: Black Sheep RPG located here in the RPF. A separate Kain's Hero's Resource thread will be set up in the Role Playing Resource Forum to act as our library thread. Likewise a separate OOC thread may be set up in the future to cover our OOC needs. Be forewarned, at the conclusion of this chapter of the game it will meld with Star Wars Black Sheep as a crossover mission will occur there. Upon completion of that mission, the games will part ways again and further missions will occur for the Heroes in this game thread (in which case I may copy and paste all relevant posts from the Black Sheep game here, or perhaps provide a direct link to where our exploits over there begin) or in a followup Heroes game thread. 6) Posting expectations: Barring unforeseen circumstances all tags should be replied to within two weeks (14 days). I plan on GM updates for the game every two weeks. Real life always takes precedence over online happy online fun pretendy time though, so if something comes up and you're able, let the GM and other players know that you'll be absent (I know sometimes even that isn't possible though). If you miss any tags, I will continue to tag you and your character for the duration of your character's current assignment. However continued missing of TAGs will end up resulting in your character's death. So if you are expecting a long absence, please contact me so we can make alternative (rather than funeral) arrangements. 7) All major storylines (a storyline that affects the game as a whole) must have prior approval by the GM via PM. If you have an idea, please PM it to me and we'll work together to flesh it out and get it into the game. I enjoy getting news ideas to add to the fabric we're weaving, so if you have them, send them. 8) Please no Jedi/Sith characters. A character may be force sensitive if you wish, but totally untrained and uneducated in the ways of the Force and thus unable to harness it in any meaningful way. Also, please no professional pilot, soldier or mercenary characters (Mandalorians, ex stormtroopers, former rebel pilots, Clone troopers or the like). I want regular folks here in this game, regular folks called upon to do extraordinary things for freedom. Granted, some character may have become seasoned combat veterans in their own right prior to the start of this game, though characters new to combat are also acceptable. A character sheet template will be provided to help get you started if need be. 9) Have fun, and may the force be with you. Character Sheet Template The Character Sheet: General Information: Character's Name: Species: Gender: Rank/Affiliation: Role with the resistance (scout/sniper/demolitions etc.) Languages: Residence: Home Planet: This should always be Skarn Age: Approved Special Features: Character Traits: Personality: Habits/Mannerisms: Likes/Dislikes: Racial Traits: Strengths and Weaknesses: Physical Strengths and Weaknesses: Looks: Appearance: Picture: Eye Color: Hair/Fur: Skin Color: Clothing: Personal History: Immediate Family: Spouse/Children: Former Occupation: Partisan Experience: Biography: Miscellaneous: Pets: Each character should have a riding mount of some kind. It's how the group will get from place to place. Weapons: Many thanks to the players of the Black Sheep RPG and the X-Wing fanclub in the EUC who inspired me to create this game. Special thanks to @Sarge who discovered the theme video/music for this game and to @Vehn who helped me slim this game down some into something much more manageable. This game wouldn't be happening without you folks.