![](http://www.ugavine.com/navicomp.gif) |
Planet |
Quagmire XIII |
Quagmire XIV |
Type |
Satellite |
Satellite |
Terrain |
Swamp |
Swamp |
Temperature |
Cool |
Temperate |
Hydosphere |
Saturated |
Saturated |
Atmosphere |
Type III (breath
mask required) |
Type II (breath
mask suggested) |
Gravity |
Standard |
Standard |
Length of Day |
14 hours |
12 hours |
Length of Year |
250 days |
250 days |
Sapient Species |
unknown |
Mire |
Planet Function |
None |
Homeworld |
Tech Level |
None |
None |
Population |
None |
unknown |
Spaceport |
None |
None |
Government |
None |
not known |
Major Exports |
None |
Mercenaries |
Major Imports |
None |
Low Tech |
System |
Quagmire |
Quagmire |
Star |
Quagga |
Quagga |
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The
planet Quagmire is a Gas giant that supports no life. A
few mining surveys have looking into the possibilities
of mining the Tabana gas from the planet. However, the
planets remote location makes it an unreasonable
business proposition.
There
have also been several deaths on the expeditions to
Quagmire, therefore it is not a system with a good
reputation. The planet Quagmire has seventeen
satellites orbiting it, of which only two are show signs
of life; Quagmire XIII and XIV are both swamp worlds,
both teeming with planet life, although Quagmire XIII is
significantly colder due to high winds and a thin
atmosphere.
Quagmire
XIII is also unsuitable for human life and require the
use of a breath mask due to the over abundance of oxygen
in the atmosphere. The Marsh gases of Quagmire XIII are
also quite volatile, so the use of energy weapons is not
recommended.
Quagmire
XIV on the other hand is capable of sustaining life,
although breath mask are suggested. The weather on
Quagmire XIV is more clam and predictable than Quagmire
XIII, except during the 'Joining of the Moons'.
Quagmire
XIV does however have a major hazard, it being the
homeworld of the alien race known as Mire. The
Republic, under advice from the Jedi Council strongly
recommend this system not visited. It is not a part of
the Old Republic and is out of the Republics sphere of
authority.
During the era of the Galactic Empire the planet of
Quagmire is officially owned by Barny
(a PC of Club Squirrel)
The Mire
|
Min |
Max |
Dexterity |
1D |
6D |
Knowledge |
1D |
3D |
Mechanical |
1D |
3D |
Perception |
1D |
4D |
Strength |
1D |
6D |
Technical |
1D |
3D |
Capsule
The
Mire are shape-shifters. In their natural state
they are a thick black liquid, appearing as
nothing more than an oil slick in the swamps of
Quagmire XIV. When they take solid humanoid
form they usually keep their skin texture smooth
with colours of black and dark reds.
Maintaining humanoid form is difficult for all
but a few Mire, and they have never been known
to change into a form convincing enough to
impersonate someone. Mire may only remain in
solid form for up to 36 hours before they must
revert back to their natural state for at least
4 hours. Should a Mire not revert back to it's
natural state within this time it will become
stuck permanently in whatever form they are in.
One such example is the Dark Lord Insidious
Vile, forever stuck in his current form. The
life span of Mire is unknown. It is also very
difficult to tell if a Mire has been killed.
When a Mire takes wounds of Incapacitated or
worse they will revert back to their natural
oil-like form, often seeping away under doors or
through vents.
Special Abilities
Shape-Shift. It takes a Mire a round to change
shape, and by doing so they shift Attribute dice
between skills. A Mire can NOT have increased
skills, UNLESS it is stuck in a form. From then
on they can no longer shift Attribute dice but
are treated as a regular character.
Quagmire XIII
Republic scientists had got the Mire homeworld
listed as Quagmire XIV, as you can see above.
They also incorrectly list Quagmire XIII as
uninhabited. This is wrong. Quagmire XIII is
the true homeworld of the Mire, although their
they tend to survive in their natural state at
the bottom of the swamps. whereas, on the
temperate Quagmire XIV they live above the swamp
waters, and are therefore identifiable. The
Mire consider Quagmire XIV to be nothing more
than a colony. The first Mire to move to
Quagmire XIV were dragged from their homeworld
in the cyclone of the Joining Moons. Since then
the Mire use this natural occurrence as a means
of traveling between the two moons.
Culture, Society & Personality
Mire
have not political or command structure to speak
of. They are independent creatures, while also
being able to join with others to share
knowledge, and swap amino acids in order to
procreate. Mire by their very nature are
hostile beings. Humanoids always tend to
distrust shape-shifters, and over the years this
has turned the distrusted Mire into hate-filled
mercenaries.
Mire
as Player-Characters
As a rule Mire are Dark Side creatures. It is
not recommended that players play shape-shifting
Mire. Mire that can no longer shape-shift are
more likely to be PC's. They are treated as
outcasts and would most likely have to blend
into another society.
Notable Mire
KANE A member of the Time Bandits. KANE
originally lived in the time of the Tales of the
Jedi, 4000 years before the Battle of Yavin.
KANE is a ferocious fighter who has lost his
ability to shape-shift.
Lord Insidious Vile In the same time period as
KANE lived the powerful Sith Lord Insidious
Vile. A master at martial arts and lightsabre
combat. After along duel with two Jedi Knights
Insidious Vile was eventually killed by a member
of the Time Bandits, Guardian, who hit the Sith
Lord with the Tombstone Piledriver.
Kane Recruited by Insidious Vile to fight the
'original' KANE, Kane was another Mire. He chose
the form of KANE to confuse KANE's allies. The
two Mire fought to the death, with KANE being
triumphant.
Vicious Vile During the Legacy of the Sith, 1000
years before the Battle of Yavin, rose a young
Sith Warrior. Vicious Vile is a spice smoking,
foul-mouthed asshole. Despite his odd
personality Vile is an accomplished Warrior who
takes on killing Jedi as a Sunday afternoon
pastime.
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There
is another tribe on Quagmire XIV known simple as 'greenskins'.
These green skinned humanoids are in fact a group of
Mire who have thrown off their shape-changing ways
and settled in distant marsh-land. They have
nothing to do with the Mire and despite their
stone-level technology have been known to trade with
the rare off-worlder than visits the small moon.
'average'
Greenskin
Dexterity |
2D+1 |
Knowledge |
1D+1 |
Mechanical |
2D+1 |
Melee |
4D+1 |
Survival |
2D+1 |
Rowing |
3D+1 |
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Perception |
2D+1 |
Strength |
2D |
Technical |
1D+2 |
Hide/sneak |
3D+1 |
Swimming |
3D |
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Search |
3D+1 |
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