Slave
For
many in the galactic community slavery is something that happened a long time
ago on planets far, far away. For centuries the Old Republic outlawed
slavery within it's borders. However, it was, unable to control such
activities outside of it's control. For as long as the galactic
underworld can remember slavery has been a profitable venture in criminal
syndicates. Slavery is ripe in Hutt Space with some races, such as the
Klatoonians, making slavery part of their culture. With
the rise of the Empire slavery is made legal across most of the galaxy, with
some entire races enslaved by the Empire. Many of the enslaved races
have become subdued by the might of the Empire, yet some, such as the Mon Cal,
have fought back and openly joined the Rebellion. This
is a short overview of slavery in the Star Wars Universe including rough costs
of slaves and their everyday uses. I have even included Non-heroic and
Heroic slaves classes.
"I
am Ackbar!" "No.
I am Ackbar!" A
Slaves life Becoming
a Slave There
are usually four ways of becoming a slave. The first is
through the enslavement of ones entire race, such as the Wookiees or
Talz. The second is by kidnapping. This is a common
practice on Ryloth and in Hutt Space. Wookiees or lone females
are often targets for slavers. The third way is to be born
into slavery. A child born to a slave becomes the property of
the slaves owner. The fourth way is by being sold into slavery
as part of a races culture. This is the practice of
Klatoonians. Slaves
in the Empire Slaves
are common in the Empire, though often unseen. High ranking officials,
Governors and Moffs will often own slaves for menial admin duties or
as a valet or maid. Races such as Mon Cal and Verpine are
often put to work making up crews of Capital starships, though away
from critical systems. Wookiees and Talz however are usually
put to work in hard labour camps. In
general slaves are treated well, so long as they obey. Slaves
of the Empire have no legal rights, with only a couple of slave
mistreatment cases ever brought before Imperial Courts (though these
were no brought by rivals rather than any real concern over the
slaves well-being). The
most famous of Imperial slaves is probably Admiral Ackbar, who led
the Rebel Fleet against the second Death Star at the Battle of Endor.
Before his escape the famous Mon Calmari was a slave to none other
than Grand Moff Tarkin. Slaves
in the Tapani Sector During
the Old Republic slavery was illegal in the Tapani Sector, with only
a few disreputable Houses keeping slaves in secret. With the
Rise of the Empire slaves are once again sold in the Tapani Sector,
primarily to Lords of Houses Mercetti and Melantha. Houses
Pelagia and Cadriaan frown on the use of slaves very much, but they
have only the Empire to complain to. In general slaves are
treated very well in the Tapani Sector, better than most regular
citizens. One wing of the House, or even a separate building,
will be provided for the slaves accommodation, with even recreation
facilities provided. Tapani Slaves tend to be put to work in
the kitchens, cleaning or as general servants. Tapani's
xenophobia even stretches to slaves with families most usually
purchasing only human slaves. Slaves do have certain legal
rights in the Tapani Sector. Besides, with such publicity
surrounding the Lords and Ladies it would look bad to be seen as
mistreating slaves. Slaves
in Hutt Space Slaves
in Hutt Space are the most mistreated of all slaves in the
galaxy. They are often undernourished and beaten at the whim
of their owners. They have no rights whatsoever. If a
Hutt can choose to bully anyone in the Sector he please it leaves
little hope for slaves. Slave quarters are often nothing more
than a small cell with a bed with is common for several slaves to
share the same room. Hutt slaves are often forced to perform
demeaning and humiliating tasks. These can be from cleaning
animal slop, dancing to even sexual pleasures. Hutts will
often own several gladiatorial slaves also. These gladiators
will often compete against the gladiators of rival Hutts, with many
credits gambled on the outcome. The
infamous Jabba the Hutt owned many slaves, from Gammoreans and
Klatoonians to Twi'lek dancing girls. It is reported that
Jabba paid a large sum for Oola, though this could be interpreted
as 'a large sum for a slave.' Jabba the Hutts most
famous slave was none other than Princess Leia Organa of Alderaan.
However, taking the Princess as a slave proved the great Hutts
undoing. When the hero's of the Rebellion made their escape
from the Hutt it was Princess Leia who killed Jabba with her own
slave chain. Classes
of Slave Class
1 - This class is for entertainment slaves, primarily dancers, though in
some societies this can include slaves for sexual pleasures. Over 80% of
class 1 slaves tend to be female, with more exotic races sometimes fetching
high prices. Class
2 - This class is for the more learned of the slaves. These slaves
can be tutors, engineers or even work aboard starships. Of all the slave
classes these tend to be the most well treated and least likely to rebel
against their masters. Class
3 - This class makes up pretty much any unskilled slave. These
slaves tend to carry out menial duties such as cleaning, though this class
does also include waitresses, cooks and drivers. Class
4 - This is the class for the tough hard labour slaves as well as
gladiators. Most enslaved Wookiees fit into this class. Of all the
classes the Class 4 slaves tend to be guarded and watched at all times.
Due to their strength and combat prowess these are the slaves most likely to
be rebellious. On the flip side, obedient gladiators often get much
prestige and rewards. Slave
Implant * These
slave implants are commonly used by Hutts. A small computer receiver
and explosive device is implanted into the subject. The
receiver is usually connected to a transmitter in the slaves
quarters or place of work and often has a maximum range.
Should the slave wander out of range the device gets hot and
painful. If the slave does not desist from his wandering the
device explodes, killing the slave in most cases. Leaving
the transmitter area: 1st round 1D6 damage, 2nd round 2D6 damage,
3rd round 3D6 damage. In the 4th round the device explodes
inflicting 5D6 Wound damage (Not Vitality!) To
deactivate the device without the proper codes first requires a
location scanner, which are rare and difficult to get hold of,
followed by a Computers check DC 30. D6
- Computer check to disable Diff. 30. Failed save inflicts 10D
damage. Slave
Collars ** The
slave collars work on the same principle of the implants. But
the device is locked around the slaves neck rather than
implanted. The wearing of such devices only goes to further
demean the slaves. These devices are most commonly used by
slavers rounding up new slaves or in labour camps where the
implanting process would be too much hassle and time
consuming. Deactivating the collars is still tricky without
the code key.
Deactivating
D6 |
Security
Diff. 25 |
Deactivating
D20 |
Disable
Device DC 25 |
Cost |
10,000
credits for 10 collars and one control unit |
Availability |
3,
R, X |
Damage:
D6 |
2D-8D
(depending upon setting) |
Damage:
D20 |
D20
4D6 Wounds (Not Vitality) |
Slaver
Snare Gun ** The
snare gun works in a similar method to the tangle gun. It can
fire up to six missiles that stun and entangle their target upon
impact.
|
D6 |
D20 |
Skill |
Skill:
Missile Weapons |
Feat:
Missile Weapons |
Ammo |
6 |
6 |
Cost |
1,200
credits |
1,200
credits |
Availability |
3,
R, X |
3,
R, X |
Range |
5-10
/ 25 / 50 |
5-10
/ 25 / 50 |
Damage |
2D
stun; The target must make a Strength checks vs. 3D or
become entangled. The tangle solution hardens fast,
increasing in Str +1D each round until the target is unable
to move.
|
Stun
Damage: Fort save DC 10; The target must then make a
Strength check DC 15 or be entangled. If the first
check fails all following checks are at DC +3
|
*
D20 Details taken from Secrets of Tatooine by WOTC **
D6 stats taken from Gundarks Fantastic Technology: Personal Gear
by WEG
Slave Heroic Class
Class 1
Entertainment - dancing girls, etc. Appraise,
Bluff, Climb, Diplomacy, Disguise, Entertain, Escape Artist, Jump, Knowledge, Move Silently, Profession, Slight of Hand, Spot.
Class 2 Intelligent
- tutors, starship operators, engineers Appraise,
Astrogate, Computer Use, Craft, Disable Device, Knowledge, Listen,
Pilot, Read/Write, Profession, Repair, Speak Language, Treat Injury
Class 3 general
worker - drivers, cleaners, maids, cooks Computer
Use, Craft, Gather Information, Handle Animal, Hide, Knowledge,
Listen, Pilot, Profession, Repair, Ride, Sense Motive, Survival, Swim,
Treat Injury, Tumble
Class 4 Hard
Labourer - heavy workers, gladiators Climb,
Craft, Entertain, Handle Animal, Intimidate, Jump, Knowledge, Repair,
Search, Spot, Survival, Swim, Treat Injury, Tumble.
Starting feats:
Class 1
Entertainment - dancing girls, etc.
Acrobatic, Alertness, Ambidexterity, Athletic, Cautious, Endurance, Fame, Infamy, Low
Profile, Mimic, Nimble, Run, skill Emphasis, Stamina, Trustworthy
Class 2 Intelligent
- tutors, starship operators, engineers
Alertness,
Cautious, Combat Reflexes, Gearhead, Low Profile, Skill Emphasis, Sharp-eyed,
Starship Dodge, Starship Operation, Surgery, Trustworthy
Class 3 general
worker - drivers, cleaners, maids, cooks
Alertness,
Cautious, Combat Reflexes, Gearhead, Low Profile, Skill Emphasis, Sharp-eyed,
Starship Dodge, Starship Operation, Surgery, Trustworthy
Class 4 Hard
Labourer * Acrobatic,
alertness, Ambidexterity, Athletic, Blind-Fight, Combat Expertise, Improved
Disarm, Improved Trip, Whirlwind Attack, Combat Reflexes, dodge, Mobility,
Spring Attack, Endurance, Exotic Weapon Proficiency, Fame, Heroic Surge,
Improved Critical, Martial Arts, Defensive Martial Arts, Improved Martial
Arts, Advanced Martial Arts, Power attack, Cleave, Great Cleave, Improved
Bantha Rush, Sunder, Stamina, Toughness, Two-Weapon Fighting, Improved
Two-Weapon fighting, Weapon Finesse, Weapon Focus, Weapon Group Proficiency *
unlike the other slaves it is the Slaves Master that chooses the Bonus Feat
for the Class 4 slave.
Vitality:
Class 1
Entertainment - D6 + Con Class 2 Intelligent
- D6 + Con Class 3 general
worker - D6 + Con
Class 4 Hard
Labourer - D10 + Con
|
Skill
Points:
Class 1
Entertainment - 6 + Int Class 2 Intelligent
- 8 + Int Class 3 general
worker - 6 + Int
Class 4 Hard
Labourer - 4 + Int
|
Class Feature 1 Obedient
or Rebellious. The slave chooses to comply with their masters wishes, or
try to undermine him at every opportunity.
Obedient
Slaves gain the Trustworthy feat. Their skill points are also
recalculated with +2 skill points per level. The GM should also reward the
character in some way. Rebellious
Slaves automatically lose the Trustworthy Feat if they have it, but can take
any Feat where they meet the Pre-requisites. Rebellious slaves also gain
a +3 bonus to all Diplomacy, Gather Information checks when dealing with other
Rebellious Slaves. However, the GM may choose to punish the slave in
some way. Class
Feature 2 The
Slave may choose to switch from Obedient to Rebellious, or vice-versa.
If they choose to stick to their chosen path the bonus's are cumulative.
Level |
Base Attack |
FORT |
REF |
WILL |
Special |
Defense |
Reputation |
1 |
+0 |
+0 |
+0 |
+2 |
Starting Feats |
+2 |
+0 |
2 |
+1 |
+0 |
+0 |
+3 |
Skill Emphasis |
+2 |
+1 |
3 |
+2 |
+1 |
+1 |
+3 |
Bonus
Feat |
+3 |
+1 |
4 |
+3 |
+1 |
+1 |
+4 |
Bonus
Feat |
+3 |
+1 |
5 |
+3 |
+1 |
+1 |
+4 |
|
+3 |
+2 |
6 |
+4 |
+2 |
+2 |
+5 |
Bonus
Feat |
+4 |
+2 |
7 |
+5 |
+2 |
+2 |
+5 |
Class
Feature 1 |
+4 |
+2 |
8 |
+6/+1 |
+2 |
+2 |
+6 |
Skill Emphasis |
+5 |
+3 |
9 |
+6/+1 |
+3 |
+3 |
+6 |
|
+5 |
+3 |
10 |
+7/+2 |
+3 |
+3 |
+7 |
Bonus
Feat |
+6 |
+4 |
11 |
+8/+3 |
+3 |
+3 |
+7 |
|
+6 |
+4 |
12 |
+9/+4 |
+4 |
+4 |
+8 |
Bonus
Feat |
+7 |
+5 |
13 |
+9/+4 |
+4 |
+4 |
+8 |
|
+7 |
+5 |
14 |
+10/+5 |
+4 |
+4 |
+9 |
Bonus
Feat |
+8 |
+5 |
15 |
+11/+6/+1 |
+5 |
+5 |
+9 |
Class Feature 2 |
+8 |
+5 |
16 |
+12/+7/+2 |
+5 |
+5 |
+10 |
Skill
Emphasis |
+9 |
+6 |
17 |
+12/+7/+2 |
+5 |
+5 |
+10 |
|
+9 |
+6 |
18 |
+13/+8/+3 |
+6 |
+6 |
+11 |
Bonus
Feat |
+10 |
+6 |
19 |
+14/+9/+4 |
+6 |
+6 |
+11 |
|
+10 |
+7 |
20 |
+15/+10/+5 |
+6 |
+6 |
+12 |
Bonus Feat |
+10 |
+7 |
Cost of
Slaves The
cost of a slave can vary depending on a great many factors.
Heal is usually the prime factor in a slaves cost. For a
labour slave strength and fortitude are important, whilst a maid
would need to be submissive and speak with respect. Slaves
bought as entertainers are often the most expensive with costs based
on their abilities and physical beauty. Exotic slaves such as
Twi'lek and Zeltrons are rarely more than a luxury commodity and can
therefore be very expensive.
Attribute
Costs |
Credits |
|
|
Credits |
25 points |
1000 |
|
Class 4
slave STR
17+ |
+500 |
30 points |
1500 |
|
Class
2 slave INT
16+ |
+500 |
35 points |
2000 |
|
per Level beyond 1st |
+500 |
40 points |
2500 |
|
per Heroic Level |
+1000 |
45 points |
3000 |
|
per Prestige Level |
+1500 |
|
|
|
Physical
attraction |
+500 to +2000 |
|
|
|
Poor
health / injury |
-1500 |
|
|
|
slave
has friends looking for them |
-2000 |
|