|  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 |    |