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Heroic Class - D20

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