Template: Verkivan Dustwalker

Character Name: The Name Chart can be used
Gender: [M][F]
Species: Human
Age: 22+
Height: m
Weight: kg
Force Sensitive: Yes
Force Points: 2
Dark Side Points: 0 (Cannot have any)
Character Points: 10
Extra Character Points: 20+ (+5-10 based on background, 10 per Cyber Point above 10)
Cyber Points: 10 or up to 12 (based on background)
Move: 10 (varies if not human)
Place of Birth:
Homeworld:

Background: Required
Physical Description: Required
Personality: Required
Objective(s): Required
Quote(s): At least one is required


Dexterity 3D (+2): blaster (+2), dodge 4D (starting bonus) (+2), melee combat (+2), running (+2)
Perception 3D: bargain, investigation 4D (starting bonus), persuasion 4D (starting bonus), search, sneak
Strength 3D: brawling combat, climbing/jumping, lifting (+1D), stamina, swimming
Knowledge 3D: alien cultures 4D (starting bonus), alien species 4D (starting bonus), code * 5D (starting bonus), languages, planetary systems, survival, willpower
Mechanical 3D: Beast riding, computer ops (+1D)
Technical 3D: Computer program/repair (+1D), first aid, (As) Medicine: cybernetics (only if first aid 5D+)

* The skill, "Code", is a special skill that represents the Duskwalker's extensive indoctrination into the code of the Duskwalker. The game effects of the skill is that the PC cannot commit an act that goes against the Duskwalker code without making a skill roll. Normally, several of these rolls would have to be made in sequence before a Duskwalker nears receiving a darkside point.

Cybernetics: Total CyP: 10
  1. Myomer-Boosted Limbs (+1D for lifting/pushing and melee damage), CyP: 2
  2. Flexiplast Dermal Layer (+1D+1/+2), CyP: 2
  3. Repulsorlift: Move Rate 20, 150m ceiling; recharges automatically when not in use, CyP: 2
  4. Fiberoptic CNS (+2 DEX, +1D PER for initiative only), CyP: 1
  5. Nanotech Cyber Repair Unit (cybernetics repair at same rate as flesh), CyP: .55
  6. Trauma Compensator (Doubles STR for purposes of KO due to stun), CyP: .5
  7. Automimetic Sheath (Cosmetic change into reasonable range of humanoid aliens. Cannot mimic individuals. (imagine the Star Trek hands/nose/ear/forehead treatment), CyP: .5
  8. Expert-System Mnemonic Assistant (cyborg remembers everything it senses), CyP: .4
  9. Proximity IR/Sonic Sensor (shows all large objects within 30m in passive mode. In active mode, gives full imaging 360 x 360deg, CyP: .2
  10. Gunlink (+1D to hit for "chipped" weapons), CyP: .2
  11. Datalink (+1D to interface/alter computers), CyP: .2
  12. EM Scanner, CyP: .1
  13. Comlink, CyP: .1
  14. Universal Translator, CyP: .1
  15. FLIR/Low-Light, CyP: .05
  16. Parabolic Hearing w/damping, CyP: .05
  17. Voice Stress Analyzer, CyP: .05
Cybernetics Notes: The Verkivan is the least radical departure from the basic form. All the cybernetics are augments of the natural faculties, not a full-body replacement, as in the other two. There are no external metal features, and use of metal and high-density ceramics is held to a minimum. With the assistance of the sheath and translator, the cyborg can walk openly on any world that has regular alien visitors.

Equipment:
Small Scout Ship (see below)
Blaster Carbine (see below)
Blaster Pistol (see below)
Vibroblade (see below)
(anything else that would not raise initial suspicion.)

Credits: 500 (or variable if chart is used)

Information:

Verkivan

Verkivan ("Wayfarers") fill the gaps left by the framework of the other two Paths. Verkivan travel through the universe, protecting the innocent as they travel. These Duskwalkers also serve as first contact agents, paving the way for a more extensive protective infrastructure to come later. They are like comets streaking ahead of the expanding wave of the Darrivan. Most Duskwalker PCs should be Verkivan.

Overview

The Duskwalkers are a highly disciplined group of Force Sensitive cybernetic warriors totally devoted to the protection of the innocent. They follow a code similar to that of the Jedi, for similar reasons. Jedi follow their code in order to avoid temptation of the Dark Side, and the resultant perversion of their "magic". The Duskwalkers religiously follow their code in order to avoid any taint of evil intent, and similar perversion of their abilities. (Duskwalkers have a 66% chance of turning darkside at the first darkside point. The change is automatic at the 2nd point.)

Organization

Duskwalkers are organized similarly to some of the knightly orders of medieval Europe. There are several stratified ranks, but not nearly as many as most military forces.

History

"Long ago, in the time of magic, the innocent were protected by powerful wizards devoted to good. These magicians kept the peace for thousands of years, until one of them became corrupted, and became a predator upon those he had served. His perversion secretly spread, for it was seductive, until ultimately the good wizards were forced into battle with their brothers. The fury of their strikes, and the power of their magic made the ground quake, and raised scars that exist still today. In the end, the evil wizards were defeated, but at great cost.

"The end of the Golden Era was marked by the death of Master Carvanest, the last of the wizards. His Legacy was held by his students. They were too inexperienced to know anything but the theory of the their master's power. They did, however, know and hold his Code. They also knew the dangers of too much experimentation with the forces of magic.

"Master Carvanest's students knew that to reinvent the forces of magic would certainly respawn the evil that emerged before. They knew that they needed to find other forces to uphold and protect the Code. Thus, they left the planet of their birth, in search of appropriate power.

"Chaos reigned in the time after the End of Magic. The Great War had nearly ended civilization. Forces of evil which had been forced into submission by the wizards influence flared up to take advantage of this chaos. Pain was widespread. Life was cheap. The time of the Golden Era was nearly forgotten.

"It was into this time that The Nine returned. They returned from the stars as if reborn. Their bodies were shod in shining armor, and they weilded power that none had known since the Golden Era. These nine students of Master formed the first Council of Elders, though it did not take that name until much later. Their influence and guidance put the forces of chaos and evil back into subjugation, and again made the world safe for the innocent.

"Keep the legends of those who went before you close in your minds, Vanshahs, for it is your true strength. Above all, remember the Code: It is your shield. Even the strongest man cannot defend the innocent from the Darkness if he becomes it.

"You are Vanshah no longer. You have all you need. Go forth and Serve."

(in unison) "My Life for Them."
-Final Graduation Cermonies, Elder Sapino presiding

Organization & Ranking
  • Seufau ("Initiate"): The first four years of service, largely spent in evaluation and testing.
  • Vurrah ("Neophyte"): 3 years of training in philosophy, ethics, combat and many other skills.
  • Vanshah ("Squire"): Trainee gets first cybernetics, more intense training, begin training in their chosen path.
  • Darrivan, Sendivan, Verkivan: "Pathed" Duskwalkers, Most PCs. See below for more info.
  • Vanlysadda (Judicar)" The field-level Duskwalker leaders
  • Vankosadda (High Judge): General-level leaders
  • Sadden er Sappat (Council of Elders): The highest ruling body of the Duskwalkers. Made up of the nine eldest Duskwalkers
The Code

The Code is a slight variant of the Jedi code, only slightly less restrictive about combative aspects and exactly how to defend. It is, however considered the ultimate offense to break any part of the Code.

The Paths

After the most basic of skills are mastered, a Duskwalker must choose their path, a decision which will shape their destiny, and their body as well.

Loronar Corporation Endurance Star Tug

Craft: Endurance Star Tug
Type: Specialized Cargo Hauler
Scale: Starfighter
Length: 24 meters
Skill: Space Transports: Endurance Star Tug
Crew: 1
Passengers: 1
Cargo Capacity: 20 tons
Consumables: 6 months
Cost: 90,000 (new), 40,000 (used)
Availability: 2,R
Hyperdrive Multiplier: x2
Hyperdrive Backup: x8
Nav Computer: Yes
Maneuverability: 1D+1
Space: 4
Atmosphere: 480; 800 kmh
Hull: 5D
Shields: 1D
Sensors:
   Passive: 20/+2
   Scan: 35/1D+1
   Search: 60/2D+2
   Focus: 3/3D+1
Weapons:
   Twin Laser Cannons
      Fire Arc: Front
      Crew: 1
      Skill: Starship Gunnery
      Fire Control: 1D
      Space Range: 1-3/12/25
      Atmosphere Range: 100-300/1.2/2.5km
      Damage: 5D
Description: The Endurance Star Tug is a specialised vehicle, designed with little cargo space of its own, it does however have engines designed to pull far more than its own mass, and a hyperdrive which can extend its field around a much larger area than the ship occupies. This is done so that the Tug can pull cargo pods, or even other starships from place to place. The Endurance Star Tug can tow vessels up to 400m in length by itself, and can work in co-operation with other tugs to pull larger vessels. This means that cargo pods carrying up to about 50,000 tons can be pulled, making the Endurance one of the most cost effective ways of transporting cargo in operation.




QuickSnap 36T Blaster Carbine

Availability: 3,R(X)
Cost: 900
Range: 3-25/50/250
Ammo: 100
Damage: 5D
Weight: 2.5kg
Note: At long range, increase difficulty by +5.




BlasTech DL-22 Blaster Pistol

Availability: 2,R
Cost: 600
Range: 3-10/30/120
Ammo: 100
Damage: 4D+1
Weight: 2kg




Standard Vibroblade

Availability: 2,F
Cost: 250
Difficulty: Easy
Damage: STR+3D
Weight: .5kg