Deak Station (Deep Station A-006): Guula

Deak Station is a location suitable for use with the Star Wars Role Playing Game. Star Wars games should always be marked by special locations.

1. 0 Description:

Deak Station is a Nacrosum Corporation masterpiece. Modeled after designs for Mon Calamari and Quarren oceanic research vessels, it takes the form of a tower in the ocean. Over 900 meters tall, two thirds of the vessel remaining submerged at all times. The vessel is free-floating, but maintains a stable position on the water-world's surface partly due to the powerful engines and repulsorlift stabilizers spread throughout it's length - but mostly due to the physical properties of it's basic architecture. Nacrosum has named this type of vessel a Deep Station, as opposed to a Space station to signify its intended setting.

In times of intense weather the station can be sealed and fully submerged to protect against potential damage. In cases like this station personnel and visitors are warned as early as possible so that they can make arrangements to secure their vessels or leave the station. Communications satellites still function normally during this weather, so it is possible to warn off incoming ships appraising them of the situation and check the current weather status via orbiting weather satellites.

This is the sixth such Deep Station to be built by Nacrosum, and is officially referred to as Deep Station A-006. Locally it is referred to as Deak station - Larnot Deak being the Nacrosum scout who first laid claim to Guula. Guula is a giant water world located in the Siwa Sector, just outside Imperial space.

The current administrator of the facility is Ademus Fosami, a Twi'leck who has been a Nacrosum executive for over 20 standard cycles. He runs the commercial facility with a firm but fair demeanor. He avoids interfering in the day to day business of the station's personnel and customers as much as possible, but he is quick to intercede with decisive force where he perceives the security of the station and its inhabitants is in question.

Deak Station
Craft: Nacrosum Deep Station
Type: Deep Sea Station
Scale: Capital
Length: 900m
Crew: Skeleton: 30 with Command 5D; Total Crew 200
Occupancy: 5,000 (3,500 typical)
Hull: 4D+2
Shields: 2D+1
Sensors:
Passive: 5km / 1D
Scan: 10km / 3D
Search: 20km / 4D
Focus: 600m / 4D+2
Weapons:
10 Tractor Beam Projectors
Fire Arc: 4 Top, 3 Upper third, 3 Lower third
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 4D
Range: 1-500 / 1.5km / 3km
Damage: 5D
5 Quad Turbo-lasers
Fire Arc: Top third
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 4D
Range: 6-30km / 70km / 150km
Damage: 5D
4 Torpedo Launchers
Fire Arc: 2 Top and Bottom Turrets
Crew: 5
Skill: Capital Ship Gunnery
Fire Control: 2D
Range: 4-24km / 60km / 120km
Damage: 9D

2.0 Points of Interest:

2.1 Deep Town
Beneath the surface of the ocean, in the area known as "deep town", are housed the commercial enterprises. These include icthyo-farms, suspended kelp and coral farms, icthyo-oils extraction facilities, and water filtration and purification for off-world shipment. Most of the worker housing as well as the main engineering centers for the station are located here.

Icthyo-Pens: Visitors may select both schools of ocean life and individual stock.

Kelp Farms: Visitors may select specific harvests of kelp.
Coral Farms: Visitors may contract for specific varieties of coral.
Icthyo Oil Extraction Facilities: Not open to visitors.
Water Filtration and Purification Facilities: Not open to visitors.
Sub-Surface Vessel Docks: Visitors may rent vessels for sub-surface explorations. Some local settlers bring their harvests to the station this way.
Deep Blue Casino: The only luxury entertainment available in Deep Town. A large multi-story facility with several clear views out into the deep ocean, heated pools of filtered sea water, and scantily clad performers moving through the casino in tubes of tinted water.

2.2 Mid Town
At sea level, also called "mid town", is where most of the docking facilities for merchant space vessels are located, as well as harbors and docking bays for a variety of surface and subsurface ships. Most of the housing and administration areas for visitors are located here. The docks at this level include floating structures that are deployed out along the surface for maximizing the use of this space. Commercial and non-commercial vessels are kept in separate docks, because of differing requirements for ship accommodations. Other docking areas include retractable platforms along the exposed areas of the station, these are expensive to rent and are usually only available for company officials and off-world dignitaries.

Merchant Docks: Where mercantile transport vessels dock. Collapsible docks extend out across the water surface to service visitors.
Tourist Docks: Where passenger vessels dock. Collapsible docks extend out, but include more platforms specifically to service passenger vessels.
Surface Ship Harbor: Visitors may rent vessels for surface expeditions. Local settlers also use these docks to bring harvests to the station.
Visitor Housing: Visitors may rent station accommodations from basic needs to luxurious apartments.
Nacrosum Administration: Visitors can finalize contracts for goods and services here.

2.3 High Town
The exposed top third of the station, also known as "high town", is for communications, sensors, and company administration offices. The recreation facilities are also located here, and rival most legally available entertainment in the sector. There are also visible launch tubes for the onboard fighters that defend the station.

Retractable Docking Platforms: Expensive private docking facilities usually reserved for Nacrosum officials and visiting Imperial dignitaries.
Entertainment Facilities: Several high quality luxury bars and casinos are available for the use of visitors. Three such casinos are listed below.
.Tide Pool: Dimly lit, opulent surroundings for playing Sabacc and other games of chance. A large public relaxing pool forms the centerpiece.
.Undercurrent: Multiple levels of machine games arranged in a downward spiral.
.Breakers: Games of all types and all social levels.
Nacrosum Offices: Sector corporate offices for the Nacrosum Corporation.
Fighter Bays: Defense Fighters for the station launched via a tube system from a fighter hangar located inside the upper portion of the vessel in a manner similar to those used in Imperial Garrisons.

3.0 Security:
Most of the stations officers are former Corporate Sector Espos. They are trained and equipped to protect the interests and valuables of both Nacrosum Corporation and its visitors. Besides bringing in trouble makers and undesirables their main function is to prevent property damage. Everyone on Deak depends on the facility for life and livelihood.

The station is also equipped with defensive turbo-lasers, tractor beams, and Ulig Abaha Warpods to repel even the most persistent pirates. The Administrator is attempting to make a deal with High Inquisitor Tremayne to bring regular visits from the Imperial Navy without having Guula become an Imperial world.

3.1 Typical Nacrosum Security Officers
Dexterity: 3D
Blaster 3D+2, Brawling Parry 3D+2, Melee Combat Stun Baton 5D, Running 3D
Knowledge: 1D
Intimidation 3D, Law Enforcement 2D+2, Streetwise 3D
Mechanical: 2D
Beast Riding 3D, Ground Vehicle Ops 2D+2, Repulsorlift Op 3D
Perception: 2D
Bargain 2D+1, Search 3D+1
Strength: 2D
Brawling 2D+2, Climbing/Jumping 3D, Lifting 3D, Stamina 2D+2
Technical: 2D
Security 3D
Move:10
Equipment:
Bio Degradable Binders: Strength of 6D
Espo Armor: +1 Energy/ +1D Physical ( -1 Dexterity Skills)
Stun Baton: Easy, Str+2D+2 stun, Str+1D if not on
Blaster Pistol: 4D damage

4.0 Vehicles and Equipment
In addition to the standard Cloud Cars, Skiffs, and other vehicles used throughout the galaxy - here are some of the more unique vehicles found on Guula and other water worlds. Most starships can tolerate limited depths, but the crushing action of the water is very different from the zero pressure environment of space or the limited atmospheric pressures for which these craft are designed. Generally a ship should be allowed to submerge to a depth of 200 m per pip and 600m per Die of Hull or Body Strength. Specially engineered vehicles can go much deeper.

SMP-1
Craft: Nacrosum SMP-1
Type: Submersable Maintenence Pod
Scale: Speeder
Skill: Repulsorlift Operation: submersable
Length: 7 meters
Consumables: 1 week
Crew: 1
Passengers: 3
Cargo Capacity: 100 Kilograms
Body Strength: 6D
Move: 10; 30kmh
Manueverability: 1D+2
Altitude Range: 0-5 meters
Depth Range: 3.6 km
Sensors:
Passive: 1km / 1D
Scan: 2km / 3D
Search: 4km / 4D
Focus: 100m / 4D+2
Weapons:
Power Harpoon
Fire Arc: Bottom Turret
Crew: 1
Skill: Missile Weapons
Fire Control: 2D
Range: 25-50 / 100 / 200
Damage: 3D
Special Equipment:
Retractable Heavy Manipulator Arms (STR 9D)
Retractable Fine Manipulator Arms (STR 4D)

This design was created by engineers working on Deep Station A-001 to counter problems arising from attempts top maintain the exterior of the ship in deep water. The SMP allows a single engineer to do work previously assigned to a team, while protecting him from predators and fatigue. Nacrosum has not yet made this design available to other companies but anticipates a moderate demand once testing is complete.

Water Speeder
Craft: Incom U-42
Type: Airspeeder
Scale: Speeder
Skill: Repulsorlift Operation: airspeeder
Length: 6.5 meters
Cost: 15,000 (used)
Crew: 1
Passengers: 1
Cargo Capacity: 10 Kilograms
Altitude Range: Water/Ground Level-250 meters
Move: 230; 690 kmh
Manueverability: 3D
Body Strength: 2D
Incom's line of U pleasurecraft are differnciated from similar models by a design intended to float stably on the water for extended periods of time without power. To provide for this, there are pontoons built into the airspeeder's structure on either side.

While this is intended solely as a pleasure craft, there are some Sashel hunters who use these fast moving vehicles as scouts to find herds of Sashel and alert the nearby vessels used to hunt and harvest them. This craft is NOT submersable.

Sub-Transport
Craft: Corellian Engineering Corp. SV-1200
Type: Submersable Transport Vessel
Scale: Starfighter
Skill: Repulsorlift Operation: submersable
Length: 40 meters
Crew: 1 (1 can coordinate);gunners: 1
Passengers: 6
Cargo Capacity: 100 metric tons
Consumables: 1 year
Move: 70; 200kmh
Manueverability: 0D
Hull: 5D
Cost: 80,000 new (20,000 used)
Altitude Range: 0-10 meters
Depth Range: 10 km
Sensors:
Passive: 5km / 1D
Scan: 10km / 2D
Search: 20km / 3D
Focus: 500m / 4D
Weapons:
Concussion Torpedoes
Fire Arc: Bottom Turret
Crew: 1
Skill: Missile Weapons
Fire Control: 2D
Range: 50-100 / 300 / 700
Damage: 7D
4 Power Harpoons
Fire Arc: Front, Right, Left, Back
Crew: 1
Skill: Missile Weapons
Fire Control: 2D
Range: 25-50 / 100 / 200
Damage: 3D
CEC's answer to the need for efficient extreme depth transport. This submersable has many of the features of a spacefaring transport, but is able to withstand intense ocean depths for nearly unlimited amounts of time.

5.0 Important Characters:

Ademus Fosami
Type: Twi'leki Corporate Administrator
Dexterity: 2D
Blaster(Hold-out) 6D, Dodge 5D, Running: 3D
Knowledge: 3D+2
Alien Species 4D, Bureaucracy 5D, Languages 5D, Intimidation 4D, Law Enforcement 4D+2, Value 4D
Mechanical: 2D+1
Ground Vehicle Ops: 3D, Repulsorlift Op: 3D+1
Perception: 4D+1
Bargain: 5D+1, Command 5D, Con 4D+2, Gambling 5D, Persuasion 5D+2
Strength: 2D+2
Stamina: 3D+2
Technical: 2D
First Aid 4D, Security: 3D+2
Move:10
Size: 1.8 m
Character Points: 10
Quote: "I think we can come to a suitable arrangement, Nacrosum has no interest in delaying an honest merchant such as yourself."
Special Abilities:
Tentacles: Twi'leks can use their tentacles to communicate in secret with each other, even if in a room full of individuals. The complex movement of the tentacles is, in a sense, a "secret" language that all Twi' leks are fluent in.
Equipment:
Hold-out Blaster (3D), comlink, datapad, 50,000 credits

Ademus Fosami is the chief administrator for Nacrosum's Deep Station A-006. He has been a Nacrosum employee for over 20 standard cycles, and is well regarded by his superiors in Nacrosum. He has experience running a number of Space Stations for Nacrosum - and volunteered to head one of their new Deep Stations as soon as he has aware of their existence. He runs the commercial facility with a firm but fair demeanor. He avoids interfering in the day to day business of the station's personnel and customers as much as possible, but he is quick to intercede with decisive force where he perceives the security of the station and its inhabitants is in question.

He is vulnerable to bribes, but for the most part runs a clean station. It would take a great temptation to make him seriously endanger his position with Nacrosum - but he is far from incorruptible.

Cora Sando
Type: Quarren Chief Engineer
Dexterity: 2D
Blaster 5D, Dodge 4D, Melee Combat 4D, Running 3D
Knowledge: 2D+2
Alien Species 3D, Bureaucracy 3D+1, Languages 5D, Law Enforcement 4D+2, Streetwise 3D+2, Survival (Aquatic) 8D
Mechanical: 3D+1
Astrogation 4D, Capital Ship Piloting (Nacrosum Deep Station) 8D, Capital Ship Shields (Nacrosum Deep Station) 8D, Repulsorlift Op 4D+1, Sensors 4D
Perception: 3D
Bargain 3D+1, Command (Engineers) 5D, Investigation (Deak Station) 5D, Search 4D+1
Strength: 2D+1
Stamina 3D, Swimming 8D
Technical: 4D+2
Capital Ship Repair (Nacrosum Deep Station) 8D+2, Capital Starship Weapon Repair (Nacrosum Deep Station) 6D+2, Computer Programming/Repair 5D+2, First Aid 4D, Repulsorlift Repair 5D+2, Security 3D+2
Move: 9 / 10 Swimming
Size: 1.6 m
Character Points: 7
Force Points: 1
Quote: "If we can get the quarterly maintenance inspection done by next week, I think I can get us a 3% bonus! Hand me that spanner."
Special Abilities:
Aquatic: Quarren can breathe both air and water and can withstand extreme pressures found in ocean depths.
Equipment:
comlink, tool kit, datapad, 5,000 credits, Vibroblade (1D+2)

Cora Sando is Deak Station's chief engineer. She worked on the assembly teams for this station, and each of the 5 others built. When the previous Chief Engineer was killed by a Vertii while scouting out mineral deposits on the ocean floor, Cora was offered his position.

Cora has an extremely worker oriented stance on how things should be run. She is regularly going to Fosami and other Nacrosum superiors for better equipment, better pay for her engineers, and more workers to improve rotation schedules. Nacrosum sees her as a valuable employee, though they don't often give in to her demands. Fosami sees her as a capable worker - but a bit of a nuisance.

Most of the engineers and maintenance workers under her direction are Quarren and Mon Cal, with a few other aquatic and non-aquatic races as well. Despite tension resulting from racial differences most of Cora's employees respect her technical aptitude and her willingness to confront her superiors in support of them.

Frido
Type: Rodian Chief Security Officer
Dexterity: 3D+2
Blaster 5D, Dodge 5D, Melee Combat 5D, Melee Parry 4D+2, Thrown Weapons (Rodian Throwing Blade) 6D+1
Knowledge: 3D
Alien Species 4D+1, Bureaucracy 4D, Languages 4D, Intimidation 5D, Law Enforcement (Nacrosum) 6D+1, Streetwise (Deak Station) 7D
Mechanical: 2D
Communications 3D+2, Sensors 3D
Perception: 3D+2
Command (Nacrosum Security Officers) 6D+1, Investigation (Deak Station) 7D, Search 5D
Strength: 3D+2
Technical: 2D
First Aid 3D, Security 4D
Move:10
Size: 1.6 m
Character Points: 12
Quote: "Oona Tuta, Veno Su?." <Going somewhere, scum?>
Special Abilities:
Reputation: Rodians are notorious for their tenacity and eagerness to kill someone in cold blood for the sake of a few credits. They are almost universally distrusted except within criminal circles, where they are valued employees.
Equipment:
Heavy Blaster (5D), Rodian Throwing Blade (STR+2D), Stun Baton (Easy, Str+2D+2 stun, Str+1D if not on), comlink, datapad of wanted criminals and debtors, Biodegradable binders (STR 6D), Modified Espo Armor (+2 Energy, +1D Physical), 10,000 credits

Frido is not a typical Rodian. He was never extremely good at bounty hunting, prefering a more stable environment to the constant moving of life on the hunt. Frido fell into debt with Nacrosum on Deep Station A-002, and worked off his debt as a security officer. He excelled, and when his debt was paid off Nacrosum offered him a permanent position. Eventually he was offered the Security Chief position on a new station A-006.

Frido runs the station security at a higher level than most Nacrosum installations, but as this is a Nacrosum owned planet he is less concerned with Galactic Law than Nacrosum's. As long as a visitor is not in debt to Nacrosum or its subsidiaries, and does not cause trouble, he is not concerned with their apprehension. He will , however, keep tabs on anyone with a significant bounty on them. This is partly to insure they don't start trouble, and partly so he can alert nearby bounty hunters when the mark is ready to leave the station.

Aside from the gifts he receives for tipping off bounty hunters, he doesn't consider himself vulnerable to bribes. He is paid well by Nacrosum for his work, and enjoys the prestige of his position.

Bargg
Type: Tunnish Bounty Hunter
Dexterity: 3D+1
Blaster 6D, Dodge 5D, Running 3D
Knowledge: 3D+2
Alien Species 4D, Intimidation 5D, Law Enforcement 4D+2, Streetwise 4D+2, Survival 4D+1
Mechanical: 2D
Astrogation 3D+1, Space Transports (Lone Scout) 4D, Starship Gunnery (Laser Cannon) 4D, Starship Shields 3D
Perception: 2D+2
Investigation 3D+2, Search 4D
Strength: 4D+1
Brawling (Head Butt) 8D+1
Technical: 1D
First Aid 4D, Security 3D+2, Space Transport Repair (Lone Scout) 3D+1
Move:10
Size: 2 m
Character Points: 15
Quote: "You should know better than to butt heads with me, you fool!"
Special Abilities:
Thick Skulled: Tunns have abnormally thick fluted skulls, allowing them to effectively attack an opponent in brawling combat by head-butting them, without risking damage to themselves. Tunns do STR+1D damage on a successful head-butt. They also get a +2D STR when resisting damage to their head.
Enslaved: Most Tunns are enslaved by the Empire, and work in Imperial labor camps. The Tunns do not regard this as odd or unfair, as rival tribes would capture slaves constantly on their homeworld.
Equipment:
Heavy Blaster (5D), comlink, datapad of wanted criminals, 10,000 credits, Magnetic Binders (STR of 7D), Modified Lone Scout "Blind Eye"

Bargg is a Tunn. One of the few surviving from their initial contact with the Galactic Empire. The Tunns were a warlike race living in tribes on there temperate homeworld. When the Imperials landed and began taking slaves for forced labor camps, the Tunns regarded them as if they were simply another tribe of Tunn. Tunns had taken slaves in the same way for years. They resisted by charging Imperials unarmed, cracking heads and armor with their thick ridged skulls.

While their action surprised the Imperials, they soon wasted no time in bringing order to the Tunnish homeworld. Several Tunns were brought into Imperial service as slaves. Such was Bargg's fate. Bargg displayed a greater understanding of Imperial technology than most of his tribe - and he was soon elevated in position. When rebel terrorists attacked the Imperial base he was assigned to, Bargg jumped to defend the base administrator. For his service in killing 5 rebels Bargg was awarded his freedom, and on the administrator's suggestion he became an Imperial Bounty Hunter.

Bargg is single-minded and ruthless in his pursuit of wanted criminals. He is not sadistic, however. He prefers to deal with everyone according to his own system of honor. He has no problems attacking weak, old, or females. If they are a criminal, attack him first, or provoke an attack- he feels justified. Any criminals he apprehends will be handled according to all pertinent Imperial laws.

6.0 Creatures:

Vertii
Type: Gigantic Sea Serpent
Dexterity: 4D
Perception: 1D
Strength: 5D (Starfighter Scale)
Special Abilities:
Teeth: Do STR+5D damage
Move: 20
Size: 30-70 meters long
Vertii are the oldest living predators on Guula, they have existed here for over 500 million years. They tend to stay in deep ocean trenches, or along the sea floor, living in solitude except to mate. They hunt large kelp and microbe eaters for the most part, but greedily snatch up schools of various fish in between.

Vertii have long serpentine bodies propelled by fins that run the length of their body along the top and bottom. They have massive jaws with large spade-like teeth. Their coloration extends from deep blue, to a pale speckled blue.

After a large meal they tend to rest in dark caves, in coral beds, or amongst the kelp. This is where the fishers and harvesters have the most problem. Despite their immense size, it is easy to stumble on a Vertii and surprise it. Surprised Vertii tend to lash out and attack whatever's nearby. Several subsurface vessels, to say nothing of divers, have been lost to their bite.

Lurg
Type: Pack Hunter
Dexterity: 4D
Perception: 3D+1
Strength: 3D
Special Abilities:
Teeth: Do STR+3D damage
Move: 35
Size: 3-4 meters long
Lurgs are pack hunting predators of Guula's mid-level region. They have adapted well to hunting mid-level and surface fish. They have a muscular fish-tailed body, two main flippers - one on each side of their body - and a small dorsal fin on top that barely breaks the waves when they are skimming the surface. Their head is comprised of a narrow, elongated muzzle filled with long razor sharp teeth. Coloration is anywhere from grey-green to deep blue, and is always lighter along the Lurg's belly.

They are largely unique among oceanic predators in their intelligence and cooperation. They will follow packs and schools of larger fish, and cooperatively single out one or more targets. Then they will try to seperate that animal from the rest and nip at it with their teeth until the animal is weak from blood loss. The Lurg will then move in as a group, tearing and ripping at the prey until it is gone. usually most of the meat is eaten there, but anything large enough to carry will be hoarded away in an under sea cave, to be eaten at leisure. A pack of hunting Lurg will generally not distinguish between sentient and non-sentient races when hunting, but an armed sentient can usually hold off a pack until they decide to try for easier prey.

Lurg are captured for shipment to offworld aquarium displays, and occaisionally hunted on Guula for sport. There is a tale told of a hunter who killed most of a Lurg pack for sport and wounded several others. When he returned to Deak Station the Lurg followed, and several days later as he was diving to inspect the underside of his ship they attacked and tore him to pieces.

Sashel
Type: Aquatic mammal
Dexterity: 2D
Perception: 1D
Strength: 6D
Special Abilities:
Neck: Do STR+3D damage
Move: 30
Size: 10-15 meters long
Orneriness: 2D
Sashel are large aquatic mammals that live mainly along the surface of Guula's oceans. They have a large head equipped with a blowhole, supported by a long serpentine neck which is often kept arching above the water. They have a massive egg-shaped body propelled by large fins in front on either side and steered by two smaller fins on either side in back, as well as a flexible tail about 2/3rd the length of its neck.

Sashel move in slow herds across Guula's oceans and feed by extending their neck down into the water to grab up mouthfuls of tiny fish. They are often preyed on by Lurg, who will pick out the sick or old from the herd. Sashel defend themselves by swinging their neck like a club. A healthy Sashel can easily defend itself from 1-2 Lurg this way.

Sashel are hunted on Guula for their natural oils and stores of fat. The meat, esopecially along the neck, is often served as a delicacy on distant worlds - but is the most common fresh meat aside from fish to be found on Guula. A few locals have domesticated Sashel for use as mounts or tug vessels.


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©1998 Craig Griswold 1