\ Haven:Mist and Shadow OutOfDreamers/The Millennium
OutOfDreamers

The Millennium

The Millennium

Introduction

Thirty years after the death of the Emperor, the people of the Republic of Io in the unknown regions of the outer rim are still being terrorized by a remnant of the Empire led by Grand Moff Sedacious.

Their home planet is defended by powerful orbital defenses, but that hasn't stopped the remnant from blockading the system so that no ships can get in or out. It's now down to a half dozen ships that escaped the blockade to wage guerrilla warfare against the remnant and free their home world, ships like The Millennium...


The Ship

The Millennium is a former smuggling vessel and a frigate with a crew of approximately 150. During the second year of the war the Millennium was requisitioned for the war under the condition that all existing crew had their criminal records expunged. It's now run by a combination of the original criminal crew, career military officers and conscripted civilian specialists. Using largely stolen supplies to wage their war, the ship's fighter bay contains a mix of Rebellion fighters, TIEs and repurposed civilian vessels and its soldiers are a similarly mixed bunch. The ship is commanded by the military officer Captain Varis, but given that the smugglers outnumber the military two to one, their own leader, Captain Shar functionally shares authority.


The Crew

The Republic of Io's population is mostly human, and cybernetics are rare but not unheard of. Their extensive freedom of information laws have led to widespread knowledge of the Force and techniques to use it, with many studying at force dojos when children and others, especially those in violent professions, learning on the job from other force-wielders. The Naval academy even teaches those marines with particular aptitude and lightsabers are very common weapons among the populace.

However there are no real Jedi or Sith to teach, and those who learn can usually only achieve simple things. They may be able to influence people, move small objects or deflect the blaster bolts from a single assailant, but wouldn't be able to take on whole groups with just their lightsabers.

Io's freedom of religion laws also mean that Sith teachings are just as legal as those of the Jedi. Although many believe the Sith religion to be evil and all those who practice it to be essentially terrorists or terrorist sympathizers. A belief which is aided by atrocities occasionally performed by Sith extremists. Some learn both Sith and Jedi teachings, but this usually just leaves them suspect by both sides.

When the Empire fell, Io outlawed slavery, including slavery of Clones genetically engineered for such. What they couldn't have anticipated was that many of these clones went on to have their sterilization reversed, leading to the introduction of a new type of people, the cloneborn. By genetic lottery most of the cloneborn inherit one or more clone traits, faster maturation, enhanced physical performance, innate submissiveness, or low IQ. The generous recompense paid to former slaves combined with the on average low IQs of cloneborn have stirred up significant resentment towards them, particularly among the lower classes who former slaves effectively leapfrogged.


The Mission

Given the high frequency of injuries, mental health leave and away missions, as well as the shift nature of the ship, the bridge crew could be almost any combination of characters at any given time, required to deal with any number of possible scenarios.

Military actions such as raids or attacks against Empire Remnant bases, ships, soldiers or outpost.

Humanitarian actions such as helping survivors of battle, planets or ships in distress.

Scientific actions such as investigating new phenomena or technologies.

Survival actions such as stealing or scavenging or working jobs for supplies or fuel.

Domestic actions such as settling potential mutinies or onboard crimes.

The mix of smugglers, civilians, military, light and dark side force users, humans and cloneborn on board mean tensions are always running high and only the importance of their mission keeps the crew from tearing each other apart.




Roles


Military

Graduates of the Io Naval academy, military officers and enlisted men have at least three months basic training, and up to two years advanced training before being deployed to the fleet. Members of fleet wear a dark blue uniform while on duty.

Conscript specialists frequently view members of the military as not very intelligent or overly violent, while military members frequently believe the specialists to be weak, soft, cowardly or unpatriotic, and especially resent those specialists given higher rankings without having served for them.

Smugglers typically see military officers are part of the machine that drove them to crime in the first place and as many of them were previously deployed on missions to target criminals just like them they're often looking for payback. Military officers in turn see the smugglers as undisciplined and morally bankrupt and often resent their ability to get by without obeying proper regulations.


Conscript Specialist

Many former civilians with valuable skills were drafted into the military for the war as specialists. Mechanics became engineering officers, hunters or police became marines etc. They are given similar ranks to normal officers but with special or specialist as a prefix. Many are patriots happy to serve, some want nothing more than to go home to their normal lives, but most are somewhere in the middle, recognizing the importance of their job and wanting to do it well, while also very much wishing for a return to their normal life.

Conscript specialists frequently view members of the military as not very intelligent or overly violent, while military members frequently believe the specialists to be weak, soft, cowardly or unpatriotic, and especially resent those specialists given higher rankings without having served for them.

Smugglers typically view conscripts as weak and privileged, often hypocrites who'd never break the law themselves yet rely on law breakers to get them the exotic goods they crave. Conscripts in turn generally view smugglers as morally bankrupt criminals who can't be trusted and will turn on the rest of the crew as soon as it's to their advantage.


Smuggler

The original smuggler crew of the Millennium who are all technically now specialist officers just like the conscripts. The difference is that they're getting something tangible out of the deal, in the form of a pardon. Also due to the influence of their Captain and their large and dangerous number, smugglers are often allowed to flout regulations. They can wear whatever they want, and frequently get away with disciplinary infractions that military or civilian officers would not, which often stirs resentment between the groups. Some smugglers truly love their homeworld and are eager to be involved in efforts to defend it, some are out and out just in it for themselves, their pardon and other criminal opportunities that might come along such as robbing wealth civilian specialists. But most are somewhere in between.

Smugglers typically see military officers are part of the machine that drove them to crime in the first place and as many of them were previously deployed on missions to target criminals just like them they're often looking for payback. Military officers in turn see the smugglers as undisciplined and morally bankrupt and often resent their ability to get by without obeying proper regulations.

Smugglers typically view conscripts as weak and privileged, often hypocrites who'd never break the law themselves yet rely on law breakers to get them the exotic goods they crave. Conscripts in turn generally view smugglers as morally bankrupt criminals who can't be trusted and will turn on the rest of the crew as soon as it's to their advantage.


Villain

Any Villain working against the crew of the Millennium, from Imperial Officers, to Sith, space pirates, bounty hunters, or space monsters. Villains cannot be members of the crew.



Stats


Intelligence Officer

Any knowledge or skills that would help you act as an intelligence officer, regardless of if you officially are one. Intelligence officers are responsible for scientific analysis, slicing and scans.

Official Intelligence Officers have a silver slash in their jacket.


Operations Officer

Any knowledge or skills that would help you act as an operations officer, regardless of if you officially are one. Operations officers are responsible for piloting the frigate and operating its weapon systems.

Official Operations officers have a gold slash in their jacket.


Marine

Any knowledge or skills that would help you act as a marine, regardless of if you officially are one. Marines are responsible for all ground based combat, generally involving blasters.

Official Marines have a red slash in their jacket.


Pilot

Any knowledge or skills that would help you act as a small-craft pilot, regardless of if you officially are one. Pilots are responsible for flying the fighters, interceptors and bombers stored in the Millennium.

Official pilots have a black slash in their jacket.


Medical Officer

Any knowledge or skills that would help you act as a medical officer, regardless of if you officially are one. Medical officers are responsible for the physical and mental well being of the crew, the later being particularly important with a high number of force sensitives on board.

Official Medical Officers have a cyan slash in their jacket.


Engineering Officer

Any knowledge or skills that would help you act as a engineering officer, regardless of if you officially are one. Engineering officers are responsible for repairs, improvements and ad-hoc adjustments to the Millennium and any of her fighters or landing craft.

Official Engineering Officers have an orange slash in their jacket.


Rank

Indicates seniority in the crew, either as a military officer or civilian/smuggler specialist. The individual with the highest level of rank on the bridge is the acting captain.

0: Mate
1-2: Sub-Lieutenant
3-5: Lieutenant
6-9: Lieutenant Commander
10+: Commander


Light Side

Indicates mastery of the light side of the force. You cannot take other force stats higher than your light side plus dark side stats. Also covers force abilities without their own stat such as sensing danger and feeling the presence of others or talking to force ghosts.

Characters with this stat can also attempt remarkable feats with the force. This allows them to do things with the force far beyond what they're typically capable of, but only can happen when its in line with the living will of the force, i.e. is approved by an SR. And will leave the character completely drained for the rest of the scene. You cannot approve your own char's remarkable feats if emit SRing. You cannot attempt a remarkable feat unless all other force sensitives in the scene have attempted one more recently than you.

Light side remarkable feats are always protective or restorative in nature.


Dark Side

Indicates mastery of the dark side of the force. You cannot take other force stats higher than your light side plus dark side stats. Also covers force abilities without their own stat such as sensing danger and feeling the presence of others. Characters with any points in dark side mastery cannot talk to force ghosts.

Characters with only dark side mastery exhibit physical signs, most typically yellow, red or purple eyes and sometimes also black veins. Characters with both light side and dark side mastery exhibit these signs when feeling negative emotions such as pain, anger, or fear.

Characters with this stat can also attempt remarkable feats with the force. This allows them to do things with the force far beyond what they're typically capable of, but only can happen when its in line with the living will of the force, i.e. is approved by an SR. And will leave the character completely drained for the rest of the scene. You cannot approve your own char's remarkable feats if emit SRing. You cannot attempt a remarkable feat unless all other force sensitives in the scene have attempted one more recently than you.

Dark side remarkable feats are always destructive in nature.


Lightsaber Combat

Covers the ability to fight with a lightsabre as well as use force acrobatics to make impossible leaps, flips and landings.


Saber Ward

Covers the ability to deflect incoming blaster bolts with a saber. None of the force users of Io are skilled enough to deflect bolts to strike enemies and it serves purely a defensive purpose.

1: Deflect sporadic fire from a single individual.
2-3: Deflect concentrated fire from a single individual.
4+: Deflect concentrated fire from a single individual and sporadic fire from (stat - 3) others.


Telekinesis

Ability to move objects around with the force. Each point allows the lifting and moving of 1 kilogram or 2 pounds.


Mind Control

Ability to compel the minds of others. Roll for success, will not work on other PCs unless cloneborn, non-force users or the player decides to allow it to work for plot reasons.