The Scar Worlds,
the ruins left from the Bryn'adul invasion.
What is left of Hutt Space is rough, and unwelcoming, but to many still it is home. It can be home.
Since the defeat of the invaders they have withdrawn from much of Hutt Space, leaving these devastated world open to be resettled by the billions of refugees spread across the galaxy. The Silver Jedi Concord has protected many worlds and served as a launching zone for recolonization, but they are not friendly to all the elements returning to Hutt Space.
Crime is and always has been king in this region. Hutt Kajidics, ruthless corporations, gangs, pirates... all have returned in force to retake their lost mantle.
Hutt Space is volatile, deadly. It will take the likes of the best starship captains in the galaxy to make the Scar Worlds heal.
This isn't a test of speed, it's an endurance challenge that will test every facet of a crew's morale, their ship's engineering, and their navigator's wits. There is no correct route. There's only what keeps you alive.
You begin at one of the starting locations, your choice:
Boonta - The closest approximation to a sacred Hutt world, birthplace of the legendary Boonta Eve Classic Podrace. The world was picked as an early target for return, and resettlement is already well underway.
Bothawui - Home of the Bothan species, former members of the CIS. The planet has become a major staging ground for Hutt Space refugee fleets returning home.
Gamorr - Home of the Gamorreans, a staple people of Hutt Space. The planet borders the Mandalorian Enclave, and has become another major staging ground for travel into Hutt Space, this time carrying many bounty hunters and fortune seekers.
Your goal is to pick up or drop off your choice of passengers or cargo at three of the following waypoints, in any order, and then leave the map. Finishing the course will take four posts (or fewer, if you burn out). The waypoints:
Varl – The dead homeworld of the ancient Hutts. As of late, fleets from all around Hutt Space have converged over Varl in an impromptu convention, revisiting and hashing out trade agreements and treaties of all kinds from before the Bryn'adul invasion.
Lowick – A once beautiful garden world plundered by the Bryn'adul. Brutal fighting is still occurring on and around the planet by daring adventurers and mercenaries against Bryn remnants that are dug in hard.
Deysum – A relatively poor, but safe, world in the SJC. Many non-Hutt refugees were settled on the world following their displacement, many seek transport back to their homes.
Riileb – A world that is among the rare few to be independent of Hutt influence. As a result of that, Riileb was hit hard by the invaders, but nevertheless efforts to recolonize it are still being made.
Nal Hutta/ Nar Shaddaa – The Glorious Jewel and its infamous Smuggler's moon, controlled by the SJC.
Cyborrea – A primary military world of the Hutts that held out well against the invaders until the Silver Jedi Pabol Offensive pushed them off Cyborrea for good.
the ruins left from the Bryn'adul invasion.
What is left of Hutt Space is rough, and unwelcoming, but to many still it is home. It can be home.
Since the defeat of the invaders they have withdrawn from much of Hutt Space, leaving these devastated world open to be resettled by the billions of refugees spread across the galaxy. The Silver Jedi Concord has protected many worlds and served as a launching zone for recolonization, but they are not friendly to all the elements returning to Hutt Space.
Crime is and always has been king in this region. Hutt Kajidics, ruthless corporations, gangs, pirates... all have returned in force to retake their lost mantle.
Hutt Space is volatile, deadly. It will take the likes of the best starship captains in the galaxy to make the Scar Worlds heal.
This isn't a test of speed, it's an endurance challenge that will test every facet of a crew's morale, their ship's engineering, and their navigator's wits. There is no correct route. There's only what keeps you alive.
You begin at one of the starting locations, your choice:
Boonta - The closest approximation to a sacred Hutt world, birthplace of the legendary Boonta Eve Classic Podrace. The world was picked as an early target for return, and resettlement is already well underway.
Bothawui - Home of the Bothan species, former members of the CIS. The planet has become a major staging ground for Hutt Space refugee fleets returning home.
Gamorr - Home of the Gamorreans, a staple people of Hutt Space. The planet borders the Mandalorian Enclave, and has become another major staging ground for travel into Hutt Space, this time carrying many bounty hunters and fortune seekers.
Your goal is to pick up or drop off your choice of passengers or cargo at three of the following waypoints, in any order, and then leave the map. Finishing the course will take four posts (or fewer, if you burn out). The waypoints:
Varl – The dead homeworld of the ancient Hutts. As of late, fleets from all around Hutt Space have converged over Varl in an impromptu convention, revisiting and hashing out trade agreements and treaties of all kinds from before the Bryn'adul invasion.
Lowick – A once beautiful garden world plundered by the Bryn'adul. Brutal fighting is still occurring on and around the planet by daring adventurers and mercenaries against Bryn remnants that are dug in hard.
Deysum – A relatively poor, but safe, world in the SJC. Many non-Hutt refugees were settled on the world following their displacement, many seek transport back to their homes.
Riileb – A world that is among the rare few to be independent of Hutt influence. As a result of that, Riileb was hit hard by the invaders, but nevertheless efforts to recolonize it are still being made.
Nal Hutta/ Nar Shaddaa – The Glorious Jewel and its infamous Smuggler's moon, controlled by the SJC.
Cyborrea – A primary military world of the Hutts that held out well against the invaders until the Silver Jedi Pabol Offensive pushed them off Cyborrea for good.
OOC:
Hey everyone! So it's been almost a year since The Great Hutt Space Endurance Race, courtesy of Jerec Asyr . I had great fun with it and I'm sure many others did. Since then a lot has happened in the region, with the defeat of the Bryn'adul and the beginning of the Scar Worlds stories. This race will serve as a sequel, a catch up, to help develop new lore and stories set in post-invasion Hutt Space. Your character can be there for any reason, doing anything you want. The more the merrier.
Thank you to Jerec and all those who helped him develop these rules!
BURNOUT
Your ship has only two stats: Damage and Crew Strain. If either one reaches 10 at any point, you burn out and leave the race. Each time you Jump, you roll on a random events table to see whether you take Damage and/or Crew Strain. (None of the random events will ever take you below 0 Damage or Crew Strain, so if you're at 0 already and something beneficial happens, the benefit is wasted - but at least something bad didn't happen.)
TRAVEL
It will take you 4 turns/posts to complete the race. One turn/post (you might want to use 'captain's log' summary style) includes however many Jumps it takes to get to the next waypoint you pick, and all the random events that impact you during those Jumps. For clarity:
Once per turn/post, you can opt to make an Offroad Jump. An Offroad Jump can be:
RANDOM EVENT TABLES
All dice rolls work on the honor system. For each normal Jump, use a d12; for an Offroad Jump, use a d20. For example, say your first post requires six Jumps, one of which is an Offroad Jump, You would roll 5d12 and 1d20 on the events table.
Your ship has only two stats: Damage and Crew Strain. If either one reaches 10 at any point, you burn out and leave the race. Each time you Jump, you roll on a random events table to see whether you take Damage and/or Crew Strain. (None of the random events will ever take you below 0 Damage or Crew Strain, so if you're at 0 already and something beneficial happens, the benefit is wasted - but at least something bad didn't happen.)
TRAVEL
It will take you 4 turns/posts to complete the race. One turn/post (you might want to use 'captain's log' summary style) includes however many Jumps it takes to get to the next waypoint you pick, and all the random events that impact you during those Jumps. For clarity:
- Post 1: Starting location to your first choice of waypoint.
- Post 2: First to second waypoint.
- Post 3: Second to third waypoint.
- Post 4: Third waypoint to leaving the map.
Once per turn/post, you can opt to make an Offroad Jump. An Offroad Jump can be:
- Between any reasonably nearby planet and an unconnected place like Kessel, the Godsheart, or Ganatha.
- A reasonable shortcut instead of going the long way around (e.g. Riileb to Ylesia, Near Pando to Gamorr).
RANDOM EVENT TABLES
All dice rolls work on the honor system. For each normal Jump, use a d12; for an Offroad Jump, use a d20. For example, say your first post requires six Jumps, one of which is an Offroad Jump, You would roll 5d12 and 1d20 on the events table.
YOUR ROLL | RANDOM EVENT |
1 | Attacked by a rogue Bryn'adul patrol. +1 crew strain, +1 damage |
2 | Uneventful. This region is peaceful and secure. -1 crew strain. |
3 | You find an opportunity to rest. Remove all crew strain. |
4 | A generous refugee ship fixes you up. Remove all damage. |
5 | You pass by the fleet of a Hutt Lord you owe money to. +1 crew strain |
6 | You pass through a debris field. +1 damage. |
7 | You give passage to a raucous Hutt. +1 crew strain. |
8 | You find a good mechanic. -1 damage. |
9 | You find yourself travelling alongside a spice caravan. +2 crew strain. |
10 | You encounter mild hyperspace turbulence. +1 crew strain. |
11 | You find a good mechanic. -1 damage. |
12 | Uneventful. This region is peaceful and secure. -1 crew strain. |
13 | Overzealous Jedi. +2 crew strain. |
14 | A Wookiee merchant needs a quick ride, planet to planet. -1 damage, -1 crew strain. |
15 | Attacked by pirates of the Kraken Coalition. +1 crew strain, +1 damage. |
16 | You blunder through a skirmish between Silver Jedi and Bryn'adul Remants. +3 damage. |
17 | You are tailed by an SJC patrol +2 crew strain. |
18 | You encounter a Maw infiltration mission of some kind and barely escape. +3 to damage, +1 to crew strain. |
19 | You encounter severe hyperspace turbulence. +2 damage. |
20 | Attacked by a rogue Bryn'adul patrol. +1 crew strain. +1 damage. |
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