The 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.

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 

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 damage

To deactivate the device without the proper codes first requires a location scanner, which are rare and difficult to get hold of, as well as having skill in computer hacking.

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.

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.

Cost of Slaves

The cost of a slave can vary depending on a great many factors.  Health is usually the prime factor in a slaves cost.  For a labour slave strength and fortitude are important.  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.

The Class One Slave O.C.C.

Note: Because of the nature of this classification of slave and the specialty abilities that Class One Slaves can obtain over time this OCC is only for their generation. All other slave Classifications can be generated from any of the Civilian or Military OCCs.

Attribute Requirements: M.A.: 10 P.P.: 10 P.B.: 10
O.C.C. Skills:

    Dancing (+20%)
    Singing (+20%)
    Writing (+20%)
    Playing Musical Instrument (+15%)
    Etiquette
    Massage (+10%)
    Art
    Ritual Knowledge
    Language - Native (98%), plus 1 other (+20%)

O.C.C. Related Skills: Choose 2 other skills from communications, 2 skills from Domestic, and 5 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. Due to the nature of slavery it is possible to have a slave with a multitude of unrelated skill sets because they are trained to suit the needs and desires of their Masters. Basically a player can choose any skills BUT the GM must agree that it fits with the characters background, so any slave choosing Military or Espionage skills should have an EXCELLENT reason why they have them. Ultimately it is the GM's decision as to which skills will be allowed.

  • Communications-(+10% All Communications related C.O.S's)
  • Computers-(+10% All Computer related C.O.S's)
  • Cultural-(+10% All C.O.S's)
  • Domestic-(+10% All C.O.S's)
  • Electrical-(+10% All Electrical related C.O.S's)
  • Engineering-(+10% All Engineering related C.O.S's)
  • Espionage-(No bonuses)
  • Horsemanship-(No Bonuses)
  • Industrial-(+10% All Industrial related C.O.S's)
  • Force-(No Bonuses)
  • Mechanical-(+10% All Mechanical related C.O.S's)
  • Medical-(+10% All Medical related C.O.S's)
  • Medieval Civilization-(No Bonuses)
  • Military-(No bonuses)
  • Naval-(No Bonuses)
  • Physical-(+10% All Sports or Physical related C.O.S's)
  • Pilot-(+10% All Piloting related C.O.S's)
  • Pilot Related-(+10% All Piloting related C.O.S's)
  • Rogue-(+10% All Criminal and Rogue related C.O.S's)
  • Rural-(+10% All Rural related C.O.S's)
  • Science-(+10% All Science related C.O.S's)
  • Spacial-(+10% All Space related C.O.S's)
  • Stage Magic/Performing Arts-(+10% All Performance related C.O.S's)
  • Technical-(+10% All Technical related C.O.S's)
  • Weapon Proficiencies-(No bonuses)
  • Wilderness-(No bonuses)

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Wages, Rank & Experience
Slaves generally do not have wages or Rank. However it is possible that the slave might have once held a military rank or may have some stolen credits stashed away.

Standard Equipment:
Slaves generally own nothing and have only what their Masters deem to give them.

Special Abilities:

  1. Inspire -
      A Class One Slave is in some ways a muse. At 5th level, they gain the ability to help others by inspiring them by use of dance, flattery and general charm. They gain +1 on all their rolls, or +5% on percentile rolls. This ability increases at the 7th level to +2 or +10%, and increases again at every odd level after that to a maximum of +5 or +25%. These bonuses can be given to one person or distributed amongst a group of people.
  2. Healing -
      A Class One Slave learns how to comfort others, soothing their pains and troubles away. At fourth level, the Class One Slave gains the ability to heal 2d6 HP. This ability increases to 4d6 at Level 8 and a maximum of 6d6 at level 12. This ability differs from Force healing in that it requires uninterrupted concentration from the slave to use; it takes some time and cannot be used it battle. This ability can take many forms; sometimes binding wounds, but also massage, acupuncture, sex, or even a special ceremony designed to cure imbalances in the target's body.
  3. Charm -
      The Class One Slave becomes an expert in seduction and subtly guiding others. At 10th level, the slavee can attempt to charm or implant a suggestion in another person. At 13th level this ability increases so that the victim suffers a -2 on his save against it. It is extremely difficult for the subject of this target to shake off it's holds; some legends tell of rulers who's worlds wear shattered due to the wicked influences of evil slaves; these rules sometimes couldn't shake off the affects of the Slave's manipulation until it was too late.

Experience Table:
LevelExperience
10-2,400
22,401-4,800
34,801-9,600
49,601-17,000
517,001-25,000
65,001-35,000
735,001-50,000
850,001-70,000
970,001-95,000
1095,001-135,000
11135,001-177,000
12177,001-227,000
13227,001-277,000
14277,001-327,000
15327,001-377,000


Occupational Character Classes