ROLE-PLAYING IN THE SETNIN SECTOR
A basic GM and Player’s guide to the core locations of
Lightsabre By
Jonathan Hicks
Welcome to the Setnin Sector. Over the millennia the Setnin Sector has gone
through many changes and upheavals. Although it has retained its title of
Sector, by the time of Star Wars
Episodes IV-VI it is more of a region of space, located in the Mid-Rim
along several important trade routes. It has one of the largest clusters of
inhabitable planets anywhere in the Known Galaxy, with trade and business
passing through it’s varied industries and trade
centres. But there is a part of the Setnin Sector, the
most important part, which remains hidden from the public and the law. The Setnin Underworld is the true heart of
the Setnin Sector. The original gang bosses were in operation within the
sector before government’s rose and their presence has always been an
integral part of its growth. In a strange way, the sector has always been
aware of its roots and has always partially accepted it, giving rise to an
ignorance of the goings-on in the underworld by both citizens and
politicians. This is abhorrent to outsiders of the Setnin Sector, of course,
leading to the denizens of the sector wishing to be left alone and allowed to
get on with things their own way. THE SETNIN SECTOR’S HISTORY
The timeline is a crucial part of the Setnin
Sector and is included in the ‘Guides’ section of this website. It lists time
dates and incidents as revolving around
Episode IV – A New Hope, goes as far forward as thirty years plus that
and stretches back in detail as far as Episode
I – The Phantom Menace. Any details further back than Episode I haven’t been fully filled
out, and anything between Episode I and Episode
IV has been separated from the official Star Wars timeline so that contradictions are kept to a
minimum, so it is recommended any gaming takes place between Episode IV and after Episode VI – The Return of the Jedi.
This is when the underworld was at its height. The Setnin timeline was designed to run
concurrent with the official Star
Wars Timeline so that the two would not contradict each other. The
authors of the site have taken great steps to make sure that Setnin history
and Star Wars official
history do not clash. That said, the details of the
Setnin Sector are as flexible as the official Star Wars galaxy. The material can either be taken as it is
presented with the GM and players of the game not contradicting the content
of this site, or changed to suit the GM’s own game. All we ask is that any
changes or additions made to the Setnin Sector are for personal use only –
please don’t use any material for the content of your own website unless
you’ve tried to keep the stories in line with the presented Setnin timeline
and cleared it with us first. Contact jhicks@lightsabre.co.uk if you need
any more information on this. To get an idea how things are run in the
Setnin Sector it may be a good idea to read some of the stories interspersed
within the timeline and chronology in our Fiction section of the website.
These stories give an insight to the kinds of people who inhabit the sector
and what they get up to. PLAYER’S AND GAMESMASTERS INFORMATION
When running or playing in a game set within
the Setnin Sector the GM will have to deal with different types of players.
They will either be underworld types who are trying to make a living or
lawful types trying to right some wrongs. Either one is accepted and/or
mistrusted within the Setnin Sector. Playing Underworld Characters
If the players have characters who are
less-than-honest and want them to make it rich in the Setnin Sector then
there’ll be both pro’s and con’s. Bonuses in the fact that it’s easy to make
a living as a crook in the sector, problems in as such that the crooks that
work the Setnin sector don’t like outsiders. Or each other. The pro’s are: Work is widely available. The myriads of
ganglords that have operations within the borders of the sector at any one
time give plenty of opportunities for business. Pay is good. Considering that almost 30% of
transactions within the Setnin Sector are illegal the black market rates may
be low but the supply and demand is high. In some cases whole planets have
been subsidised by underworld income. Contacts are excellent. The sheer amount of
underworld and ‘official’ types within the sector, and the selection of
skills they are accomplished at, makes working in the sector easier. Equipment is made and distributed by 90%
percent of Setnin Sector businesses, be it starships, weapons, spice, or
whatever. Although prices may be high, the quality of the items is excellent
– depending on whom it is you’re buying it off. This includes weapons,
personal items and parts for vehicles. It’s easy to disappear. As many planets are
‘sympathetic’ to the underworld then having contacts in the right places to
help you stay out of sight is a bonus. Not only that, but there are many
natural phenomena to hide in or behind. The con’s are: Gang bosses and their employees are suspicious of
newcomers. Unless the PC has a hefty reputation already, either within or
without the Setnin Sector, then they’ll either be shunned or they’ll be given
low-paid menial jobs. Working through the ranks to get to a position of
importance sometimes takes years. You’ll be ripped off left, right and centre. Trust
is cheap in the Setnin Sector and only those with experience will actually
have friends of one sort or another. Double-crossing and backstabbing is the
norm and not only do the citizens accept it, they expect it. You will have to work within a set of rules
defined by tradition – you don’t involve innocents or the law, and any
internal problems are kept internal. Any public displays of
violence or dishonesty brings unwanted attention and the gang bosses
don’t like that. Making sure that your entire deal is kept totally under
wraps can be a chore. When working for one gang boss you make sure you
don’t cross another gang boss. Relations are strained between the shifting
business territories of each of the gang lords and the last thing you want to
be is responsible for a gang war. Working as a criminal in a sector of space
where crime is a fact of life does not necessarily make it easier for the PC.
Remember, there are hundreds of other lowly types vying for the same jobs and
prestige. Undercutting, sabotage and double-dealing are the norm in the
Setnin Sector. GETTING EMPLOYED BY THE UNDERWORLD
Actually being hired, trusted and paid by any
of the Setnin Sector’s many ganglords can be difficult. Paid jobs for
newcomers are usually low-credit, easy affairs. Cargo the ganglord isn’t too
fussed about, or jobs that do contain a high degree of danger (which means
they don’t want to risk their best men) are available for all sorts of
outside contractors. Of course, sticking with the easy jobs won’t get you
very far in the eyes of the ganglord – after all, if you just show an
aptitude for flying ships along easy routes or blasting easy targets then
there’s no chance of impressing them. Going out of your way to do the job
right, or even getting a little extra out of it for your employer’s benefit,
is always a good idea. Of course, there is a fine line between impressing a
boss and crawling to a boss. Boasting of exploits won’t be tolerated –
respect is earned by actions, not words. Also, be careful of what it is you bring to
the job. A lot of bosses will respect certain employees for doing things
their own way and may even encourage it but going against a boss wishes to
get a job done isn’t a very good idea. If a boss says ‘get the cargo from the
bay but don’t hurt the security personnel’ then that’s what you do. Gunning
down security because it makes your job a little easier is not an option.
There’s a good reason why a ganglord tells you not to do things. Ganglords are admirers of an employee’s skill
but get worried when they rely too much on their equipment. Zapping about
with modified weapons or starships may be an advantage, but if that equipment
breaks down or is damaged then the chances of job failure are increased.
Personal skill and reliability are what a ganglord looks for – showing off
the ‘latest in blaster sighting technology’ sounds good, but won’t impress a
gangleader if you lose your weapon and turn out to be a bad shot. Don’t make demands. Haggling for a price
increase is a good idea and shows independent thought, but trying to charge
outrageous prices or assuming your ‘skill is worth more than what you’re
being offered’ isn’t a very good idea. Ganglords reward for jobs well done,
stick to contracts for jobs that are simply completed. Haggling for more
money after the job is done isn’t a good idea, either. After all, if it was
more difficult than you imagined then that’s tough – you’re not in this job
to breeze through every mission. Risk is part of the game and whinging about
things when they go wrong is just that – whinging. Ganglords will pay top
credit or give out extra special bonuses if the job’s difficult or done well
– just don’t expect them to. GETTING EMPLOYED BY LEGAL BUSINESSES OR THE
LAW
Of course, it’s easier to be employed by
business plying their trade legally throughout the Setnin Sector. In fact,
it’s probably easier to get jobs this way than anywhere else in the galaxy as
employers have absolutely no cares whatsoever about what has come before in
their hire’s past. They know from experience that the chances are that the
beings they put on the payroll or on contract have done some kind of illegal
run or job in their history and that’s to be expected. Some of the high
profile businesses do insist on background checks, these companies usually
being corporations run through Setnin’s inter-sector channels, which are
subject to outside scrutiny. Most internal business, however, couldn’t give a
care as to what you’ve been up to in your past. Some of them actively
encourage ex-smugglers, pirates, bounty hunters and gunmen to work for them –
after all, if they come across an underworld plot then they’ll know how to
react to the situation. Many businesses within the sector are aware
of the underworld; many even deal with them to keep themselves out of harms
way. Some are simply cover businesses for actual underworld activity but it’s
up to the player how they react to that. If they decide to try and stop them
then they’re commended for their bravery. Ganglords expect some do-gooders to
get in their way and they accept the risks – the ones who continually get in
the way are regarded as threats. The ones who unveil plots, illegal business
dealings or names of the gangleaders themselves are regarded as targets, and not just by the leader they have uncovered –
other leaders will consider themselves under threat and react accordingly. If
bribes don’t work, then ‘accidents’ or blaster bolts will. The last paragraph also applies to working
for the law of the Setnin Sector. Policing officers are there to protect the
innocent and uphold justice – but their life is made so much easier when
those they’re supposedly trying to catch dispense justice for them. They make
the odd arrest of a smuggler, usually small timers who are used to operating
outside Setnin’s borders, and sometimes even a large profile bad guy,
depending on whether a ganglord deems it necessary. There have been plenty of
instances where targets of law and order have slipped quietly away. A whisper
in the right ear, a credit or two in the right account, and both the
ganglords and the law are satisfied. If you want to try and enforce the law then
will you be out under pressure by the ganglords but you’ll also be put under
pressure by colleagues in the same job – everyone wants an easy life and
won’t tolerate someone rocking the skiff. Only in extreme circumstances will
action be taken against an officer of the law; ganglords don’t like dead cops
that can be linked to them. Only the sneakiest and most dedicated of law
officers will be able to operate well within the borders of the Setnin Sector
and these present a great threat to the ganglords, although a great challenge
to the average gamer. Be warned, mind - life expectancy is not usually measured
in days. PROMINENT UNDERWORLD EMPLOYERS
The most influential ganglords that existed
within the Setnin Sector between Episode
IV – A New Hope and Episode
VI – The Return of the Jedi. For more information on each of these
characters, and stories with them in, go to the Characters Guides elsewhere on this
site. Glann Cipple – Probably the most
successful Setnin Sector ganglord of all time, Glann Cipple is force unto
himself. Quite literally owning an entire planet, he built his underworld
empire after taking the governor’s office of Amagad City, Amagad. Stern,
demanding and almost always angry for one reason or another, Glann Cipple is the man to get a job with. He pays
well and he rewards well, but will not suffer failure or fools. Once you get
a job with Glann and do well he’ll try to keep you close because he demands
loyalty to him and his business. You work for him, no one else. Everyone
ignores this and works as they please, of course – but they make sure Glann
never finds out. Glann Cipple operates from Amagad City,
dwelling within a security-conscious fortress. Dressel – Not as hard to get on with as Glann
Cipple but having the same drive, Dressel is more devious than his
counterpart. Whereas Glann Cipple is a great believer of ‘might is right’,
Dressel takes the other approach and runs his business more tactfully,
crossing other ganglords wherever he can make a profit and double crossing as
many people as possible. Glann and Dressel, as a result, do not get on at all
and do whatever they can to best each other. Dressel operates from the planet Cawbate,
where he continually keeps on the move in his twin sail barge the Duet. Jomobol Pocock – Pocock is one of
the more easy going ganglords. He takes profit where he sees the opportunity
and keeps back when things get a little hot. He doesn’t directly get involved
with other gangleaders unless necessary. When he does he keeps things as
light as possible and usually takes the lesser deal to keep the peace. He’s friendly
and open with the employees he trusts. Jomobol Pocock operates from a small office
in the Chancai Trade Centre on Zelon. Mister Spyte – Spyte is a
gangleader with a difference; whether the deals he takes on are successful or
not he takes a perverse pleasure out of actually doing the job. Cipple has
mentioned on various occasions that ‘even if Spyte made no credits, he’d
still do the business’. Spyte isn’t driven by power,
money or fame – he’s driven by the fact that he loves doing the job in all its forms. He’s even been known to
go out in the field himself just for the kicks. That said, he is still an
excellent employer and, even though his pay may not be good, he can guarantee
excitement and enjoyment for those who are in this business because they love
it. Mister Spyte also operates out of the Chancai
Trade Centre, Zelon. He and Pocock get on but are always wary of one another. Predd Jason – The loose blaster cannon
of the group. Predd Jason is young and hot-headed, impatient for results and
lustful for power. Instead of crossing or double-dealing the other
gangleaders Jason goes straight to the point and relies on hired thugs and
firepower to get what he wants. He has violently struck against the other
ganglords with little success, mainly against Glann Cipple. Predd Jason only
pays for results to his demands, but if other gangleaders get wind that
you’ve worked for him – well, good luck.
Predd Jason does not operate out of one location, but keeps on
the move about the Setnin Sector in his modified Corellian Corvette. Of course, there are other gangleaders within the borders, but
these are usually limited to a city- or planet-wide operation. HINTS AND
TIPS FOR A SETNIN UNDERWORLD CHARACTER
When you sit down to create a Setnin Sector Underworld character,
it’s best to take the following things into consideration. This also applies
to those characters that are already established out of the Setnin Sector and
want to make a name for themselves. 1 – Make sure you’re Streetwise skill is high. Having contacts or knowing how to
deal with undesirables is a must when entering the Setnin Underworld. 2 – Dodge
and Blaster skills, while
important, are not always necessary. Make sure you’re pleased with the career
path you’re taking and spend your dice in skills pertaining to that career.
Having a smuggler with low Starship
Piloting but high Blaster
won’t get those offers rolling when employers realise you’re not very good at
your job description. 3 – Make friends – fast. You can’t always
trust them, but having people you can fall back on is
a must. 4 – Get your skills up with a few adventures
before you think about double-crossing anyone. If they take exception to your
dealings then they may come after you violently and you need to be good at
what you do before taking the risk. 5 – Make sure you can back up threats and
boasts. You’ll always be called out. 6 – Never cross a gang boss unless you’re absolutely sure you can get away
with it! 7 – Never involve innocents. Never reveal your dealings to the
law. Never rat on your colleagues and friends to the law. 8 – Remember the short version of the Setnin Way – ‘This is our sector – you either abide by
the rules or die by them’. |