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Season 2: Episode 26 - Split the Party

  Episode 26 - Split the Party

  Stardate: 41381.2

  Earth Standard Date: May 19, 2364.

  Location: T'Pol's Planetary Domicile, Solacium, Haven, Beta Cassius System.

  The house that T'Pol claimed on Haven as her Planetary Domicile was incredible. Not only did it offer a breathtaking view of Haven's lush landscape, but the entire building was ingeniously constructed around a natural hot spring, providing private access for each suite.

  Tyson sat hunched over a wooden table. His Lightsaber was dismantled into many pieces scattered about. Among the pile was the purple crystal from Revan's lightsaber. Next to it was the Opila Crystal, the lightsaber crystal he'd found in the Krayt Dragon cave on Tatooine. Vicky, through her VIs, spread throughout what remained of the Sith fleet, had learned the special properties of the crystal. Opila Crystals created a lightsaber blade that was far more intense and could cut through materials in a quarter of the time it took other blades. Additionally, Beskar, Cortosis, and other materials generally resistant to or immune to lightsabers still took some damage from the Opila crystal's blade.

  Tyson wasn't an expert on lightsaber construction, but he didn't need to be. The Force guided his actions and his control. With his eyes closed, the lightsaber pieces all levitated. He took a deep breath, centering himself in the moment. The warm breeze of Haven rustled through the open windows, carrying the scent of exotic flowers and salt from the distant sea.

  As he exhaled, Tyson felt the Force flow through him like a gentle current. It connected him to each component of the lightsaber, from the power cell to the focusing lens.

  The hilt, a cylinder of polished durasteel, formed the core. Around it, the various components aligned themselves. The power cell was slotted into place, followed by the energy gate and the blade emitter. Tyson's brow furrowed slightly as he concentrated on the delicate circuitry, ensuring each connection was perfect.

  The Opila Crystal hovered at the center. He could feel its power, a resonance that harmonized with the Force flowing through him. With infinite care, the crystal aligned itself within the focusing chamber.

  As the assembly continued, Tyson delved deeper into his connection with the Force. He sensed the potential of the weapon taking shape before him. It wasn't just a tool, but an extension of himself, a conduit for the Force. The activation switch found its home on the hilt, and the final pieces of the outer casing locked into place. Tyson opened his eyes, seeing the fully assembled lightsaber floating before him. He reached out, feeling its weight settle into his palm. His fingers curled around the hilt as he stood. He took a moment to appreciate the craftsmanship, running his thumb over the activation switch. With a deep breath, he ignited the blade.

  A brilliant beam of energy erupted from the hilt with a distinctive snap-hiss. The blade was a deep, vibrant purple on its edges, but the blade's center, its core, was a bright white, more intense than any lightsaber Tyson had seen before. It created an effect that the lightsaber blade looked almost white, with a violet edge encircling it.

  Tyson moved through a series of practice forms, feeling the balance and responsiveness of his new weapon. The blade cut through the air, leaving faint afterimages in its wake.

  After deactivating the lightsaber, Tyson settled it at his back, where it was kept within his Gray Goo Suit. Now, all he needed was someone to train him in its use. He'd been relying too much on his physical attributes and not on skill. And during his duel with Revan, it showed. He walked to the window, looking out over Haven's lush landscape. The setting sun painted the sky in hues of orange and purple.

  T'Pol's voice came from behind him. "Perhaps I misunderstood you. The last time we were on Haven, I believed that you intended to use the hot springs as an excuse to appreciate my physical form. Had I known you'd have spent most of the time in a room alone with your lightsaber, I would have adjusted my expectations accordingly."

  Tyson turned, smiling as he took in the sight of T'Pol. She stood in the doorway, garbed in just a bikini that left little to the imagination.

  "T'Pol! Was that a masturbation joke?" he asked as his eyes appreciatively roamed over her figure. "Is that your way of saying you feel like I'm not paying enough attention to you?"

  T'Pol raised an eyebrow. "Unfortunately for you, it is time for me to return to Enterprise."

  Tyson's face fell into an exaggerated pout. "Already? But we've barely had any time together."

  T'Pol crossed the room and stopped before him, close enough that he could feel the warmth radiating from her skin. He raised his hand, two fingers extended. T'Pol mirrored his action, bringing her fingers to meet his. The moment their skin touched, their minds opened to each other in a brief but intense connection. Tyson was flooded with T'Pol's thoughts and emotions. Her logical appreciation of their time together, a deep-seated affection that she would never openly admit to, and a hint of regret at having to leave. In return, he shared his feelings, his admiration for her intellect and beauty, the comfort he found in her presence, and a promise to make their next encounter more focused on her.

  As their mental connection faded, T'Pol leaned in and pressed her lips to his. The kiss was brief but passionate, a departure from her usual reserved demeanor. Without another word, T'Pol turned and walked towards the portal she conjured in the room. She paused at the threshold, glancing back over her shoulder. For a moment, Tyson thought she might say something more, but instead, she stepped through, disappearing in a flash of light.

  Tyson stood there for a long moment, his fingers tingling from their touch, his lips still warm from her kiss. Then he turned back to the window and watched as the last rays of sunlight dipped below the horizon, painting the sky in deep purples and blues.

  — Star Jumper —

  Captain Archer sat in his quarters aboard the NX-01 Enterprise, gazing out the window at the swirling vortex of the Delphic Expanse. He scratched Porthos behind the ears as the beagle rested comfortably on his lap.

  "Good boy. Cheese?" Archer tossed a small piece, and Porthos caught it mid-air with a satisfying snap of his jaws. "This is your last piece."

  A shimmering distortion appeared, and Daniels, the time traveler from the 31st century, materialized before him. "It's okay. How've you been, Jon?"

  Archer eyed the man warily. "About time you showed up. Our mission's changed quite a bit since the last time I saw you, but I suppose you're aware of it."

  "I am," Daniels replied with a nod.

  Porthos growled softly, sensing Archer's tension. The captain stroked the dog's fur to calm him. "Maybe you could fill in a few of the blanks for me. The Xindi weapon would be a good place to start."

  "We don't know any more than you do," Daniels said, spreading his hands.

  Archer scoffed. "I thought you and your colleagues were supposed to be keeping an eye on the timeline. You're from the 30th century. Hasn't all this happened already?"

  "History doesn't mention anything about a conflict between humans and Xindi."

  "How could that be? The events that are taking place are the result of temporal incursions. They are not supposed to be happening."

  "Yes, they are, but the outcome hasn't reached us yet. It takes a while for changes to ripple through the timeline."

  Archer considered this, absently scratching Porthos's ears. "The time traveler, the man the Suliban worked for..."

  "What about him?"

  "He's the one who told us about the weapon being built. Should I believe him?"

  "You have no reason not to," Daniels said simply.

  Archer frowned. "You said I'm supposed to play some crucial part in history. Does this have something to do with it?"

  Daniels shook his head. "I wish I could say that it does, but I don't know. I told you, none of this was supposed to happen."

  Frustration crept into Archer's voice. "You're not being very helpful. Why are you here?"

  "We've detected three Xindi where they're not supposed to be."

  "This Expanse is filled with Xindi."

  "I'm not talking about the Expanse," Daniels said gravely. "I'm talking about Detroit, Michigan, a hundred and fifty years ago."

  Daniels' expression shifted from grave to urgent. "Captain, I need to send you back to stop these Xindi and place temporal tags on any items they've brought with them. We can't allow them to contaminate the timeline. But time is of the essence. You can bring one other person with you for backup."

  Archer stood, gently placing Porthos on the floor. The beagle whined softly. "I'll speak with T'Pol. Her logical approach could be invaluable in a situation like this."

  Daniels' brow furrowed, a look of confusion crossing his face. "T'Pol? Captain, did T'Pol not die months ago on the Seleya?"

  Archer stared at Daniels, bewildered. "What are you talking about? T'Pol is alive and well. She's in her quarters right now."

  "That can't be," Daniels insisted. "Our records clearly show that T'Pol perished during the incident with the Vulcan ship Seleya. It was a significant event in the timeline."

  "Your records must be outdated, Daniels. T'Pol is very much alive, thanks to Lieutenant Tyson. He retrieved her from the Seleya."

  Now, it was Daniels' turn to look confused. His eyes narrowed as he processed this new information. "Lieutenant Tyson? I'm not familiar with that name. Who is he?"

  "You don't know about Tyson?" Archer asked, genuinely surprised. He crossed his arms, studying Daniel's reaction. "I thought you were supposed to know everything that happens in our time. Tyson singlehandedly returned T'Pol from the Seleya."

  "That shouldn't be right," Daniels said, concerned. "But it could explain why our records don't match up with your reality. This Tyson's presence might be causing ripples in the timeline that we haven't detected yet."

  An hour later, the chime of the doorbell within T'Pol's quarters roused her from her sleep. She rose and crossed the room to open the door.

  Captain Archer stood outside, Porthos trotting at his heels. The beagle wasted no time making himself at home, sniffing around curiously as he entered T'Pol's quarters.

  "Sorry to get you up, but this couldn't wait," Archer said, his expression grave.

  T'Pol tilted her head slightly. "Come in."

  Archer stepped inside, hands clasped behind his back. "I just had a visit from Daniels. I think all your doubts about time travel are about to go out the window."

  T'Pol arched a delicate eyebrow. "Meaning?"

  "Daniels and his team have discovered three Reptilians on Earth in the early twenty-first century. He wants to send us back to find out what they're doing."

  Her eyes widened imperceptibly. "Us?"

  Archer nodded. "He told me I could bring one person, no more."

  Skepticism tinged T'Pol's voice. "If Daniels is the time traveler he claims to be, why doesn't he find out for himself?"

  "It took him a long while to get permission to interact with me. There are clearances." Archer shrugged. "He said it would take too much time."

  "I would think he would have all the time in the world," T'Pol pointed out dryly.

  "He said the three Xindi traveled to Earth from our century. They've been there for two months." Archer's expression hardened. "They're not sightseeing, T'Pol. We have to find out what they're up to."

  She considered this, her mind already calculating the potential ramifications. "How are we supposed to accomplish this?"

  "He wants us to meet him in the Command Center at oh eight hundred tomorrow." Archer gestured to Porthos, who had settled comfortably on the floor. "Come on, boy. Time to check the database. We need to find something to wear that won't stand out in 2004."

  — Star Jumper —

  "Tyson!" Mission cheered as he stepped through the portal onto the deck of the Ebon Hawk. She bounded over, her lekku swinging behind her. "We've been waiting for you."

  Tyson glanced around, noting the empty crew quarters. "Just you, Mission?"

  She nodded. "The others are off doing their own things. Bastila's at the Jedi Enclave on some important business." Her tone took on a teasing lilt. "Probably more lectures on the dangers of the dark side."

  "I'm sure she's riveted by every word."

  "Yeah, well, at least she has that going for her." Mission shrugged. "Carth and Big Z went hunting kath hounds. Apparently, the things have been harassing some of the local farmers."

  "And Canderous?" Tyson prompted.

  "Oh, he's out trying to get in touch with some of the Mandalorian raiders in the area. Wants to see if he can get them to change their 'marauding' ways and band together under his leadership."

  "I take it you opted to stay behind?"

  "Are you kidding?" Mission scoffed. "I'm not getting anywhere near those kath hounds. Besides, someone had to stick around and wait for you."

  Tyson smiled, grateful for her understanding. "Never. So, what's the plan? Should we wait for the others to regroup, or should we go track them down?"

  Mission tapped her chin thoughtfully. "Well, Bastila's probably going to be a while with all that Jedi stuff. And who knows when Carth and Canderous will be back?" She grinned. "Why don't you tell me what you've been up to? I'm sure you've got some crazy stories."

  Tyson laughed. He settled onto one of the couches, gesturing for Mission to join him. "Alright, but you might want to get comfortable. This is going to take a while..."

  Tyson leaned forward with a mischievous glint in his eye. "You wanna hear a secret?"

  "Of course! Spill it, already!"

  "So, you've seen my Personal Reality, where I opened portals," Tyson began, his voice low and conspiratorial. "But what you didn't know was that it connects to other galaxies."

  Mission's lekku twitched with excitement. "Other galaxies? No way!"

  "After you guys left Taris, it didn't take long to defeat Malak. But I didn't spend weeks with the Sith. I was actually in that other galaxy."

  "Wait, what?"

  "It's where I started before I ended up on the Endar Spire and on Taris," Tyson explained. "It's where D'Lavina came from, too. In that galaxy, the group I'm with is called the United Federation of Planets, or Federation for short. They have some cool technology. Their mission is mostly peaceful exploration."

  "Peaceful exploration?" Mission echoed skeptically. "Sounds boring compared to what we've been through."

  Tyson chuckled. "They frequently run into problems of their own, but you're right. It's nothing like what we faced on Taris or like what I fought on Tatooine."

  Mission perked up at the mention of Tatooine. "Wait, what did you fight on Tatooine?"

  "Oh, that's a story worth telling. Ever heard of a Krayt Dragon?"

  Mission nodded vigorously. "Yeah, those massive beasts that live in the desert caves. We didn't leave the ship much on Tatooine, but the locals said they're practically invincible."

  "Well," Tyson said, leaning back with a smug grin, "I captured one."

  Mission's jaw dropped. "You're kidding! How in the galaxy did you manage that?"

  Tyson launched into his tale. Mission listened, completely enthralled. "I had to be clever about it. First, I captured some Banthas. Then, I created a portal near the Krayt Dragon."

  "Portals?" Mission interrupted. "Like the ones you use to get into your Personal Reality?"

  "Exactly," Tyson nodded. "It led directly into my Mythical Menagerie. The Dragon took the bait, and voila."

  "Mythical Menagerie?" Mission's eyes widened. "You have a zoo in there, too?"

  Tyson grinned. "Something like that. It's where I keep all the interesting creatures I've encountered."

  Mission's eyes were as wide as saucers. "That's... that's incredible! But wait, isn't it dangerous to have a Krayt Dragon just... living in your Personal Reality?"

  Tyson shook his head. "The Menagerie is its own self-contained space designed to care for even the most powerful creatures safely."

  "Wow," Mission breathed. "I can't believe you actually caught a Krayt Dragon. That's even more impressive than taking down the rancor in the Undercity!"

  Tyson chuckled, but then he stopped suddenly. He asked seriously, "Wait, is there really a rancor in the Undercity? We need to go back so I can catch that, too."

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  Mission shook her head in amazement. "You know, Tyson, just when I think I've got you figured out, you go and tell me something like this. A Jedi who can open portals and goes on extragalactic adventures. Is there anything you can't do?"

  Tyson's expression softened. "Plenty, Mission. I'm just fortunate to have had some unique opportunities and abilities. But trust me, I'm still learning and growing, just like everyone else."

  Mission nodded thoughtfully, "I guess that's true. Still, what you've accomplished is pretty amazing." She paused, then declared. "I want to come with you on your adventures. You seriously can't leave me behind again."

  The hum of approaching engines caught Tyson and Mission's attention. They exchanged a glance before heading to the Ebon Hawk's loading ramp. As they stepped out, Canderous strode up with a group of Mandalorians.

  "Took you long enough," he grunted, his eyes scanning Tyson appraisingly.

  Tyson shrugged. "Had some business to attend to. I see you've been busy yourself."

  Canderous nodded, gesturing to the warriors behind him. "These are just a few of the scattered Mandalorians I've managed to gather. There are more out there, waiting to be united under a strong leader."

  Mission's eyes widened as she took in the group. "Wow, Canderous. When you said you were going to round up some of your old buddies, I didn't think you meant an entire army."

  "This is just the beginning, kid. Which brings me to my next point." He turned to face Tyson fully. "I'm leaving Dantooine. There are more of our people out there, and it's time we brought them together."

  "I understand. You're rebuilding your people."

  "Exactly," Canderous confirmed. "But before I go, there's the matter of the Ebon Hawk to settle." He glanced around the ship's interior. "This was Davik's ship, and he's gone. Revan's gone, too. So, who does the Ebon Hawk belong to now?"

  A tense silence fell over the group. Mission's eyes darted between Tyson and Canderous, her hand unconsciously moving towards her blaster. The Mandalorians behind Canderous shifted, their hands resting on their weapons.

  Tyson met Canderous's gaze steadily. In a low voice, he asked, "Want to fight for it?"

  For a moment, the air crackled with tension. Then, unexpectedly, Canderous let out a bark of laughter. "Against the Taris Dueling champion and the Jedi who killed both Darth Malak and Revan? No thanks. You can keep it. The ship isn't worth that much."

  The tension dissipated as quickly as it had come. Mission let out a breath she hadn't realized she'd been holding, and even the Mandalorians seemed to relax slightly.

  Canderous held his hand out and grasped Tyson's forearm, his voice filled with respect as he spoke. "You are Mandalorian, Tyson. You've earned your armor. You defeated our enemies, Malak and Revan. Seek us out should you need help."

  Tyson inclined his head slightly. "I'm honored, Canderous. May your journey be successful."

  As Canderous turned to leave, one of the Mandalorians spoke up. "But sir, are you sure about this? Leaving such a valuable asset behind?"

  Canderous fixed the warrior with a stern look. "The Ebon Hawk is just a ship. What matters is the warrior who commands it. And this warrior," he nodded towards Tyson, "has proven himself worthy of it."

  The Mandalorian nodded, chastened. "I understand, sir."

  As the group prepared to depart, Mission called out. "Hey, Canderous. Take care of yourself out there, okay? And maybe drop us a line once in a while to let us know how you're doing?"

  For a moment, Canderous's gruff exterior softened. "Sure thing, kid. You take care of yourself, too. And keep an eye on this one," he jerked his thumb towards Tyson.

  With a final nod to Tyson and Mission, Canderous and his group of Mandalorians departed. The sound of their ships' engines firing up filled the air, and soon, they were nothing more than specks in the Dantooine sky.

  As the dust settled from the Mandalorians' departure, Tyson and Mission heard the sound of approaching footsteps. They turned to see Bastila striding towards them.

  "I sensed a disturbance," She said. "Word reached the Enclave that a group of Mandalorians was approaching. I came as quickly as I could."

  "Well, you're a little late to the party, Bastila. Canderous and his new Mandalorian buddies just took off."

  "Canderous left? Without so much as a farewell?"

  "That's a Mandalorian for you," Tyson shrugged. "Not big on goodbyes."

  "I see. You must have been the disturbance I sensed. Welcome back, Tyson," Bastila said, her tone a mixture of relief and disappointment. "And what of the others? Carth and Zaalbar?"

  As if on cue, the familiar figures of Carth Onasi and the towering Wookiee emerged from the grasslands. Carth's blaster was holstered, but his hand rested near it out of habit. Zaalbar carried his bowcaster in one hand and a few dead kath hounds slung over his other shoulder.

  "Speak of the devil," Mission grinned. "How was the hunt, Big Z?"

  Zaalbar let out a series of growls and barks. Mission nodded along, translating for the others. "He says the kath hounds were more trouble than usual. But nothing they couldn't handle."

  Carth chuckled, running a hand through his hair. "Yeah, those beasts put up quite a fight. But between Zaalbar's strength and my aim, we made short work of them." He glanced around, noticing the absence of their Mandalorian companion. "So, where's Canderous? Don't tell me he's still out there trying to recruit more Mandalorians."

  "You just missed him," Tyson explained. "He left with a group he'd gathered. Said something about uniting his people."

  Carth's expression hardened slightly. "Figures. Once a Mandalorian, always a Mandalorian, I guess."

  Bastila frowned. "That's hardly fair, Carth. Canderous fought alongside us. He's proven himself a valuable ally."

  "I know, I know," Carth sighed. "Old habits die hard, I suppose. Speaking of which..." He paused, his gaze sweeping over the group. "I think it's about time I reported back to the Republic fleet. They'll be wanting a full debrief on everything that's happened."

  Mission's face fell. "You're leaving too? But we just got the band back together!"

  Carth smiled softly at the young Twi'lek. "I'm afraid so, Mission. The Republic needs every able officer it can get right now. There's still a lot of rebuilding to do after the war with the Sith."

  Zaalbar let out a mournful howl, which Mission translated with a sad smile. "Big Z says he'll miss you, you big softie."

  "I'll miss you too, you walking carpet," Carth chuckled, reaching up to pat Zaalbar's arm. He turned to Bastila and Tyson, his expression growing more serious. "It's been an honor fighting alongside both of you. The Republic owes you a debt it can never fully repay."

  Bastila inclined her head graciously. "The honor was ours, Carth. Your bravery and dedication were instrumental in our victory."

  "Yeah, what she said," Tyson added with a grin. "Though I think we could have done without some of your paranoid rants."

  Carth laughed. "Hey, a little paranoia kept us alive, didn't it? But seriously, Tyson, I'm glad we found you on that freighter. You're a good man and a hell of a fighter."

  "High praise coming from you, Carth," Tyson said, extending his hand. Carth grasped it firmly, the two men sharing a moment of mutual respect.

  "So, what's next for you?" Carth asked, looking around at the group. "Back to the Jedi Enclave for more training?"

  Bastila shook her head. "I'm not sure. The Council was quick to accept Revan back into the fold to use against Malak. But after everything that happened..." She trailed off, her gaze drifting to the horizon.

  "Well, whatever you decide, I'm sure it'll be the right choice," Carth said. He turned to Mission and Zaalbar. "What about you two? Heading back to Taris? Maybe Kashyyyk?"

  Zaalbar growled softly, and Mission translated. "Big Z says he's not ready to go back just yet. We were considering sticking with Tyson for a while if he would have us."

  All eyes turned to Tyson, who grinned. "Are you kidding? Of course."

  "Great!" Mission beamed. "Looks like the adventure continues!"

  "Well, I'd better get going. I'll arrange for transport back to the fleet." He paused, looking at each of his companions in turn. "Take care of yourselves out there. And if you ever need anything, don't hesitate to call."

  "Same goes for you, Carth," Tyson said. "The Republic's lucky to have you."

  As Carth turned to leave, Bastila said, "May the Force be with you, Carth."

  The pilot smiled over his shoulder. "And with all of you. Good luck out there. Something tells me you're going to need it."

  "You don't need to find transport. You should take the Ebon Hawk." Tyson's words halted Carth mid-stride.

  The statement was met with stunned silence. All eyes turned to Tyson, a mixture of surprise and confusion etched on their faces.

  Carth was the first to find his voice. "What? Tyson, are you serious?"

  "The Ebon Hawk isn't really my ship. It was Davik's, then Revan's, D'Lavina's, and only mine when I stole it from her, but briefly before it was stolen back." He paused, his gaze sweeping over the freighter. "It doesn't feel like my ship."

  Mission's lekku twitched in confusion. "But Tyson, we've been through so much on this ship. It's... It's our home."

  Bastila stepped forward, her brow furrowed. "I must agree with Mission. The Ebon Hawk has been instrumental in our journey. Are you certain about this?"

  Tyson smiled, understanding their concern. "I appreciate what this ship means to all of you. But the truth is, I already have my own vessel." He turned to Carth, his eyes twinkling with a hint of mischief. "Besides, supposedly, you're the best pilot of us all. You should have it."

  Carth stood there, momentarily speechless. His eyes darted between Tyson and the Ebon Hawk as if trying to process the unexpected offer. "I... I don't know what to say, Tyson. This is... unexpected."

  Zaalbar let out a series of growls and barks, which Mission translated with a hint of sadness. "Big Z says he understands why you're doing this, but he'll miss the ship. We've made a lot of memories here."

  Bastila asked, "Are you certain about this?"

  Tyson met her gaze steadily. "The Ebon Hawk has served its purpose for us. Now, it can serve the Republic, with Carth at the helm." What he hadn't said was that he didn't really need the ship. It served no purpose for him, and it would just sit in space in his Personal Reality. The Ebon Hawk had no upgrades he needed for the Iconic Interceptor, and if he ever wanted to build a fleet of his own, he had the Automated Repair Facility for that, the Iconic Interceptor could assist, and he wouldn't be using the Ebon Hawk in battle because it didn't carry the firepower or shields at a level that would make him feel comfortable.

  Carth, still looking somewhat dazed, finally found his words. "Tyson, I... I'm honored."

  Tyson clapped a hand on Carth's shoulder. "There's no one better suited to take her forward. So, what do you say? Will you accept her?"

  Carth's eyes roamed over the ship's exterior. "I... yes. Yes, I accept." A smile slowly spread across his face. "Thank you, Tyson. This means more than you know."

  Zaalbar let out a series of soft growls, which Mission translated. "Big Z says he hopes you'll take good care of her, Carth. She's been a good home to us."

  "I promise I'll take good care of her," Carth said, "She'll serve the Republic well." The pilot turned to each of his companions in turn. "I can't thank you all enough for everything we've been through together. It's been... well, it's been one hell of a ride."

  Mission stepped forward, throwing her arms around Carth in a tight hug. "We'll see you out there, you old geezer," she said, her voice muffled against his jacket.

  Carth chuckled, patting her back gently. "Count on it, kid."

  With a final nod to the group, Carth turned and made his way up the Ebon Hawk's loading ramp. The familiar whine of the engines starting up filled the air, stirring the grass around them. Mission sniffled, wiping at her eyes with the back of her hand. Zaalbar placed a comforting arm around her shoulders as they watched the ship prepare for takeoff. The ramp closed with a hydraulic hiss, sealing Carth inside. Through the cockpit viewport, they could see him settling into the pilot's seat. The Ebon Hawk's repulsor lifts engaged, kicking up a swirl of dust and debris as the ship slowly rose from the ground. The group took a few steps back, shielding their eyes from the billowing cloud.

  With a roar of its sublight engines, the Ebon Hawk tilted upward, its nose pointing towards the clear Dantooine sky. In a matter of moments, the ship that had been their home and refuge became a rapidly shrinking speck against the blue expanse.

  The Ebon Hawk had been more than just a ship to the group. It had been a home, a sanctuary, and a faithful companion through their many adventures. But now, it was time for a new chapter to begin, both for the ship and for its former crew.

  Bastila, still looking somewhat uncertain, spoke up. "While I understand your reasoning, Tyson, I can't help but wonder about the practicalities. The Ebon Hawk was modified extensively and fit our needs. Are you certain your... other vessel will suffice?"

  Tyson's eyes twinkled with amusement. "Trust me, Bastila. My ship will more than suffice. In fact, I think you'll find it quite impressive."

  Mission bounced on her heels, excitement overtaking her initial hesitation. "Ooh, now I really want to see this mystery ship of yours, Tyson! When do we get to check it out?"

  "All in good time, Mission," Tyson laughed.

  Tyson, Bastila, Zaalbar, and Mission stood in silence for a moment, watching the ships disappear. Finally, Mission turned to Tyson, a mix of emotions playing across her face. "So, I guess it's just us now, huh? What are we going to do now? With Canderous gone and Carth heading back to the Republic."

  Bastila said, "We do what we've always done, Mission. We keep moving forward. The Force will guide our footsteps."

  Tyson turned to Bastila, his eyebrow raised in surprise. "We? I wasn't sure if you'd be leaving with us, Bastila."

  "With the Sith defeated, I've been elevated to the Rank of Jedi Knight. I've far more freedom with where I go next, especially since my Battle Meditation won't be needed any longer. I find that for the first time, I disagreed with many of the Jedi Council's decisions. And after Revan's fall, well, the second fall, I find myself unsure about their teachings and what I learned and observed in my time around him."

  She paused, her gaze drifting towards the horizon before returning to meet Tyson's eyes. "Plus, my mother is still within your Personal Reality. I'd like to spend more time with her now that she's healthy... if you don't mind."

  Tyson's face broke into a warm smile. "I'll be happy to have you, Bastila. Your skills and insights will be invaluable."

  Mission's lekku twitched with excitement as she bounced on her heels. "We're going to go on adventures in another galaxy, and catch a rancor, and maybe visit my dumb brother Griff. This is going to be great!"

  Zaalbar let out a series of growls and barks, which Mission quickly translated. "Big Z says he's in, too."

  Tyson nodded, his grin widening. "Glad to have you both on board. It'll be quite the adventure."

  Bastila's brow furrowed slightly. "Another galaxy? Tyson, what exactly have you been telling them?"

  "Oh, just a few stories about my travels," Tyson said with a casual wave of his hand. "Nothing too outlandish."

  "I see," Bastila said, though her tone suggested she was far from convinced. "I'd very much like to see my mother first."

  "Of course," Tyson nodded. "We can head there right now."

  Zaalbar let out an inquisitive growl, which Mission translated. "Big Z wants to know if you have any Wroshyr trees in there. He says he misses the forests of Kashyyyk."

  Tyson's eyes lit up. "Not yet, but that's a brilliant idea, Zaalbar! We'll have to visit your world at some point."

  Mission bounced on her heels again, her excitement palpable. "So, when do we leave? I can't wait to see this ship of yours, Tyson. It must be pretty amazing if you're willing to give up the Ebon Hawk."

  "Soon," Tyson promised.

  — Star Jumper —

  The woman sat rigidly in the passenger seat of the battered shuttle as it sailed through hyperspace, the hull scarred and pitted from countless journeys across the stars. She wore the unmistakable imprint of a harsh life. Deep lines creased her face, framing eyes that had seen too much but were now unseeing. Her steel-gray hair was plaited severely into two braids that fell through her hood across the front of her shoulders. She was garbed simply in heavy robes.

  The young pilot checked his readings nervously, his worried gaze flickering back to rest uneasily on the woman. He swallowed hard before speaking.

  "We're on the final leg of the journey, ma'am." His reedy voice betrayed his apprehension.

  The woman did not answer right away, turning instead to gaze out the viewport as if searching for something only she could see. The silence hung heavy for a long moment before she replied, "The destination remains unchanged. Take us to Malachor V."

  The pilot paled. "Malachor V? But...after the Mandalorian Wars, the planet is a graveyard. Nothing but broken ships and more ghosts than a man can count. Why would you want to go back there?" He shifted in his seat.

  She turned the full weight of her gaze upon the pilot. Her look held no anger, yet her white eyes seemed to peel back his skin and lay bare everything underneath; his fears, his doubts, his secrets.

  "I was exiled from the Jedi Order," she said at last, each word slow and heavy with bitter memory.

  The pilot blinked in confusion. "Exiled? They're getting rid of Jedi when we need them to fight the Sith? That doesn't make sense."

  "You have not heard," she said, her voice devoid of emotion. "The Sith are scattered. Revan is dead, Malak is dead. Their grand design, their vision for the galaxy, has been shattered."

  The pilot's eyes widened. "So, why were you exiled?" he asked, curious despite his unease.

  Her milky eyes seemed to bore into him. "Because I was the master who taught Revan," she stated. "The Jedi blame me for his fall, though he turned to the dark side many years after becoming a knight and leaving my tutelage."

  The pilot stared at her, his mouth slightly agape. "I thought Jedi were supposed to be wise. That's sad and seems shortsighted."

  "Perhaps," she murmured. "But perhaps there is truth in it. That is why I am heading to Malachor V. To retrace the steps of my padawan, see the consequences of my teachings, to understand the nature of the Force itself."

  "I see," he said, "We all know the story of how the Mandalorian Wars ended. Revan lured the Mandalorian fleet to the system and used some kind of weapon. Afterward, the Mandalorians were broken, just like the planet, and Revan rose as the new Sith Lord."

  "Yes. The echoes of that battle still resonate in the Force. It is a wound that has not healed and perhaps never will."

  The pilot cleared his throat. "We're exiting hyperspace now, ma'am. Initiating landing protocols." The shuttle shuddered, the viewport revealed the harsh, unforgiving form of Malachor V. As the vessel descended through the turbulent atmosphere, it was buffeted by fierce winds and the crackling energy of constant lightning storms.

  Upon landing, the ramp hissed as it lowered, revealing the bleak landscape beyond. "I hope you find what you're looking for, ma'am."

  She paused, her gaze fixed on the desolate vista before her. "Hope is a weakness," she said flatly. I seek understanding, not hope." She stepped onto the surface of Malachor V.

  The air was thick with the smell of ozone and burnt metal. The ground beneath her feet was a wasteland, the surface marked with jagged cliffs and deep ravines. The sky was a perpetual storm, a swirling mass of dark clouds pierced by bolts of lightning that illuminated the landscape in brief, stark flashes. The land was a barren, shattered, and lifeless wasteland. She moved slowly, deliberately, as her dark robes billowed around her. Each step seemed measured, as if she were treading on sacred ground. The Force swirled around her, a chaotic storm of echoes and impressions. She could feel the residual energy of the battle, the pain, the fear, the rage. It was as if the very planet was screaming, a chorus of agony from the countless lives lost in the conflict.

  She closed her eyes, focusing on the swirling currents of the Force. She reached out, seeking the echoes of Revan's presence, trying to understand his path and choices. She could feel his power, ambition, and burning desire to defeat the Mandalorians. But she could also sense the darkness that had consumed him, the corruption that had twisted his noble intentions.

  As she walked, she could feel the imprint of his footsteps, the places where he had stood, the thoughts that had crossed his mind; the ghosts of the past, the battles fought, the lives lost. She could feel the weight of his choices, the burden of his actions.

  Pausing at the edge of a deep ravine, she could see the wreckage of ships scattered across the landscape, their twisted metal frames jutting out of the ground like skeletal remains. Reaching out with the Force, she probed the depths of the ravine. She could feel the echoes of the battle, the screams of the dying, the clash of weapons. And beyond it all, she could feel the presence of the dark side, a corrupting influence that had seeped into the very fabric of the planet.

  She closed her eyes, focusing on the swirling currents of the Force. Reaching out, she sought the source of the darkness, the heart of the corruption. She could feel it, a pulsating presence that seemed to throb with malevolent energy. It was a dark, twisted thing, a perversion of the Force born from the pain and suffering of the battle.

  Steeling herself against the weight of the darkness that pressed in all around her, with slow, deliberate steps, she began to scale the ravine. The descent was treacherous, the ground shifting beneath her with each step, but she pressed on, guided by the Force and driven by a singular purpose.

  As she descended deeper into the ravine, the air grew thick and stale, the echoes of the battle fading into a deafening silence. The walls of the ravine closed in around her, the light from above fading into a dim twilight. She could feel the weight of the planet pressing down on her, the darkness growing heavier with each step.

  At last, she reached the bottom of the ravine, her feet coming to rest on a stable surface. She entered a series of underground passageways and caverns. The Malachor Depths.

  She paused for a moment, reaching out with the Force, trying to get a sense of her surroundings. The darkness here was different, more focused, more deliberate. It felt as though she had stepped into the heart of a great beast, its presence pulsing all around her. The passageways twisted and turned, leading her deeper and deeper into the depths of the planet. She could feel the weight of the rock above her, the weight of the planet itself pressing down on her. But she pressed on, driven by a need to understand, to unravel the mysteries that lay before her.

  As she rounded a corner, the passageway opened into a vast cavern, its walls stretching upward into darkness. In the center of the cavern, a single figure stood, his robes billowing around him, his face obscured by the shadows.

  She approached cautiously, her hand resting on the hilt of her lightsaber. The figure turned towards her, and she could sense the red lightsaber blade he held ready. He was a Sith. She could feel his hatred and rage.

  "Who dares to trespass in the Trayus Academy?" he hissed.

  She stood her ground. "I am no trespasser."

  The Sith assassin sneered. He lunged forward. She ignited her own lightsaber, the brilliant blue blade hummed to life, and met his attack head-on. The cavern was filled with a clash of lightsabers. They danced across the cavern floor. Throughout their fight, she could feel the darkness pressing in around her, but she held her ground. She sensed the echoes of the past, the ghosts of battles long since fought; felt Revan's presence like a guiding light in the darkness.

  The Sith assassin was skilled, his movements fueled by a lifetime of training. But she was a master of the Force, her mind and body honed by years of discipline and study. With a deft flick of her wrist, she disarmed the Sith. He fell to his knees, his eyes wide with fear and disbelief.

  "Why have you come to the Trayus Academy?" he gasped, his voice trembling.

  She deactivated her lightsaber. "I come seeking knowledge," she said, her voice calm and measured. "Knowledge of the Force, of the darkness that consumed my former student, of the path that led him to his destruction."

  The Sith assassin looked up at her, his eyes narrowed with suspicion. "And what do you hope to find here?" he asked, his voice laced with venom.

  She took in the ancient walls, the echoes of the past that lingered in the air. "I hope to find understanding," she said. I hope to understand the nature of the Force, the balance between light and dark, and the choices that led Revan down his path."

  The Sith assassin snorted, his lip curling into a sneer. "Understanding?" he spat. "The only understanding you will find here is understanding your own weakness."

  "We shall see," she answered.

  Support Plug

  CoreQuest.

  The following is the final complete Season 2 Character Sheet, including descriptions in case you forgot. And holy hell, after I finished updating it, I realized it needs to be a chapter of its own.

  Tyson

  Origins: Human, Humanoid, Drop-In, Space Pirate, Bad Guy, Officer (Lieutenant)

  Space Pirate

  Whatever you want, you take it by force. Property, people, lives? Doesn’t matter. Many Space Pirates dabble in slavery, and you’ll somehow run a crew of the worst scum the galaxy has ever seen.

  Bad Guy

  Or maybe you’re not interested in helping out. Maybe you want to see this bright future crash and burn.

  Officer

  Someone's got to keep the peace in the galaxy, and as a Starfleet officer, there's no one better equipped.

  Race: Augment Human-Betazoid (Hybrid)

  Character Points: 550, [250 KOTOR (Vicky)]

  Reality Points: 1800

  Ship Points: 2650

  Credits: 115,350

  Status Effects: (none)

  Drawbacks:

  Gauntlet (Locked)

  Ensign Marty Stu

  The entire universe has been transformed into bad fanfiction. You'll have to deal with poor writing, edgy characters, self-inserts, weird fetishes, and even crazy crossovers like Star Trek v Star Wars!

  A Simple Re'Q'uest

  It seems that you’ve gotten the attention of a certain omnipotent trickster - Q. Q is going to test you and your ship, over and over again. This can range from putting you into a recreation of the tales of King Arthur to catapulting you into the next galaxy over, as punishment for your hubris. Q may also interfere and grant you additional Drawbacks.

  Hybrid (Betazoid)

  Your base race has been hybridized with another (Betazoid). In addition to having a hybridized appearance, you will also gain all the negative traits of your second species. Betazoids are a peaceful species with human-like features and powerful telepathic abilities. Betazoids are physically indistinguishable from humans in every aspect except for their solid black irises. They possess natural telepathy and can easily sense the thoughts and emotions of any living thing. Betazoids are members of the Federation and commonly serve as either counselors or negotiators. Betazoid hybrids' weaknesses are they have weaker telepathic powers compared to full Betazoids.

  Amok Time/Blood Fever

  As a result of your racial hybridization, you now suffer from a chemical imbalance in the brain. Once every three months, this imbalance starts to get out of whack. You will have emotional outbursts followed by extreme desire, and a fever. You will die within a week of this period beginning unless you procreate or at least make a damned good attempt… Or kill a worthy opponent in single combat. And no cheating! Using a holodeck won't fix the chemical imbalance.

  Outlawed

  Whether you’re a Human Augment, a Vulcan telepath, an Aenar or a Suliban on Planet Gitmo, your very existence is now an offense against your species and/or starting world, and they will be all too happy to arrest or even kill you if they discover who and what you are.

  Divine Voyeur

  The Q watches all and sees all. Whenever you have sex with others, or whenever you take 'adult actions', Q will be watching and will award you "Reality Points" for your performance.

  Perks:

  Cosmic Awareness

  You have the incredible supernatural ability to perceive alterations in Space-Time. You'll be able to instantly know when your surroundings have been altered. This ability allows you to perceive changes made by events, objects, people, and creatures.

  Out of Nowhere

  People seem to be far more accepting of what you claim to be. You’re an omnipotent god here to test humanity? Eh, we got five of those last week. Last member of a dying race? We have a protocol for that. This is your springboard into getting into a setting. What comes next depends on you. This perk applies to any Companions that join you as well.

  Going Native

  The universe is full of weird places, people, and cultures. Now when you pass through you won't stick out like a sore thumb or as much as an outsider. You are able to rapidly learn alien customs, cultures, and ideals and apply them faster than even a child growing up in those places. You’ll also be able to learn alien sciences just as quickly.

  Live and Let Live

  People tend to judge one another by standards of what's common in their society, and that goes double for anything involving relationships. Yet in your particular case this just doesn't seem to apply. At worst, people will dislike it and possibly refuse to interact with you, but turning to violence or other means of stopping you just never enters their minds. Somehow, people just don’t judge you any differently, no matter what you look like. You could have a completely different number of arms and legs one day, change your coloration completely the next, maybe gain or lose some gender characteristics, and yet people know it's you and treat you as if you looked like anyone else.

  This is (Not?) Rocket Science

  For some reason, you just are capable of piloting spaceships as if you learned it growing up. It is hardly different from driving Poppa’s old tractor. Similarly, you will find that fixing a spaceship also is much less complicated than one would have thought and you have a good shot at leaving things less broken than when you started.

  Kinda Bland

  Sure, your species has its fair share of exceptional personalities, but overall? You kind of blend into the background compared to all the exciting aliens, locations, and technical wonders. At any time, so long you aren’t in a place you definitely shouldn't be, you can now choose to unobtrusively blend into the background, allowing only the most perceptive of people to actively take note of you.

  Determinator

  Through a combination of toughness, endurance, luck, and stubbornness, you tend to succeed more easily in situations few would expect you to.

  Painted On

  Clothing just seems to fit so much better when you wear it. You can decide how tight the fit of your clothing is, as well as reduce the thickness or thinness of the fabric. This doesn’t change the clothing’s other features, like what kind of functions or protection it provides.

  Snakeskin

  Why do you even bother with armor when the other guy has a disintegrator? It’s better just to sidestep the blast, so that’s what you do. The less your clothing is covering you up, the better you dodge and the faster you are. Wearing something as revealing as a space-fabric loincloth or latex bikini will give you enough of a speed and agility boost to rush and overwhelm a handful of opponents with blasters.

  Adaptable

  You are able to easily fill any role or perform in any profession, with a minimum of leading time required to be taught. Up to an average level of proficiency, your learning progress will be greatly accelerated.

  Duelist

  After countless boarding actions, your skill with the laser blade is seldom matched except among the best of Star Knights. Even without space magic, you have a pretty good chance of deflecting energy bolts with your blade or anticipating the next lunge. So fine is your control of the blade, laser or otherwise, that you may shred your opponents’ clothing with ease rather than their flesh, allowing you to rob your opponents of their dignity as well as their riches.

  Master with your Hands

  You are a master with a weapon in your hand. You gain the ability to be unbelievably accurate with any weapon, melee or ranged, that you can use with one hand. And if one weapon doesn’t work, you can smoothly transition to any other one-handed weapon in your possession, and in the act of drawing the new weapon, use it as smoothly as if you always had it out. As a bonus, the faster you make an attack, the more accurate it is, even if you have no time to aim it. Draw, shoot, hit. Lastly, you could even pull off the ol’ dual-wielding trick, with whatever one-handed weapons you have on you. You’re smooth enough that you will never run into any issues with holding two different, or similar weapons in each hand.

  Best of the Best

  They say there’s nothing like a night with a Marine, and who am I to refute that? You’ve got a significant boost to your reflexes, hand-eye coordination, and general athleticism, all of which are visible in the form of well-defined muscles and the chiseled build of a Greek god.

  Everything Is A Weapon

  You understand how to weaponize everything from tractor beams to just having a tough hull so your ship can survive ramming. Any skills you have can be turned to some combat use or emphasis, like using physics to design superweapons, medicine to make bioweapons and the like.

  Augment

  You are a member of your species perfected through genetic engineering. You are roughly five times stronger, more agile and durable than your baseline species, and live twice as long. Your senses are enhanced, you are immune to most diseases and toxins and have much stronger and more efficient hearts and lungs. Most impressively, you are resistant to most energy weapons, taking only moderate wounds from kill shots and multiple or sustained stun-fire to put down. Your blood can be used to synthesize cures for most diseases and in some cases revive the dead, and your intellect is greatly increased, most especially your ability to learn new information and master new skills, which is ten times quicker than it would normally take. Required: Must take Outlawed Drawback.

  Force Specialization: Intelligence

  The path of the Jedi consular and the Sith inquisitors. Your mental abilities are stronger and you have an easier time learning skills and Force powers. Includes a bonus Force Power: Force Heal. This ability lets you rapidly accelerate your, or others body’s natural healing process. It can be used to mend injuries and cure diseases. Force Specialization includes basic training in Lightsabers, Blasters, Telepathy, Telekinesis, Empathy, Force Speed, Farsight, Force Stealth, Force Sight, and Mind Trick.

  Tactical Info

  You gain a basic HUD. In addition to standard functions, it allows you to access your character information and Perks and Drawbacks selections. Note: You cannot make purchases through your HUD while in combat.

  Sever Force

  This power will allow you to cut individuals off from the Force by creating a wall of light side energy around them. The effects of this power may only be temporary at first, but with practice, you will be able to permanently remove an individual's connection to the Force. Sith receive a weaker version of this power, and only true Jedi can unlock its full potential.

  Specialty: Operations

  You don the famous red shirt and do what's needed… You keep the ship running.

  Sub Specialty - Communications: You are highly proficient in managing communications, as well as the decoding of enemy transmissions.

  Sub Specialty - Engineering: You keep the ship running. With your strength and knowledge, the core systems of a starship function.

  Cross Specialty - Piloting: You have extensive training in maneuvering and piloting starships outside of FTL

  Speedy Promotions

  Whenever you're a member of a hierarchical organization like a military or corporation, you'll always find yourself being promoted at a faster rate than your peers.

  Untainted

  Brainwashing rays? Ooo~ Pretty lights! Ultra Sonic Mind Control? This is my jam! Psychic Alien fucking your brain meats? Kinky! You can easily shrug off the effects of physical and mental alterations. This can even work on recreational drugs with nasty side effects, and if you want to enjoy those side effects? Then good for you, because you can set a timer! Once the timer's set, all changes that occurred while it was on will revert. It only counts if the main intent of the drug or technological/psychic/soul effect was to alter your mind and body.

  Q This

  It's time to show those “transcendent” beings who's boss. With this perk you can disable the supernatural powers of a single reality warping creature so long as you're in direct contact with it.

  Items:

  Laser Blade

  A weapon with a metal handle and a blade made of pure energized photons. It’ll cut through most normal materials easily but might struggle with energized armor or force fields. If you had fast enough reflexes or some kind of precognition, you could even deflect other lasers and energy-based weapons.

  Spacesuit

  A skintight space suit. Unequipped, it consists of a helmet and belt; donning these and hitting a button on the belt extends the suit's 'skin' over your body in a uniform color of your choice, including silver or clear. The helmet has a very basic set of environmental and biometric sensors and a radio, and the belt houses the power unit, an emergency distress beacon, and some utility pouches. The suit itself is only as tough as regular fabric, though the same technology that produces the skin will patch it up automatically. As long as the suit is operating properly, it can recycle your air and water until the power runs out, and the power cell is good for ten years. Food is not included, however.

  Agony Booth

  A transparent cylinder large enough to stand in and tough enough to keep a person confined. Can stimulate nerves to cause unimaginable pain to any prisoner contained within.

  Cloaking Minefield

  Hundreds of space mines equipped with cloaking devices, perfect for area control. Refills annually.

  Lightsaber

  The signature weapon of Jedi and Sith alike. You gain a single unaugmented blade.

  Gray Goo Suit

  This pile of nanomachines is programmed to bond with a user, envelope their body, and form either clothing or armor around them. The suit can respond to verbal commands, and potentially be upgraded to respond to commands sent other ways. Most importantly, it is programmed to constantly improve its ability to protect and benefit the user. As such, it will develop and learn from situations encountered by the wearer. It can study and imitate materials and technology, do the same to biology, and if shown examples of how something can be done, can also learn and imitate phenomena. However, if an ability or capability requires an external energy source, then the suit can only imitate what it has interacted with, and not the energy source it hasn’t.

  Transwarp Beam Equation

  Now this here is an equation that wouldn't see the light of day for some time, normally. Now, it can be used to beam individuals from any place to a ship traveling at Warp. You can use it, though, to beam onto any ship using any means to travel at FTL.

  Companions:

  (Vicky) V-KO IV Nursedroid: Access Key, Artificial Intelligence Upgrade, Gray Goo Upgrade, Master With Your Hands, Light Weapon, Jumper's Master Key, Scaling Cloak, Origin: Jedi, Force Specialization: Intelligence, Enhanced Mind, Lightsaber, Armored Robes, Battle Meditation, Origin: AI, Origin: Elite, Memory Banks, Social Algorithms, Above Law and Reason, Pedigree, Planetary Domicile, Photonic Rapier, Security Features, Quantum Locked BUS, Adaptive Personal Force Field, False Star Forge.

  T'Pol: Access Key, Origin: Rubber Forehead, Origin: Elite, Above Law and Reason, Pedigree, Distinct Feature, Everone Likes Green Chicks, Planetary Domicile, Photonic Rapier, Protector Drones, Space Elf, Space Wizard, Symbol

  Personal Reality:

  Here’s your very own Personal Reality. No matter where you go, you’ll always be able to access it (unless blocked by a drawback or gauntlet). Before you do anything with it, it starts as a Warehouse, just a place to stick all your stuff. Anything added to the Warehouse or Personal Reality via CP or Reality Point (RP) purchase is guaranteed to work flawlessly with anything and everything else attached to the Personal Reality. Anything added by the use of Perks is likewise guaranteed to seamlessly integrate. Although you can’t just buy a house with Credits and integrate it into your warehouse, there's an optional RP purchase to integrate such things.

  Access Key

  This is a special key that lets you access your Personal Reality and its contents. When inserted into any lock or access panel, on any door, the door opens to reveal a gateway into your Reality. You are the only person who can use this key, but additional keys can be purchased for Companions. If the key is ever lost or stolen you will find it in your pocket within a few minutes. You cannot close the door as long as you are inside the Personal Reality.

  Key Link

  With this, you can now close the door while you are in the Personal Reality and use your key in a special podium in the entryway to link your Personal Reality Door to any door in your current Host Reality that you’ve previously used your Access Key on.

  Central Control

  This hooks your Personal Reality up with a Smart Pseudo-Intelligent Computer System that tracks the location and condition of all items and creatures brought into your Personal Reality. It will share that information with you or anyone you authorize to use the system. They do not have to have a key, and you can set up varying levels of access. Central Control can also recall your companions to the Personal Reality if you have Portals and command it to, or they are killed and you’ve set up automated recall. It can open your Personal Reality Door from the inside if you’ve given it permission to do so, but it will only admit those it believes will assist you. It can only open doors on which the Access Key has been used, but the key need not be still in that door for the door to be opened.

  Security System

  Anybody coming in and out of your Personal Reality is now checked for any authorization you've given them to access it; and should anything about said authorization raise any flags in the system, then you will receive a warning about it. This allows you to define just what sorts of authorization different individuals can have to access your Personal Reality, anything from No Access through Temporary Access and Limited Access to Unlimited Access is possible. All this does is notify you. It does not stop them on its own. A Keyholder’s Access cannot be limited by the Security System. Only purchase Access Keys for those you trust implicitly.

  High-Security Inter-Reality Connecting Door (Star Trek Enterprise)

  These doors come in pairs and can connect your Personal Reality and another reality. You may choose to move this door, causing it to appear as a tarot-sized playing card and if placed on a wall it turns into a door. Using the Access Key on one of these doors allows you to turn it back into a card. You must be physically at the location you desire to install it and once installed the Door cannot be removed by anyone or anything lacking an Access Key. If you connect an external reality to your Personal Reality through a pair of these doors, that reality is not frozen in time but rather progresses on your Reality's internal clock, even after you leave it, even if the door is currently closed. High Security upgrade allows these doors to be locked and can be force field protected.

  High-Security Inter-Reality Connecting Door (Star Wars Knights of the Old Republic)

  These doors come in pairs and can connect your Personal Reality and another reality. You may choose to move this door, causing it to appear as a tarot-sized playing card and if placed on a wall it turns into a door. Using the Access Key on one of these doors allows you to turn it back into a card. You must be physically at the location you desire to install it and once installed the Door cannot be removed by anyone or anything lacking an Access Key. If you connect an external reality to your Personal Reality through a pair of these doors, that reality is not frozen in time but rather progresses on your Reality's internal clock, even after you leave it, even if the door is currently closed. High Security upgrade allows these doors to be locked and can be force field protected.

  Medical Bay

  This can treat all medical or dental issues on anyone who still has a pulse or equivalent. Provides detailed accounting of a person’s medical history. Will not repair genetic defects or replace/repair cybernetics and cannot differentiate between beneficial and harmful nanites or implants on its own. Works on animals as well. Treatments take anywhere from one hour to a solid week depending on the degree of damage.

  The Nano-Medical Lab

  The Medical Bay can now tell exactly what every nanoscale contaminant inside a living body does and, optionally, remove them without causing harm to the host. The NML can also replicate and administer Medical and Augmentation Nanites as long as you have the materials and requisite know-how. All NML-administered Nanites have fiat backing.

  The Bio-Synthesis Lab

  This upgrade covers all serums, viruses, bacteriological agents, and other chemical, genetic, or retroviral repair and boosting sciences, giving the results fiat-backing. Does not provide any knowledge base.

  Microbiome Replacement Lab

  This upgrade allows you to create a special serum that innoculates anyone of any species so that the symbiotic life forms that their bodies need to continue functioning are replaced with benign versions of themselves that won’t harm them if they go out of whack nor will they infect others for whom they won’t be so symbiotic. This isn’t just limited to helpful bacteria, protozoa, and fungi, but also applies to things that might not technically be alive like virus particles that are part of your virome or self-replicating nanites/picocites.

  The Counseling Bay

  This upgrade helps you (or anyone else) work through any psychological issue. A couch and solid-light therapist are included. This does not work instantly. More severe issues will require multiple hour-long sessions.

  Housing Complex

  With this option, you gain enough housing for every sapient you have in your retinue. Each adult or juvenile among those beings you allow to live permanently (or semi-permanently) in your Personal Reality gets their own personal bedroom. Personal rooms can be merged if all the occupants so desire. Each personal room defaults to 5 meters by 4 meters by 3 meters. The standard unit of this Complex is the “Apartment”. By default, each “Apartment” contains four “bedrooms” when created, a kitchen & dining room, two full bathrooms with combination shower/bathtubs, two general-purpose shared rooms (offices, living rooms, game rooms), a few small closets, and a pantry. This housing is not luxurious by any means, but the individual rooms tailor themselves to the general likes of their owner and come with basic but not quality furniture. Non-bedrooms are on the small side but large enough to function. Floors are basic linoleum and walls are basic low-grade paint. Appliances and fixtures are pretty bare bones and the walls are little more than plywood and wood frame. The bedrooms don’t have closets.

  Basic Nutrition

  This option provides a basic, if minimalist, food delivery for you and all your followers. This delivery comes once a week and is the kind of thing you’d buy on a very strict budget; Ramen, Peanut Butter, Generic Cereal, Dry Beans, Eggs, Tofu, Fresh Common Fruits & Veggies, Canned Fruits & Veggies, Dry Pasta, Salt, Pepper, Milk, Bottled Water, Rice, Flour, Butter, Barley, etc. Essentially 50 dollars purchasing power a week per person.

  Choice Apartments

  Purchase of this upgrades all your Basic Housing Units in several minor ways. First off, two bedrooms can now be merged into a Master Bedroom, which has its own walk-in closet and attached bathroom. Second, the floors are now either carpeted or wood-paneled, walls are wallpapered, all rooms are 50% larger, the cut-off for additional kitchens is lowered to every five people and the furniture is decent. Kitchen Appliances, bathroom fixtures, closet doors... everything is improved a bit. The walls are now drywall and metal frame with insulation. Not soundproof, but better than nothing. Closets are now adequate and installed in each bedroom.

  Who's Got the Powa

  This provides enough electricity to power a city the size of New York City or London, forever, with nary a brownout or power fluctuation ever. It also comes with all the basic wiring hookups, surge protectors, outlets, circuit-breakers, routers, etc you might need... but you’ll probably want to get a qualified electrician in at some point... or pick up a companion who does that kind of thing. Purchase of this supplies all facilities inside your Personal Reality with electrical hookups.

  Pipes Pipes Pipes

  Purchasing this provides your Warehouse with enough plumbing fixtures to turn the entire volume of your Personal Reality into one massive pool... or anything below that. This provides clean running water with any reasonably common additives you like (chlorine, glacial milk, fluoride), but does not provide a limitless supply, nor does it heat the water. By default, the amount of water this system can produce per day is 1 billion liters or one megaton of water or a block of water 100 meters on a side, and the default temperature of this water is 25 degrees Celsius. It can support any civilian infrastructure on the same scale as Mexico City or Tokyo. Comes only with the basic hookups. Purchasing this supplies all facilities inside your Personal Reality with water feeds, and if you have Who's Got the Powa, it will supply hot and cold running water as well. These pipes include sewage and storm drain systems, vanishing waste as effectively as they create water. Anything that is not biological waste, loose grime, or liquid waste will be shunted into a special processing venue where you’ll have to dispose of it. This venue will be somewhere discreet in your reality behind a door labeled “Authorized Pipes Personnel Only”. The stuff will be cleaned of biological contaminants for you. The entire Pipe system is self-cleaning and self-maintaining, guaranteed free of vermin and bad odors.

  PLAYING WITH PORTALS

  Allows you to open a rectangular or circular portal that leads into your Personal Reality on any flat surface big enough to encompass the portal. You can open the portal on any surface you are in contact with or that your vehicle is in contact with... or that your vehicle will be in contact within less than 5 seconds and within 100 meters if you don’t open the portal. The portal can be any size between 1 square meter and 80 square meters. The portal opens to the same place in your Personal Reality as the Door does and you may still use your Access Key if you want to open a door larger or smaller than the limits of the Portal. Any Companion with a copy of the key may also open such a portal. These portals open at their lowest size instantly and expand to their maximum size over 10 seconds. These portals cannot be closed while you are inside your Personal Reality. Portals will slowly close over a period of 3 minutes if you leave them open and move more than 10 meters from one without closing it yourself, as long as you are outside your Personal Reality. This closure effect can be disabled, but you can’t open a portal if another is open.

  Portal Link

  Allows you to open a portal from inside your Personal Reality leading to anywhere in the current Host Reality that you’ve already been to. With this upgrade, you can now close the Personal Reality Door or Portal while inside your Reality and may open up to two portals at a time.

  Portal Control Rod

  Gives you a special device very much like a laser pointer that can be summoned instantly into your hand. Instead of having to directly physically touch a surface to open a portal, all you need to do is point at any appropriate surface and a portal will open at that location. To make a bigger portal, simply hold down the activation button longer. Handy if you’re running a kidnapping ring. The Rod works at up to 10 kilometers distance.

  Free Portal

  Removes the limitation on a portal having to be opened on a flat surface... or on any surface at all. It also allows you to open the portals to any part of your Personal Reality simply by picturing where you want the portal to open. Without the Control Rod, the portals must be opened within 2 meters of you.

  Portal Aperture

  You can now shrink your portals down to Planck scale or open them up to 8 million square meters and increase the rate of expansion/contraction by a factor of 10,000.

  The Mystical Menagerie

  During your adventures you will undoubtedly acquire a plethora of animals, be they pets, mounts, or livestock. Unfortunately, such animals need space... often a great deal of it. Well, this improvement provides your Personal Reality with a nearly perfect place for each of them to go and a steady supply of feed and drink. Each animal receives a spacious living area in your Menagerie, something large enough and varied enough that they’ll be able to exercise and amuse themselves. While this area is not boundless, and it cannot be used for storage or exploited for resources, it will mimic their natural environment and can cover dozens or hundreds of square kilometers. Multiple animals can share an environment if they, in fact, can share an environment. The area of your Menagerie is completely separate from the rest of your Personal Reality, but you start with 10 environments, each of which is roughly the size of Portugal.

  Guardian's Greenhouse

  This greenhouse is set up for geoponics/terraponics, hydroponics, or aeroponics. All plants/fungi grown in your Greenhouse are guaranteed to be either vibrantly tasty and nutritious or peak effective. The Greenhouse comes with a Soil Analyzer, which can analyze a plant or seed to determine what conditions it needs to produce optimal results and produce soil, clay, mulch, rock, atmosphere, or hydro-solutions to match. It can also analyze soil samples you give it and recreate them. Adds a custom Guardian Chiller to all kitchens in your Personal Reality. Fruits, Vegetables, Spices, Herbs, Mushrooms, and similar produce stored in a Guardian Chiller are guaranteed not to lose their flavor over time and to remain at the peak of ripeness as long as that’s where they were harvested. Plants within the Guardian's Greenhouse will begin growing in appropriate environments across your Personal Reality, and a steady supply of any edible portions of the plants will be added to the Guardian Chillers.

  Cryo-Chambers

  Countless chambers allow you to place everyone on the ship in suspended animation that prevents the affected from aging, allowing them to reach faraway systems even at sub-light speeds.

  Personal Mini-Reality

  You gain a copy of your home solar system (out to the Oort Cloud). It does not come with any intelligent life or "man-made" structures.

  The Village

  Your Personal Reality now looks like a town in the middle of the woods, or in a mountain valley, or on a cliffside or seaside/lakeside. Not only that, but you can divide up sections of the Warehouse by placing paths or bits of forest or water between them. This includes all Personal Reality expansions you buy, so if you want your Olympian Temple on an island off the coast of your village, that’s fine.

  Wildlife for Your Wild Life

  This upgrade adds in small forest creatures like rabbits, squirrels, wolves, and bears. Oh, yeah. birds, too, I guess. And bugs... but only mostly harmless ones. Bees, yes, Wasps, no. If you add at least 10 males & 20 females of any moose-sized or smaller species to the system, they will be added in and balanced accordingly. Non-magical species only.

  The Meaning of Life

  This upgrade adds fish, shellfish, and pondweed/seaweed. Also the occasional duck or swan or other waterfowl. Maybe some frogs or lizards or small reptilians, but nothing dangerous.

  Spaceships:

  For this section, I'll leave all the upgrades under the Iconic Interceptor, since it has every other ship's upgrades.

  Tramp Freighter (Destroyed - Respawn on 02/28/2365)

  Sometimes used as a light troop carrier, the Tramp Freighter is a cozy starship for the Do-It-Yourself crowd. Favored by smugglers and honest traders alike, it’s got lots of nooks and crannies throughout the ship. The cargo bays can be converted to bunks in troop carrier configuration allowing it to hold 40 passengers. Comes equipped with standard life support, sub-light engines, an FTL drive, sensors, shields, and at least one defensive weapon like a laser cannon or a missile pod. Unless noted, the ship comfortably holds a dozen crew/passengers.

  Sith Interceptor (Destroyed - Respawn on 04/18/2365)

  A small nimble starfighter used as the standard attack craft in the Sith fleet. It seats a single pilot, is armed with twin laser cannons as well as proton torpedoes, and is powered by a twin ion drive. (Bridge upgrade)

  Automated Repair Station

  A space station operating during the mid-22nd century. This station possessed advanced technology capable of automatically repairing vessels and tending to a wide range of humanoids' medical injuries at remarkable speed. (Ship Size Rating: IV, Station, Bridge, Space Hulk, Artificial Gravity, Cryo-Chambers, Auto-Repair System, Synapses, Distributed, Automated Ship, Analytic Suite, Docking Port, Transporter Room, Matter Printer, Negentropy Reactor, Deflector Shields, Clarketech Module, Production Lines, Hangar, Cargo Bay, Living Quarters)

  Narada

  A ship retrofitted with salvaged and reverse-engineered Borg technology. Subsequently, this ship can repair itself and has advanced sensors and a transwarp drive. The primary weapons are missiles. It is powered by an antimatter reactor and possesses a secondary warp drive. (Ship Size Rating: IV, Artificial Gravity, Alcubierre Drive, Auto-Repair System, Exotic Materials (Nanomaterials), Cargo Bay, Hangar, Hyperdrive (Transwarp), Antimatter Reactor, Navigation Suite, Analytic Suite, Deflector Shields, Missiles, Cyber Warfare Suite (Mining Drill)

  Interdictor (Destroyed - Respawn on 04/18/2365)

  (Ship Size Rating: III, Artificial Gravity, Hangar, Hyperdrive, Fusion Reactor, Navigation Suite, Point Defense, Deflector Shields, Jump Suppression Field, Beam Weapons, Follower Crew)

  Station: False Star Forge (Destroyed - Respawn on 05/01/2365)

  Not designed as means of transportation space stations nonetheless are exceedingly common, acting as staging points, fortifications, or habitats. Rather than a ship you possess an orbital installation. This precludes you from taking any Drive options save the free Sub-Light Thrusters used for corrections of your orbit and the options explicitly discounted for the Station. On the upside Stations can be truly vast, and double the maximal size given for Sections. (Ship Size Rating: III, Station, A.I. Core, Entertainment Deck, Exotic Materials: Nanomaterials, Modular, Secure, Nanite Shroud)

  Symbol

  The Symbol isn’t just a ship, it is a display of your power and wealth. Where a more frugal shipwright might have built three ships of the same class with the resources it took to build yours, it is the absolute apex in both performance and luxury, outperforming any normal vessel of its class by roughly 20% and allowing anyone on board to live like a king. (Ship Size Rating: II, Station, Distributed, Battery Banks, Physical Armor, Beam Weapons, Gravitic Shields, Exotic Materials: Crystal, A.I. Core, Modular, Inertialess Drive)

  Iconic Item: Iconic Interceptor

  This status can be attached to any item (chosen when this is purchased). In addition to never needing to be cleaned, maintained, sharpened, refueled, recharged, or reloaded, and always functioning properly, this item will now gain the abilities of any item of the same type (melee weapon to melee weapon, computer to computer, vehicle to vehicle, etc.) that has system backing, if you want to add those abilities. If destroyed this item returs to your Warehouse in 24 hours. (Ship Size Rating: IV) (General Upgrades: Articial Gravity, Auto-Repair System, Bridge Upgrade, Modular, Exotic Materials: Nanomaterials, Exotic Materials: Crystal, Secure) (Sections: Cargo Bay, Cryo-Chambers, Hangar, Living Quarters, Production Lines) (Controls: A.I. Core, Distributed, Synapses) (Crew: Follower Crew, Automated Ship) (Propulsion: Alcubierre Drive, Hyperdrive (Transwarp), Hyperdrive, Inertialess Drive) (Reactors: Battery Banks, Fusion Reactor, Antimatter Reactor, Negentropy Reactor) (Sensors: Navigation Suite, Analytic Suite) (Defenses: Physical Armor, Point Defense, Deflector Shields, Gravitic Shields, Jump Suppression Field) (Utilities: Docking Port, Entertainment Deck, Transporter Room, Clarktech Matter Printer) (Weapons: Beam Weapons, Missiles, Cyber Warfare Suite (Mining Drill), Nanite Shroud)

  General Upgrades:

  Artificial Gravity

  Some manner of gravitic generator just lets you assign some parts of your ship ‘floor’ and people will be able to walk around as if they were on the surface of a planet.

  Auto-Repair System

  The vessel is capable of automated self-repair, requiring little input or work from its crew to go from almost derelict to nearly pristine in a little less than a month, resources permitting.

  Bridge

  A central control room where all the important decisions are made. You may choose the bridge's location on the ship. Comes with a big screen to display the tactical data or a direct view into space.

  Space Hulk: Ship Size Rating: I

  You may buy a new size for your vessel. It gains an alt-form having that size, while still having access to everything its original form has.

  Modular

  The vessel can attach itself to another spaceship, effectively providing that ship with access to the components bought from this one.

  Exotic Materials: Nanomaterials

  The bulk of the ship does not consist of conventional materials but rather a closely monitored and strictly regulated hive of nanomachines, allowing for a highly variable layout and quick redistribution of infrastructure and armor from one place to another.

  Exotic Materials: Crystal

  Your ship is a true marvel to behold, consisting of crystalline structures, filigree crystal lattices substituting for more conventional circuitry, and thick deposits on the ship’s surface acting as armor.

  Secure

  While there are measures in place to prevent control of the vessel from falling into the wrong hands on any ship, yours is protected by one of the most advanced systems available, consisting of unobtrusive but effective authentication methods and other powerful countermeasures against cyber warfare, effectively making it impervious to such attacks. This effectively increases the ship’s rating by two when resisting such attacks.

  Sections:

  Cryo-Chambers

  Countless chambers allow you to place everyone on the ship in suspended animation that prevents the affected from aging, allowing them to reach faraway systems even at sub-light speeds.

  Cargo Bay

  Lots of empty space for storing and transporting goods. May be one big, empty space, or further sectioned off into smaller, but more useful Storage units. Additional Cargo Bay Sections may be taken at no SP cost.

  Hangar

  Storage Space with a large entrance on the ship’s surface. Can be used to hold other ships small enough or be upgraded with one or multiple of the options below.

  Living Quarters

  A step above the usual narrow and cramped bunks usually found in ships, your accommodations allow for a certain luxury while traveling between the stars.

  Production Lines

  Vast industrial complexes, capable of producing almost anything you could think of, from resupplying the ship with only access to the very base materials the missing provisions are made from to outfitting an army with your tech.

  Controls:

  A.I. Core

  Your ship is equipped to house an artificial intelligence and have it monitor and guide its functions.

  Distributed

  Why only have one bridge? In case the main bridge gets disabled, there are several secondary control rooms that can take over the functions required to control the ship in an emergency.

  Synapses

  As you are a living thing you possess an analogue to a central nervous system that allows you to control your body as if it were, well, your body. Depending on if you choose to incorporate a Bridge or buy the Distributed option below you will have one central cluster akin to a brain or evenly distributed nodes regulating local functions and sharing the burden of maintaining your consciousness. Buying an A.I.-Core will allow an A.I. companion to ride along within you as a voice inside your head, and buying Augmented Reality allows you to contact and be contacted by people you consider crew through measures comparable to what is proposed in the option.

  Crew:

  Follower Crew

  Your ship can, at your choice, be automatically manned by generic crew members in color-coded overalls or jumpsuits in a futuristic design comprised of the various sapient species in this jump.

  Automated Ship

  Your ship can be largely autonomous, not actually requiring any human element beyond commanding staff.

  Propulsion:

  Alcubierre Drive

  Allows you to exceed the speed of light in practice, not by actually accelerating to such speeds, but by compressing space in front of the ship and expanding it once it has passed.

  Hyperdrive

  What do you do when the laws of the universe prevent you from going faster than light? You sidestep into a dimension where they don’t! This drive works by employing interdimensional mechanisms to let you travel many times faster than light.

  Inertialess Drive

  Somehow, this drive manages to violate one of the basic laws of physics, requiring a completely separate framework of physical formulae to even understand how it works. In effect, this drive allows you to accelerate past the speed of light by ignoring the conventional physical law of inertia, as well as providing pinpoint accuracy in maneuvering, even at superluminal speeds.

  Reactors:

  Battery Banks

  Some ships may be constructed to allow their energy requirements to exceed their reactor’s output. In this case, it is prudent to invest in a proper storage method, stockpiling unused energy for later use.

  Fusion Reactor

  All the energy yield of the Fission Reactor, if not more, and none of the radioactive fallout in case of accidents.

  Antimatter Reactor

  Generating power through the annihilation of matter-antimatter particle pairs, an Antimatter Reactor can output an incredible amount of energy. However, if the reactor is damaged or containment is breached, the damage can be catastrophic.

  Negentropy Reactor

  An engine that allows for turning ambient and excess heat back into usable energy directly. On a ship, it will provide much-needed cooling in addition to energy, but will require an additional source of energy to begin with.

  Sensors:

  Navigation Suite

  Optimized for long-range scans, as to provide better data from which to plot interstellar trajectories, this sensor suite only barely outperforms the most basic sensors in other regards.

  Analytic Suite

  Instead of maximising responsiveness like military sensors or reach like those used for navigation, this sensor suite is instead optimised for short-range, in-depth scanning and information gathering, allowing for the minimization of errors in measurement while observing stellar phenomena.

  Defenses:

  Physical Armor

  Your vessel is already resilient to damage simply by means of its construction. Crystalline growth on the hull, often meters thick on bigger ships, protects you from the vacuum of space and enemy fire.

  Point Defense

  Sometimes it is the most cost-effective option to simply shoot down incoming projectiles, instead of constantly maintaining a cost-intensive screen around the whole ship.

  Gravitic Shields

  Your ship is hidden behind a maelstrom of gravitic fluctuations, which jerk projectiles coming close to it wildly off course and away from the ship.

  Deflector Shields

  Your ship projects a magnetoplasmonic bubble that serves to deflect the attacks from weapons using charged particles or radiation.

  Jump Suppression Field

  A device that, when active, suppresses all cross- dimensional or wormhole travel in proximity to the ship, preventing anything from teleporting close-by or from close by. Despite the name this does in no way interact with the Jumpchain side of things.

  Utilities:

  Docking Port

  As an easy method of exchanging persons or cargo between ships, the Docking Port allows your ship to establish a physical connection with any other vessel or structure sporting an equivalent mechanism.

  Entertainment Deck

  This place offers everything one could wish for, from a recreational center to places to exercise to virtual reality environments for training, play, or historical re-enactment.

  Transporter Room

  A quick way to get on and off the ship, this device disembodied its ‘passengers’ in order to reconstitute them in another place. Comes with a sensor suite that can lock onto single lifeforms on a planet’s surface from orbit, and a guarantee that being disassembled into your constituent atoms does not count as being killed in this specific case.

  Clarketech Matter Printer

  One of the most fundamental pieces of technology available. This is what allows things like replicators or some teleportation systems to work. This device allows you to essentially print objects consisting of any combination of matter, requiring only a blueprint and a sufficient energy supply. The clarketech version of this device has surpassed certain restrictions and is now even capable of printing substances with magic, mythic, or other supernatural properties.

  Weapons:

  Beam Weapons

  Lasers and other beams are a staple of sci-fi. Here is your opportunity to equip your vessel with them. It also stands to reason they would be quite effective, seeing that the near vacuum of space does little to refract them and that they save a lot of resources, not needing to rely on stockpiled ammunition.

  Missiles

  Even in space, one of the easiest ways of ranged combat is throwing heavy stuff at the enemy really hard. Where ballistic projectiles fail, self-propelled ones, capable of adjustments to their trajectory, often fare much better. Missiles require much less calculation and guesswork to actually hit what you were intending to hit.

  Cyber Warfare Suite (Mining Drill)

  One of the most effective ways to disable an enemy ship is not to strike at its defenses, but at the fragile systems controlling it. This weapon system provides you with a multitude of options, ranging from subtle to brute force, to inject harmful code or virtual agents in another ship’s systems, compromising its effectiveness in combat, in an optimal case, even paralyzing it. In addition, this also provides you with the tools to counter such attacks. Instead of inflicting physical damage, this system is able to incapacitate any ship's communication that has a lower rating than it.

  Nanite Shroud

  Your vessel can emit a corrosive mist consisting of nanites that will convert anything they come into contact with into more of themselves until a shut-off signal is broadcast. While this approach will fail against most shields, it is highly effective against unshielded but highly durable targets. This weapons system damages targets not protected by shields equivalently to what is shown for a Rating of VII if left alone long enough. The lower its actual rating is, the longer it takes until it ramps up to that level of damage, with Rating I requiring up to a month, Rating VII up to half an hour, and Rating VIII a few minutes.

  Vicky

  V-KO IV Nursedroid

  This is a high-end Nursedroid and can do some things that are from other robot lines. It has a dedicated database of species and illnesses, which updates for each setting and it can also collect data on encountered pathogens, flora, and fauna, including sapient races, for future study. All of the V-Ko line has internal miniaturized manufacturing for drugs. Your model has an unlocked database, allowing it to produce any drug you need, and can analyze drugs or liquids by consuming them orally for further production.*

  Artificial Intelligence Upgrade

  AIs are relatively commonplace here. But this one is special, it has been upgraded to be a full-on individual. Its personality can develop in many different ways, some of which aren’t under the control of its programming. Unlike normal AIs, this one is not restricted to a single core or network, and can easily move around freely from network to network, platform to platform. It can interface with and control any and every network it can connect to. It is imaginative and adaptable, equally adept at creating and running a robot factory as controlling a spaceship or robot body. It even has the rare AI ability to create limited VI clones of itself to extend its reach and control. This individual is happy to join you on your journey, and as long as you treat them well (or at least decently), they will never wish to leave your side. If you already have an AI buddy, you may import them into this option for free.

  Gray Goo Upgrade

  This pile of nanomachines is programmed to bond with a user, envelope their body, and form either clothing or armor around them. The suit can respond to verbal commands, and potentially be upgraded to respond to commands sent other ways. Most importantly, it is programmed to constantly improve its ability to protect and benefit the user. As such, it will develop and learn from situations encountered by the wearer. It can study and imitate materials and technology, do the same to biology, and if shown examples of how something can be done, can also learn and imitate phenomena. However, if an ability or capability requires an external energy source, then the suit can only imitate what it has interacted with, and not the energy source it hasn’t.

  Master With Your Hands

  You are a master with a weapon in your hand. You gain the ability to be unbelievably accurate with any weapon, melee or ranged, that you can use with one hand. And if one weapon doesn’t work, you can smoothly transition to any other one-handed weapon in your possession, and in the act of drawing the new weapon, use it as smoothly as if you always had it out. As a bonus, the faster you make an attack, the more accurate it is, even if you have no time to aim it. Draw, shoot, hit. Lastly, you could even pull off the ol’ dual-wielding trick, with whatever one-handed weapons you have on you. You’re smooth enough that you will never run into any issues with holding two different, or similar weapons in each hand.

  Light Weapon

  When you can’t trust anyone around you, trust the weapon at your side. Pick any one-handed weapon in the setting like pistols, knives, etc. It will always be functional, will constantly regenerate any expended ammo, and will always return to you if you lose it.

  Jumper's Master Key

  People like to think that things like locks and automated security will protect their stuff. You know better. You’ve got a lovely bit of nanotech that can take the form of lockpicks, or become an electronic interface for hacking, or whatever form necessary. If there’s a way for someone to legitimately get past security, then there’s a way for you to fake your way past it, and this tool will help you do it. Though, if you are trying to copy a unique qualifier/trait of a specific user such as psionic signature or other energy types, then this item would take a form where it could duplicate that trait, but you’d still need to get to the user so you can actually scan it.

  Scaling Cloak

  You’ve got a unique piece of gear that is worth a ship’s weight in Platinum 190. This device is about the size of a baseball, and by itself, creates a field that optically hides you. But when it’s paired with a shield generator, it emits a perfect invisibility shield. It covers everything, from sound, temperature, scents, radiation, etc. What makes this device so capable though is that it also works on other much larger shield generators, like the ones on ships, or even stations. Plug it in, and watch a ship become undetectable. Even better, while this requires a shield to work, it doesn’t interfere with the shield, so you still have protection. Handy, considering you could walk into something, or a ship flying into a micrometeorite. If this device is ever lost or destroyed or otherwise rendered unusable, you’ll find another copy in your Warehouse.

  Force Specialization: Intelligence

  The path of the Jedi consular and the Sith inquisitors. Your mental abilities are stronger and you have an easier time learning skills and Force powers. Includes a bonus Force Power: Force Heal. This ability lets you rapidly accelerate your, or others body’s natural healing process. It can be used to mend injuries and cure diseases. Force Specialization includes basic training in Lightsabers, Blasters, Telepathy, Telekinesis, Empathy, Force Speed, Farsight, Force Stealth, Force Sight, and Mind Trick.

  Enhanced Mind

  You possess a perfect photographic memory and instant mental recall. Learning new skills should be easier with such a boost to your intellect. You’ve also gained a small bit of wisdom into the ways of the Force, this will allow you to exert your powers a bit more before exhausting yourself and resist other Force users slightly better.

  Lightsaber

  The signature weapon of Jedi and Sith alike. You gain a single unaugmented blade.

  Armored Robes

  A Jedi robe with cortosis plates woven in. It can protect against blaster fire, and deflect lightsaber attacks.

  Battle Meditation

  A Force power that allows the user to boost the morale, stamina, and overall battle prowess of their allies while simultaneously reducing their opposition’s combat effectiveness by destroying their will to fight. At its basic level, it can only affect small groups of people, but at its most powerful it can affect an entire fleet.

  A.I. (Origin)

  Some people might ask if you really are alive. You are a machine, after all, or rather code or the copy of a living mind running on a machine. Nonetheless, you clearly are sentient and sapient, even overshadowing many biological minds in that second category.

  Elite (Origin)

  No matter what hierarchies exist within this universe, you are near the top. Be it as a member of an empire’s ruling caste or as the head of an industrial conglomerate, planets live or die at your word, and laws are mere suggestions to you. Yes, this includes some of the physical ones, should you decide to invest enough resources into overcoming them.

  Memory Banks

  You have the ability to effortlessly process and categorize a near-infinite amount of information and perfect memory, as long as nothing physically destroys the storage medium.

  Social Algorithms

  Even if you can not empathize with the emotions of another being, you will still be capable of anticipating and believably simulating such things to a point where your counterpart will believe them to be real.

  Above Law and Reason

  You somehow have a way of getting away with cruelty, corruption, and mismanagement, be it perceived or real, far longer than should be reasonable.

  Pedigree

  No matter the background a new Jump would grant you, you will always be able to trace your lineage to prestigious ancestors or will be related to someone in power twice or three times removed. Similarly you are guaranteed knowledge of the social norms of high society.

  Planetary Domicile

  Living space on a planet’s surface is at a premium, and the real estate in your possession is naturally the best. The vast mansion grants a view over a positively breathtaking otherworldly landscape.

  Photonic Rapier

  A weapon of a more civilized age. this metal cylinder can project a blade consisting of an arcane mixture of superheated plasma, hard light and laser technology that can cut through nearly anything and is freely adjustable in length up to three meters of blade length. Alternatively may be fashioned to resemble another melee weapon of your choice.

  Security Features

  You have the capability to create backups of your core personality that can be used in an algorithm detecting any divergences. This allows you to check yourself for things like morality drift, outside control, or signs of mental deterioration and, in case of unwanted developments, forcibly restore a prior state. This does not erase any memories and potentially will be noticed by entities currently trying to influence you. To ensure maximum safety, the decision to restore a prior state, as well as the decision to create a new backup, will be made by an instance of the most recent core personality from the backup library, ensuring no changes are discarded or saved against your will. Upon gaining this perk you automatically gain a current backup and one from when you started your chain.

  Quantum Locked BUS

  No matter how far apart subsystems or avatars that are part of you are, you will still remain one coherent being, your parts capable of communicating instantly and lag-free, even over interstellar and interdimensional distances. Furthermore, any time a copy or new instance of you is made, you can decide to seamlessly incorporate it into your being.

  Adaptive Personal Force Field

  Easily deflecting most man-portable weapons systems this defensive shield lets you project an air of invulnerability, dispassionately watching on while your subordinates dispatch your enemies on your commands. In addition to protecting you from enemy weapons, this clarketech shield also completely seals you off from outside environments, protecting even from prolonged exposure to extreme temperatures and providing a breathable atmosphere, and protects you from all manner of exotic hazards from gravitics, to spatial warping, to interdimensional attacks, as well as adapting to as of yet unknown threats after a few interactions.

  T'Pol:

  Rubber Forehead (Origin)

  You’re... Essentially human. Some minor differences might apply, like subtly longer or shorter life spans or latent psychic powers, but in the end, the only real distinguishing feature will be exactly that: a visually obvious distinguishing feature, like bone ridges on your forehead, green skin, or oddly shaped ears.

  Elite (Origin)

  No matter what hierarchies exist within this universe, you are near the top. Be it as a member of an empire’s ruling caste or as the head of an industrial conglomerate, planets live or die at your word, and laws are mere suggestions to you. Yes, this includes some of the physical ones, should you decide to invest enough resources into overcoming them.

  Above Law and Reason

  You somehow have a way of getting away with cruelty, corruption, and mismanagement, be it perceived or real, far longer than should be reasonable.

  Pedigree

  No matter the background a new Jump would grant you, you will always be able to trace your lineage to prestigious ancestors or will be related to someone in power twice or three times removed. Similarly, you are guaranteed knowledge of the social norms of high society.

  Distinct Feature

  You gain a single ability or property that provides you increased utility rather than a straight-up power boost. At your choice this comes with a mostly cosmetic alteration (presumably the one demarcating your specific Alien Species) you can apply to any human forms you possess at will.

  Everyone Likes Green Chicks

  No matter that you are not human, you are stunningly attractive by human standards and those of your species.

  Planetary Domicile

  Living space on a planet’s surface is at a premium, and the real estate in your possession is naturally the best. The vast mansion grants a view over a positively breathtaking otherworldly landscape.

  Photonic Rapier

  A weapon of a more civilized age. this metal cylinder can project a blade consisting of an arcane mixture of superheated plasma, hard light, and laser technology that can cut through nearly anything and is freely adjustable in length up to three meters of blade length. Alternatively, it may be fashioned to resemble another melee weapon of your choice.

  Protector Drones

  You are an important person, and important people attract enemies. To combat this issue, you have access to a small squad of drones purpose-built for personal security, including at least one medic.

  Space Elf

  Your species is, in some ways, distinctly superior to humanity. Be it an extended lifespan allowing you to live for thousands of years, raw physical strength, or innate psychic powers. You can be sure to exhibit a few attributes that will make humans look upon you in envy. Do note that no matter how superior you feel, you will still be within the realm of the biologically plausible.

  Space Wizard

  Through access to the best of the best science has to offer, you have been granted a deeper understanding of the forces of creation and can evoke powerful magic-like effects. This includes gravity manipulation with a variance of up to 5g (affecting a volume of up to 35,000 cubic meters), short-term precognition (of up to half an hour), teleportation, and dynakinesis capable of outputting up to 2,000,000 Joules when used in short bursts and a sustained output of 400,000 Watt. All these abilities can be projected at a planetary range, with the exception of teleportation, which will allow you to reach other planets in the same system, though you will effectively be restricted by your ability to perceive or calculate your target from data you’ve been given, to properly target them.

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