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General Var Suthra

General Var Suthra
Level 50 Ranged
Faction: Republic
Reaction: Republic | Empire
Category: Location
SubCategory: Nar_shaddaa
Class Trainer: No
Vendor: No
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: General Var Suthra
Other Sites:

Conversation:

  • 66. Player - General, I've arrived on Nar Shaddaa. Still no word from Agent Galen?
    • 67. - Negative. After Taris and Ord Mantell, I fear the worst.
    • 70. - Negative. Considering what you learned on Ord Mantell, we're probably confronting a worst-case scenario.
      • 130. - I'll warn you now, the project there is... I should've ended it years ago.
        • 204. - Conversations like this never end well.
          • 201. - After the Empire's victory on Coruscant during the war, people were terrified. We looked weak, helpless.
            • 212. - The Senate authorized research into science we had no business exploring--using technology to turn ordinary men into living weapons.
              • 134. - The "Power Guard" program was creating the ultimate soldier. One tough enough to fight a Sith head-on.
                • 135. Option - But you already have Jedi.Player - The best defense against a Sith is someone like me.
                  • 132. - Your order was nearly extinct. The Senate feared you might never recover.
                • 136. Option - Not much of a superweapon.Player - I was expecting something that could threaten a whole planet.
                  • 148. - Think how much damage a lone Jedi can do. Now multiply that by thousands--or millions.
                • 137. Option - You underestimate Sith.Player - The Sith have the Force on their side. No ordinary soldier can match that.
                  • 138. - We're closer than you might think.
                    • 142. - Nar Shaddaa has the latest advances in cybernetics, combat adrenals, personal armor and weapons. Everything we need to create the Power Guards.
                      • 326. - T7 combat upgrades = manufactured on Nar Shaddaa // Finest quality!
                        • 147. - There's also a distinct lack of government oversight. You're in Hutt territory--neutral space. Laws are practically nonexistent.
                          • 73. Option - Good people don't belong here.Player - This is against everything the Republic stands for.
                            +200 Influence : approves.
                            • 154. - I tried to distance us from the corruption. Thought I could keep us clean.
                          • 75. Option - Tell me about the Hutts.Player - It's my first visit to Hutt Space. What do you know about them?
                            • 76. - Hutts break laws just breathing--but they let us do our business, no questions asked.
                          • 79. Option - Just the way I like it.Player - The fewer rules I have to deal with, the better.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            • 80. - That's what we thought when we started this mess.
                              • 151. - I placed a single operative in charge of the Power Guard project. Gave him unlimited authority and enough credits to fund the program.
                                • 157. - The research facility operates in absolute secrecy. I don't even know where it is.
                                  • 158. Option - The enemy does.Player - Darth Angral's henchman on Coruscant said all our research facilities were compromised.
                                  • 159. Option - Are you sure it's been lost?Player - If you don't know where the research facility is, how can Angral find it?
                                    • 183. - Our operative's name and contact data were in the file stolen on Coruscant.
                                  • 160. Option - What a silly security measure.Player - You should've spent less time worrying about your blasted reputation.
                                    +200 Influence : approves.
                                    +50 Influence : disapproves.
                                    • 177. - I told myself I was protecting the Republic.
                                      • 179. - Regardless, Darth Angral learned our operative's name and contact data from the file stolen on Coruscant.
                                        • 181. - Our operative has disappeared, and Agent Galen vanished trying to find him. I can only assume they're dead or captured.
                                          • 188. Option - I won't give up hope.Player - If they're alive, I'll save them--but what about the weapons project?
                                            +200 Influence : approves.
                                            +200 Influence : approves.
                                          • 189. Option - So what now?Player - With nothing to go on, how will I find this facility?
                                          • 190. Option - The enemy will pay.Player - I'll hunt down Angral's people. They won't live to regret this.
                                            +50 Influence : disapproves.
                                            • 191. - Your top priority is shutting down the Power Guard project.
                                              • 194. - I need you to coordinate with the Strategic Information Service branch on Nar Shaddaa. The bureau chief's name is Rieekan.
                                                • 196. - SIS headquarters is hidden on the Promenade. You'll visit a merchant shop and use a secret turbolift in the back to meet with Rieekan.
                                                  • 328. Option - Understood.Player - Promenade, shop, secret turbolift--got it. I feel like a spy already.
                                                  • 329. Option - Tell me about the Promenade.Player - What should I know about this Promenade area?
                                                    • 335. - It's the center of commerce. You'll be rubbing shoulders with all sorts there--even the enemy--but the Hutts don't permit violence.
                                                  • 330. Option - You're sure it's secure?Player - With Agent Galen missing, how can you guarantee that headquarters is safe?
                                                    • 331. - The Promenade is a secure zone under constant patrol. The Hutts don't tolerate violence there.
                                                      • 333. - I'm transmitting the location coordinates and turbolift security code to you. Good luck--Var Suthra out....
                                                        • 341. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
01.0.0a
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