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Peter Maveritchell Thompson

David McGregor
Andrew Brownell
Stoney
Comomojoe
David Eno
Chris Sloanstein
JB Venier
Ben B.
Tommy "VerdantSF" Roddy
James C.

Ben B.
Tommy "VerdantSF" Roddy
James C.
Steve Jaspor Orr

Aazlain Author of the EotE symbol font


FangGrip Author of the EotE Style Guide
Jesus Christ Author of my salvation and
reason for my hope

This work is not made, distributed, or supported by LucasFilm Ltd., LLC, The Walt Disney Company,
or Fantasy Flight Games. Star Wars elements and LucasFilm Ltd. LLC. Edge of the Empire
system and associated marks and Fantasy Flight Games. This work is not intended for sale.

For more work like the work you see here, including maps, items, tools, and other adventures,
please visit www.thompsonpeters.com/eote.

Stepping In to the Outer Rim ............................. 6


So Whats in This Book, Anyway? ..................... 7
Chapter I: One-Shots ...................................... 8
One-Shot Characters ........................................ 10
Across the River ............................................... 18
Justice Be Served.............................................. 32
On Top of the World ........................................ 44
Beyond the Veil ................................................ 55
Nowhere to Run ............................................... 67
A Chance of Turbulence ................................... 82
Chapter II: Player Options ............................ 92
New Species ..................................................... 92
New Weapons .................................................. 97
Gear................................................................ 102

New Vehicles and Starships ........................... 107


New Starship and Vehicle Modifications ....... 113

Chapter III: The Savareen Sector ................. 114


Rodia .............................................................. 115
Points of Interest ........................................... 117
Christophsis ................................................... 123
Points of Interest ........................................... 125
Nelvaan .......................................................... 131
Points of Interest ........................................... 133
Other Savareen Sector Systems .................... 138
Savareens Neighboring Sectors .................... 141

Psst hey, Faxn, did you hear what Moolik


said? About the ghest?

Mooliks never going to let it go that he led us


in the capture of our first trophy.

Faxn rolled his eyes. Yes, hed heard Moolik.


Hed heard nothing but Moolik since the group
started their hunt. My father killed a ghest out
here once, hed say, It must have been twice
the size of a person and three times as deadly.
Faxn was tired of Mooliks crowing, but since it
was Mooliks family that was sponsoring their
First Hunt, he couldnt very well afford to be too
disrespectful.

The sound of muffled shouts and blaster fire


rang out through the brush.

Faxn, hey are you all there?


Yes, sure, sorry Deech, lost in thought there for
a second. Yes, I heard Mooliks tale.
Do you think its true? Do you think theres
really ghests out here?
Faxn, Deech, Moolik, and the rest of the Rodian
youths of the Sovam clan were deep in the
swamps on their First Hunt, the first chance any
of them would have to show their stalking and
hunting skills away from the elders of the clan.
They were expected to bring back a trophy of
their victory, and theyd been tracking a karstag
for three days, a promising quarry.
The chances of seeing something as rare or as
dangerous as a ghest were impossibly low, and
it was just as well, because if this group ran into
a ghest, theyd probably never make it back.
No, Deech, Im sure hes just polishing his
spines. Ghests havent been seen in this area for
a hundred years, and besides, he never said
hed seen one recently. Hes as green as the rest
of us.
Abruptly, the group fell silent. Moolik, standing
at the head of the group, raised two fingers and
pointed off to the left. That was the signal; they
should be getting close to the karstag.
Two of the group broke off and headed off in
the direction of Mooliks gesture, moving to
corral the karstag into a trap that would be set
by the rest of the group.
Of course it would happen now, Faxn
thought. Right when Mooliks at point.

Thats odd, wondered Faxn, they were only


supposed to spook the karstag, not
He never had time to finish his thought, as a
massive blur of teeth and claw burst into the
clearing from beneath the murky waters,
tearing into one of the young Rodians before he
could even scream and dragging him back
underwater.
The hunting party lost all semblance of unity as
Moolik screamed, Run! Ghest! and the
Rodians scattered in every direction.
Faxn, come quick! Deech shouted, grabbing
the arm of his friend, but he wouldnt move.
Deech, dont move, Faxn whispered, but they
knew it was futile. Deech, too, saw the ghests
eyes peeking out from the water right in front
of him, staring at them intently. Faxn brushed
the blaster at his hip, knowing there was no way
he could be fast enough.
The ghest leapt as Faxn and Deech both made
their moves.
Faxns shot went wide and late. Deech, no! he
cried, as the ghest pounced on top of Deech
before he could even fire a shot.
The six-meter-long beast sat on top of Deech
while Faxn wondered when it would be his turn.
As the ghest slowly rose, Faxn stood paralyzed
by fear.
And then the ghest flopped over onto its back, a
wounded-but-still-alive Deech heaving it up.
Deech! Youre alive! How? Faxn exulted.
Deech smiled meekly and flipped his blaster up.
Lucky shot, I guess. I suppose Im a real hunter,
now.
Yeah, Id think so, Faxn chuckled to himself.
We got our quarry, and theres no way
Mooliks taking credit for this one.

The Savareen sector, the gateway to the Outer


Rim, sits on the border of the Mid Rim and on
the heart of the Corellian Run. Those that come
in are taking their first steps into the true
galactic outback, where the rule of law and
the hand of governments is a little bit lighter,
the technology is a little bit more suspect, and
the danger is a little bit higher.

The Savareen sector represents a blending of


the cultures and responsibilities of the inner
galactic planets with the wilderness of what lies
beyond. While many planets, like Rodia and
Christophsis, represent vast economic and
social success, they also remain independent of
the goings-on of galactic politics, each their own
port in a storm. Despite being massively
populous planets, theyre also bastions of
dangerous wilds, with the jungles and swamps
of Rodia home to fantastic beasts and the deeps
of Christophsis home to untold creatures and
sights.
The Savareen sector also has planets like
Nelvaan, places that represent the true
wilderness of undiscovered worlds as well as
how the galaxy interacts with them. Planets like
this comprise much of the Savareen sector and
the Outer Rim; worlds that few know about and
more seek to discover.
Players visiting the Savareen sector have a
unique opportunity to explore new and isolated
planets, planets that arent beholden to the
baggage of the Galactic Civil War or the long
arm of the Hutts and other large criminal
enterprises.

Because the Savareen sector, like much of the


Outer Rim, hasnt had the time or the attention
put towards exploration and development,
untold treasures and discoveries await those
who journey through its borders. This draws a
unique sort of people, the kinds that have
nothing to lose or the kinds that have a burning
passion for discovery.
Many of the peoples of the Savareen sector find
their ways as explorers, hunters, and traders
independent operators that rely on their wits,
their tech, and a lot of luck to succeed in the
galaxy. These people dont have the backing of
major governments or massive criminal
organizations theyre just lone operators that
simply make do with whatever they can
scrounge together.
Groups traveling through the Outer Rim and the
Savareen sector will have the chance to find
technology and people that dont necessarily
represent the best of the galaxy but they
often represent some of the most unique. This
should allow characters to approach problems
in different ways, representing the creativity
and wit that fringers in the sector need to
survive.

One Shot First is a setting book designed to


take players and Game Masters on a journey
through the Outer Rim, specifically, the
Savareen sector. The book is centered around
the concepts of adventure and exploration,
giving groups the chance to pursue the oddities
and rarities of the galaxy without a lot of the
overhead of meddlesome galactic politics.
Unlike other setting books, One Shot First is
centered, first, on a series of adventures. These
adventures, found in Chapter I, are flexible, like
the modular encounters found in other setting
books, but theyre substantially more in-depth
and theyre designed to provide a broad array
of different types of experiences.
Following the adventures section, Chapter II
includes a broad array of useful options for
players. It includes three new species: the
mathematically brilliant Siniteen, the primitive
Nelvaanians, and the affable Pacithhip. There
are also several different options for players
interested in picking up weapons, gear, and
vehicles representative of the Savareen frontier.
Finally, Chapter III provides narrative
background for the Savareen sector,
highlighting its most notable planets and
reviewing its other major systems. Each major
planet has its own set of challenges and
adversaries available for those players
interested in exploring the area. Chapter III also
provides some detail on the sectors surrounding
Savareen, since players will often move in and
around many parts of the galaxy when
adventuring in the Outer Rim.

The featured one-shots section is a unique


section designed to help Game Masters
facilitate deep exploration of the Outer Rim
while still carrying on their own campaigns in
the background.
Each of the one-shots contained within can be
run as a standalone adventure, and each of the
one-shots also contains modular pieces that
allow GMs to swap out key story elements for
characters and places in their own campaigns.
For Game Masters looking for a single-session
game or for those looking for inspiration for
their own adventures, this is a great resource.
However, in addition to that, the one-shot
adventures can also form a larger story arc, one
that can be played all at once or piece-by-piece,
giving Game Masters the opportunity to have a
fully realized subplot easily integrated into an
ongoing campaign.

The player options chapter features three new


species, the Intellect-focused Siniteen, the
Cunning but undeveloped Nelvaanians, and the
sociable Pacithhip. There are also several new
weapons, including some of the rare and unique
Rodian blades, new gear, and many of the
exploration vessels needed to delve into the
unknown territories of the Outer Rim.

Although focused on the key planets of the


sector, Rodia, Christophsis, and Nelvaan, this
chapter also highlights many of the other
systems found in the sector. Additionally, it
takes a short look at the Savareen sectors
neighbors.

Some of the best hunters and explorers in the


galaxy have come out of the Savareen sector,
and the Tyrius system and Rodia are at its heart.
This section is designed to provide a middle
ground between ongoing, multi-session
campaigns and single flavored encounters. Set
in and around Rodia, this series of one-shot
adventures should provide Game Masters with
session-long chunks of material that can be
linked together as a campaign, played piece-bypiece, or re-flavored and used only in part.

One-shots are session-length adventures,


usually between two and four hours, designed
to give players a complete story in the course of
a single session.
These one-shot adventures can be used as
jumping-off points for a larger campaign,
although many Game Masters may simply use
these to provide a parallel story in the
background of their main campaign, giving the
GM a chance to take some planning downtime
while still allowing the players to grow their
characters.

Additionally, one-shot adventures may be used


as a single, contained experience for a group of
players that might not get the chance to play
more than once like at a game night or at a
gaming convention.
The one-shots in this book are designed to be
modular, similar to the Modular Encounters
found in location sourcebooks like Suns of
Fortune or Lords of Nal Hutta.
This means that, in addition to standing alone,
certain elements of these one-shot adventures
can be swapped out at will key characters or
locations can be substituted to make an
adventure fit more readily into the ongoing
story of a campaign.
Each one-shot opens with a short hook to be
read to the players followed by a generic
adventure summary that describes the
general flow of play.

The six one-shots that follow are designed to fit


a wide variety of character archetypes and
motivations, in addition to supporting the
general theme of hunting and exploration that
goes hand-in-hand with the Savareen sector.
Each one-shot supports most strongly one of
three general themes exploration,
socialization, or combat (although each
adventure uses elements of all three). There are
two one-shots that will be most appealing to
Adventurers (exploration), two for Speakers
(socialization), and two for Warriors (combat).
These are indicated in the table below. GMs
may choose to make players aware of the type
of adventure, so that they can choose
appropriate characters for that adventure. A set
of pre-made characters for the adventures is
provided in subsequent pages.

The next section, key elements, highlights the


important characters and places of the
adventure and describes their motivations or
uses in such a way that the names can simply be
exchanged, one after the other, to fit with
previously established items of interest (if so
desired).

All six one-shots, when combined, can act as a


single, multi-session campaign. Additionally, the
two halves (the first three and the last three
one-shots) act as their own self-contained arcs,
and so can be played as two disjointed halves.
This is all in addition to the easy integration of
individual one-shots as single adventures
spaced throughout an ongoing campaign.

Across the River

Exploration

Planetside

Justice be Served

Combat

Planetside

On Top of the World

Socialization

Planetside

A journey into the deep jungle to rescue a scientist and recover her
work.
A search for a piece of critical evidence in the face of a murder
accusation.
A gala heist in a high-rise museum to steal an invaluable artifact.

Beyond the Veil

Exploration

Outer Space

A voyage into deep space to recover a long-lost battlecruiser.

Nowhere to Run

Socialization

Space Station

An unsolved crime mystery onboard a space station.

A Chance of Turbulence

Combat

Outer Space

A defense of a high-value transport from pirates and thieves.

While many Game Masters may choose to run


through the adventures of One Shot First with a
group of players and characters from an
ongoing campaign, the six one-shots are also
designed to be usable at conventions, demos or
other limited-commitment experiences.
To support this, six characters are provided in
the following section, balanced to play well with
the One Shot First adventures. For Game
Masters who would prefer to have players
make their own one-shot characters, or for
those who would simply like different choices,
all these characters are built using starting XP
allotments plus an additional 15 XP.

The group of characters presented in this


section comprises two characters from Edge of
the Empire, three from Age of Rebellion, and
one from Force and Destiny. They also include
the three new species from One Shot First,
Nelvaanians, Pacithhips, and Siniteen.

The Nelvaanian, Devros, is a rare expatriate of


Nelvaan. His bond-mate, Zulas, became smitten
with an offworld Bothan water trader and
decided to follow the water trader offworld.
Devros, mistaking her leaving for her having
been kidnapped, left the planet himself to
search the galaxy for her and rescue her.
He currently makes his way in the Savareen
sector as a tracker-for-hire, putting many of his
native Nelvaanian scout skills into good use.
Devros is a straightforward, even blunt party
member, often being the voice of reason. He
has an occasional nave streak.

Taral, a young woman from Christophsis, was


brought up to take her fathers place in mining
administration, although she much preferred
spending time in the mines to spending time in
an office. When the time came for her to take
on her administrative training in earnest, she
decided to take a risk and run away from home.
She was shocked to find out that, upon reaching
the starport, she was able to make her way
onto a direct freighter offworld with little more
than a depleted credit stick and two ration bars
everyone else saw that she had her tickets.
Taral currently flits around from place to place,
going where her instincts (and nascent Force
sensitivity) direct her to. Shes currently
working with a group of spacers from the Mid
Rim, knowing only that she feels a strong need
to help them out. As the youngest party
member, Taral is hopeful and enthusiastic,
although shes often reckless, as well.

Roona Davudo is a pilot from a Rodian colony in


the Arkanis sector, currently a Flight Officer in
the Rebel Alliance. Shes serving with Honwils
team, working to make sure that their resourcegathering missions in the Outer Rim are
productive, hidden, and, most importantly,
safe.
Roona hasnt been to Rodia, her species
homeworld, since she was very little, and while
the prospect excites her, shell make a
concerted effort to stay focused on the task at
hand. Shes not the ranking officer in her group,
but she often takes the responsibility for
making sure everyones getting done what
needs to be done.

Jako Ondarafaro, a young Rodian male, is


probably in over his head. A new recruit to the
Rebel Alliance from Rodia, his homeworld is the
last place he thought hed be headed when he
joined up to help rid the galaxy of tyranny.
However, when Honwil put together her small
squad to work in the Tyrius system, she figured
having a native guide would be useful, and Jako
was the choice.
Earlier in life, Jako made his way in the Outer
Rim as a journeyman infochant, but when he
barely escaped a Base Delta Zero operation on
the planet of Tarnis VI, he felt his eyes open to
the injustice of the Galactic Empire. He used his
information contacts to help him find his way to
a Rebel cell, where hes just finished his basic
combat training. As a new Rebel, hes
determined to see his mission succeed, which
often makes him second-guess his decisions for
fear of ruining things.

The Pacithhip woman Honwil, unassuming with


her small stature, is secretly a Lieutenant in the
Rebel Alliance and an agent for advancing their
cause in the Outer Rim. Shes been assigned to
give the Rebels a foothold on the nominallyindependent Rodia, and to do this, shes put
together a small team, with her pilot, Roona,
and a native Rodian recruit by the name of Jako.
Along the way, shes hired help or, in the case
of a strange young woman, had it dropped in
her lap.
Honwil is generally a kind woman, agreeable
and non-confrontational. However, she is
unbreakable in her resolve to aid the Alliance in
their quest to restore the Republic and
overthrow the Empire, whose presence on her
homeworld of Shimia she finds intolerable.

Once a rather successful slicer in a middling


smuggling organization, Aric Linepas bill finally
came due as he was arrested in the middle of
what was to be his biggest score, the theft of a
rare Corusca gem from a museum on Naboo. He
was tried and convicted and was to be held in
prison for several years. However, at the
intervention of Tall-Tep Ores, a Rebel Alliance
front masquerading as an Outer Rim mining
concern, Aric was released on a conditional bail.
Now Aric lives a life similar to his old one, kept
out of immediate danger from the law by the
protection of Tall-Tep Ores. However, the
tradeoff is that, whenever the Alliance needs
someone of his particular skills, hes called in as
a subject-matter expert in the field. And,
despite his criminal past, Aric doesnt really
mind it he enjoys his work, no matter who
hes doing it with.

Only three of the characters are explicitly part


of the Rebel Alliance Honwil, Roona, and Jako.
Devros has been hired on as a tracker for the
group, given his familiarity with the
environments in the Savareen sector, and Aric
has been called in as an expert in computer
systems. Taral, the un-planned-for actor, has
joined the group at the prodding of the Force,
the will of which is inscrutable, but it has them
together for now.
The group of six is effectively working towards a
singular goal, driven by Honwils mission
obtain an ally in the Tyrius system. To do this,
the group has made contact with a
businessman of some repute, Ranem Tiiv, a
man whos willing to consider aiding their cause
should he be put in the position to do so. Each
of the six one-shots is done in service to Tiiv
with the intent of gaining his favor and
increasing his power.

Devros
Nelvaanian

Family (10)

Explorer (Scout)

14

12

Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)

0
1
0
0
0
1
0
0
0
0
0
1
0
1
0
0
0
1
0
0
2
0

Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)

0
0
0
0
1

Core Worlds (Int)


Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Warfare (Int)

0
0
0
0
0
1
0

Blaster
Ranged
6
Medium
Pistol
(Light)
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental
Adverse
Env. Gear
Backpack
Climbing
Gear
Crash
Survival Kit
(-

Comlink
Stimpack (2)
Credits

(-

Keen Eyed

Outdoorsman

Natural
Hunter
Quick Strike
Stalker

Ignore one
imposed by the
environment.
Increases encumbrance threshold by 4
Contains cable, hooks, pitons, and other
climbing equipment
Contains distress beacon, emergency
comlinks, rations, emergency medpac,
respirator, glow rod, flare gun, etc.
Allows communication between other
characters with comlinks
Use this with a maneuver to heal 5 wounds
125 Credits

Remove
from Perception or Vigilance
checks. Decrease time to search an area
by half.
Remove
from checks to move through
terrain or manage environmental effects.
Decrease overland travel times by half.
Once per session, may reroll any one
Perception or Vigilance check.
Add
to combat checks against targets
that have not acted yet this encounter.
Add
to all Stealth and Coordination
checks.

Taral Jetho
Human

Enthusiasm (50)

Mystic (Seer)

13

13

Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)

0
1
0
1
0
0
1
0
1
0
0
0
0
1
0
0
0
0
0
0
1
1

Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)

2
0
0
0
0

Core Worlds (Int)


Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Warfare (Int)

0
0
0
0
0
0
0

2
1

Shock
Brawl
3
Engaged
Boots
Inflict a Critical Injury on hit for
Disorient for three rounds on hit for
Deal an additional 3 strain on hit for
Add
to Perception checks to notice that the boots
are a weapon

Syntherope
Comlink
Stimpack (2)
Credits

A long spool of synthetic rope.


Allows communication between other
characters with comlinks
Use this with a maneuver to heal 5 wounds
120 Credits

Uncanny
Reactions

Add

Misdirect

The user may spend


/
to make a
target at short range unable to perceive a
chosen person/object of Silhouette 1 or
smaller for one turn.
The user may alter the appearance of the
chosen object instead of just hiding it.

Misdirect:
Control
Appearance
Misdirect:
Control
Illusion

to all Vigilance checks.

May use Misdirect to force the target to


perceive a single illusory person or object.

Roona Davudo
Rodian

Personnel (5)

Ace (Pilot)

12

12

Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)

1
0
0
0
0
1
0
0
0
0
0
0
0
1
1
1
0
0
0
0
1
0

Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)

0
1
0
0
1

Core Worlds (Int)


Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Warfare (Int)

0
0
0
0
0
0
0

HL-27
Ranged
5
Medium
Pistol
(Light)
Add to attacks made with this weapon
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental

((-

)
)

Catch
Vest
Anti-Grav
Chute
Utility
Belt
Extra
Reload
Comlink
Hand
Scanner
Credits

Dead to
Rights

Full Throttle
(Improved)

Lets Ride

Skilled
Jockey

Has +1 Soak against energy-based weapons


Take no wound or strain from falls
Encumbrance increased by 1
Ignore one out of ammo result of a ranged
weapon check
Allows communication between comlinks
Portable electronic assessment device
125 Credits

Spend 1 Destiny Point to add additional


damage equal to half Agility (rounded up)
to one hit of a successful attack made with
vehicle- or ship-mounted weapons.
Take a Full Throttle action; make an
Average (
) Piloting check to increase
a vehicles top speed by 1 for a number of
rounds equal to Cunning. May perform this
as a maneuver for 1 Strain.
Once per round, may mount or dismount a
vehicle or beast or enter a cockpit or a
weapon station on a vehicle as an
incidental.
Remove from Piloting checks.

Jako Ondarafaro
Rodian

Support (5)

Colonist (Scholar, Recruit)

13

12

Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)

0
0
0
0
0
0
0
1
0
1
0
0
0
1
0
0
0
0
0
1
1
0

Heavy
Ranged
7
Medium
Blaster
(Light)
Pistol
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental

Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)

0
0
0
0
2

Grit
Quick Draw

Core Worlds (Int)


Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Warfare (Int)

0
1
0
0
0
1
0

Breath
Mask
Military
Pack
Entrenching
Tool
Military
Field
Manual
Comlink
Credits

Expert
Tracker

Resolve
Second
Wind
Basic
Combat
Training

Allows breathing normally in harmful


environments
Increases encumbrance threshold by 6
A tool for digging holes
Once per scene, can be used to grant
based on GM discretion
Allows communication between other
characters with comlinks
145 Credits

Remove
from checks to find tracks or
track targets. Cuts time to track a target by
half.
Gain +1 Strain threshold.
Once per round, draw or holster a weapon
or item as an incidental.
When involuntarily suffering Strain, reduce
it by 1 (to a minimum of 1).
Once per encounter, use the Second Wind
incidental to heal Strain by 2
Brawl and Ranged (Light) become career
skills.

Honwil
Pacithhip

Recruiting (5)

Diplomat (Ambassador)

13

13

Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)

0
0
2
0
0
1
0
1
1
1
0
0
2
0
0
0
0
0
0
0
0
0

Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)

1
0
0
0
0

Core Worlds (Int)


Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Warfare (Int)

0
0
0
0
0
1
0

(-

(-

Tusks
Brawl
4
Engaged
Inflict a +10 Critical Injury on hit for
This attack ignores one point of Soak
Holdout
Ranged
5
Short
Blaster
(Light)
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental

Restraining
Bolt
Disguise Kit

Stimpack (3)
Credits

Adheres to a droids chassis to inhibit its


actions and movement
A variety of tools for changing the
appearance of a person
A device for creating holographic
recordings and transmissions
Allows communication between other
characters with comlinks
Use this with a maneuver to heal 5 wounds
765 Credits

Grit
Indistinguishable
Kill With
Kindness
Nobodys
Fool
Enduring
Silhouette

Gain +1 strain threshold.


Upgrade difficulty of checks to identify
this character once.
Remove
from Charm and Leadership
checks.
Upgrade difficulty of incoming Charm,
Coercion, or Deception checks once.
Gain +1 soak.
Silhouette 0

HoloMessenger
Comlink

Aric Linepa
Siniteen

Criminal (10)

Technician (Slicer)

13

14

Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)

1
0
0
0
2
0
0
0
0
0
2
1
0
1
0
0
0
1
1
0
0
0

Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)

0
0
0
0
1

Core Worlds (Int)


Education (Int)
Lore (Int)
Outer Rim (Int)
Underworld (Int)
Xenology (Int)
Warfare (Int)

0
1
0
1
0
0
0

ASP-9
Ranged
4
Autopistol
(Light)
Inflict a Critical Injury on hit for
Inflict an additional hit on hit for
Slicer Gear

Backpack
Datapad
Toolkit
Comlink
Stimpack (2)
Emergency
Medpac
Credits

Codebreaker

Defensive
Slicing
Grit
Natural
Programmer
Astrogator
Savant

Short

Decryption software, codebreakers, tools


used to aid with cracking computer
systems.
Increases encumbrance threshold by 4
A portable data storage and display device
Allows mechanics to attempt to fix devices,
allows mechanics to repair droids
Allows communication between other
characters with comlinks
Use this with a maneuver to heal 5 wounds
Allows characters to attempt to heal others
without penalty
200 Credits

Remove
from checks to break codes or
decrypt
communications.
Decrease
difficulty of checks to break codes or
decrypt communications by 1.
When defending computer systems, add
to opponents checks.
Gain +1 strain threshold.
Once per session, may reroll any 1
Computers or Astrogation check.
Before making an Astrogation check, may
spend a Destiny Point to be granted an
automatic (additional) on the check.

The swamps and jungles of Rodia are no place for the timid. While the great cities of Rodia belong to the
Rodians, the vast tropics of the planet remain wild and untamed.
When an anthropologist and her team, trekking into the very heart of the swamplands, fail to check in
for three days, her colleagues can only suspect the worst. Her employer knows that chances for the
team grow slimmer with each passing day, and so he turns to offworlders mercenaries, wanderers,
and soldiers of fortune to venture out and see what they find across the river

The players have been hired by a businessman1 of significant influence in the local system2 to find an
employee of his, a missing anthropologist3 and her team. The scientist has gone missing in the jungles
far outside any city, and the players are asked to find this scientist, help her complete her task(s), and, if
possible, bring as many of the team back alive.
Their employer will be able to provide them with a general area of interest, but nothing more specific
than a direction from the nearby city. Knowing this, the players will need to use whatever resources
they can find to locate the scientists likeliest location.
Once the players manage to locate the scientist, they will find the scientist and her assistant4 in the
hands of a primitive tribe5 of jungle-dwellers. There they will need to save whoever they can, or failing
that, at least retrieve their notes.
Whatever is recovered from the tribe the scientist, assistant, or notes will give the players direction
to the goal of the scientists research a lost starship development facility. Immediately prior to being
captured, the scientist and her team were en route to the lab to copy the data from its computer core.
The players will need to find their way through the facility to the computer core, copy the data, and
escape the facility to deliver the data back to their employer.

(Substitute as necessary)
1

The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Tyrius System, home to the planet Rodia
3
The scientist: Dr. Gena Tan
4
The assistant: Tora Ninn
5
The primitive tribe: the Longspine clan, a group of isolated, primitive Rodians
2

The players start their adventure in midday in


Karsteeku, a medium-sized city on Rodia.
They have on hand the details of the contract
they made with Ranem Tiiv, their employer.
Contract for: Successful recovery of the
completed work of Dr. Gena Tan and team.
Dr. Tan was last known to be located in the
jungles west of the city of Karsteeku. She
and her team had reported a breakthrough
in locating an historical data cache, but
following that, the team failed to report in
for three days.

Her area of interest was an area sized in the


several hundreds of square kilometers, and
since shes operating under a low-impact
protocol, our scout ships have been unable
to locate her last campsite. Suggest that the
search be made before nightfall, as waiting
until morning decreases chances of survival
dramatically.
Payment will be made for a successful
recovery of the data cache and Dr. Tans
work. Additional compensation may be
afforded for the rescue of any members of
Dr. Tans team.

Unbeknownst to the players, Dr. Tans team has


been captured and killed by the Longspine clan,
a tribe living in the jungles where the team was
searching. Only Dr. Tan and her assistant Tora
Ninn still survive; however, theyve been
captured by the Longspines for use as sacrifices
in a religious ritual.
To find Dr. Tan and Tora Ninn, the players will
likely have to find their camp first it will stand
out far more in a search than a technologically
primitive tribal village will (which is where the
two are being held).
Finding the campsite in the wilderness is a very
difficult task. With only the information
provided by the players employer, coming
across the remains of the research worksite
would require a great deal of luck on an
Impossible+ (
) Survival check.
The players are not without recourse, though!
Players may tap available resources in any
number of ways to facilitate a successful search:

Hiring local help to search the jungle


Performing a low-orbit scan with the
players ship
Gaining access to flight data records (to
see where the research team may have
gone)
Speaking to colleagues/friends/family
of the research team to see if they
made contact while away

Obviously, players may come up with any


number of solutions. Each successful use of
resources to narrow the search will reduce the
difficulty of the Survival check by at least ( ).
One thing to keep in mind, though - the search
for Dr. Tan is on a clock!

The players have approximately ten hours


before nightfall. Should the players fail to reach
Dr. Tan by nightfall, she will be killed by the
Longspines.
Each attempt to search the wilderness will take
about two hours, and possibly more, depending
on whether any complications arise from the
search. The search may be performed more
than once, although each attempt will obviously
take time. Each of these attempts will also
reduce the difficulty of the check.
Each task done to reduce the difficulty of the
survival check will also take time; each will take
at least one hour.
Searching Narration
Be sure to use terminology that reinforces the
idea that each action to aid the search does not
complete the search for the players; it simply
makes the search easier. For example, Your
sensor scan of the area has narrowed the
possible locations of Dr. Tan and her team to
several different areas.

Threat or Despair While Searching


If the players roll a large number of Threat or
Despair while searching the jungle (or need to
be waylaid for some other reason), consider
using the optional Off the Path encounter at
the end of this adventure.

Success on the Survival check to search the


wilderness will lead the players to the
abandoned and ransacked campsite that
formerly housed Dr. Tans research team.

After an exhausting search, success is


revealed in the form of an eerily quiet
campsite in the otherwise buzzing jungle.

Makeshift shelters are overturned, and you


can see large gashes torn in the side of
several durafiber tents. A small generator
hisses and sparks to one side of a large tent,
no longer connected to the overhead
glowlamps that once lit the camp. A
severed power wire leaves scorch marks on
the flattened leaves nearby.
You recognize the hovertruck, sitting next to
a pile of scattered electronic equipment,
from the description provided to you by
your employer this is, or was, Dr. Tans
camp.
Searching the campsite may yield several clues
as to the location of Dr. Tan and her assistant.

An Average (
) Perception check
may point out one or more of the below
clues to the players, with
+ or
allowing the player to notice a
shadowy figure (one of the primitive
Rodians see Longspine Clan Rodian
below) observing them from the
treeline.
An Average (
) Computers check on
an abandoned holocam, left with a pile
of electronic equipment, will show a
recording of a large group of primitive
Rodians attacking the research team
with spears and blades, killing or
wounding most, and dragging all the

bodies and captives into a jungle path


to the north.
An Average (
) Survival check to
search the ground (with
( ) if
performed in the camp, due to the
debris) for tracks will find a group of
tracks leading into the jungle to the
north.
A search of the tents will reveal several
datacards, with which an Easy ( )
Computers check can be made to find a
note one of the researchers made
about seeing some sort of village near
the waterfall to the north of camp.
An Average (
) Mechanics check to
fix the camp equipment (specifically,
the generator) will turn back on the
peripheral camp lights, highlighting the
trail to the north and the tracks leading
in that direction.
An
Average
(
)
Knowledge
(Education) check may reveal that the
gashes in the tents appear to be caused
by a weapon of some kind, indicating an
attack by a sapient people. If the player
has
+ or
on this check, he can
further conclude that any nearby
settlement would likely be by the river
(following the river would lead the
players to the primitive Rodian village).

Once the players know the direction they need


to head, they can reach the Rodian village
within a short time of finding the camp.
Searching for clues and the subsequent trip to
the Rodian village will take a combined one
hour.

7-10 hours:
Depending on how long the players took to
reach the camp, they may find one of several
different situations.
If the players took:
0-7 hours:
Through a clearing in the jungle, you can
see a cluster of thatched-roof huts sit near a
river a river widening into the sheer drop
of a waterfall!
Several Rodians clad in leathers of various
hues mill around campfires, and just at the
edge of the light cast by one, you can see
two wooden cages, each holding a Rodian
woman wearing a ragged blue jumpsuit.

Through a clearing in the jungle, you can


see a cluster of thatched-roof huts sit near a
river a river widening into the sheer drop
of a waterfall!
Although the daylight is fading, you can see
a roaring fire near the edge of the riverbank
it lights a procession of hide-clad Rodians
carrying an entranced Rodian woman
dressed in a blue jumpsuit. As you gather it
in, you can hear a muffled shouting from
beyond the firelight:
No! Dr. Tan! Gena! Youve got to wake up!
Dont let them throw you over!

10+ hours:
Through a clearing in the jungle, you can
see a cluster of thatched-roof huts sit near a
river a river widening into the sheer drop
of a waterfall!
Several small fires dot the village, and by
the fires glow, you can see the occasional
Rodian, garbed in what seems to be some
kind of animal hide.
Standing out, near the back of the camp,
you can see two cages one empty, one
containing a young Rodian woman wearing
a tattered blue jumpsuit.
A Simple ( ) Knowledge (Outer Rim) check will
allow the players to understand what the
Rodians are saying; theyre speaking in an
offshoot of the widely-understood Rodian
language.
If the players reach the camp in the 7-10 hour
bracket, they have arrived just as the Longspine
clan is making a sacrifice to the Mothers
Mouth, the cascading waterfall near which
they made their settlement.
The Rodians believe that Dr. Tan and her team
have, by virtue of their work, desecrated their
Swampmother, the river they worship. They
are carrying out a sacrifice to the Swampmother
to avert her retribution. In doing so, theyve
forced Dr. Tan to inhale the incense of burnt
local flora, with the end result of her being in a
waking-dream-like state, unaware of her
surroundings.

These primitive Rodians are members of a tribe


that, for whatever reason, have remained
largely unaffected by the technological and
cultural progress of the Rodians at large.
They are certainly aware of the more
technologically advanced culture that surrounds
them, although they prefer to remain isolated
from it.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Likes: Fearlessness, Aggression,


Straightforwardness
Dislikes: Advanced technology, Disrespect of
the river
Skills: Athletics 1, Coercion 1, Coordination 1,
Melee 2, Perception 1, Ranged (Light) 1,
Resilience 1, Stealth 2, Survival 2, Vigilance 2
Talents: Quick Strike 1 (Add per rank to
combat checks against targets that havent
acted this encounter), Natural Hunter (Once per
session, re-roll any Perception/Vigilance check)
Abilities: None
Equipment: Bottwood Spear [Melee,
Damage+2, Critical 3, Range: Engaged, Pierce 1,
Defensive 1, Vicious 1], Bottwood Spear
[Ranged (Light), Damage 5, Critical 3, Range:
Short, Pierce 1, Accurate 1, Vicious 1], Sawtooth
Knife [Melee, Damage+1, Critical 3, Range:
Engaged, Vicious 2]

The players may resolve the situation with the


Rodians in several different ways. A successful
negotiation may even net the Rodians as allies
of a sort.
Ultimately, the players goal here is to gain a
lead on the data cache Dr. Tan was tracking
down, and that will likely be a result of one (or
more) of four outcomes:

Dr. Tan is successfully rescued from the


Longspines, and she leads the way to
the presumed location of the data
cache.
Dr. Tans assistant, Tora Ninn, is
recovered from her captivity, and she
helps explain Dr. Tans findings,
directing the players toward the
presumed location of the data cache.
Both Dr. Tan and Tora Ninn perish, but
the players recover data from their
person (datacards, clues, etc.) that
point them in the direction of the data
cache.
The Longspines reveal to the players
that Dr. Tans team was getting too
close to the Heart of the Mother,
their primary religious site. This is an
abandoned starship research factory
and the location of the searched-for
data cache.

Why dont we just fly there?


While at this point it may seem prudent to the
players to turn around, pick up a ship, and reequip, try to reinforce the narrative goal of this
being an adventure-style trek through the
jungle.
One can justify this on the basis of time (e.g.
The Longspines are still tracking us! We need
to get to the data cache in a hurry before they
hide it for good!
Another can be to justify this with technology
why hasnt the facility been found before now,
anyway? Maybe theres some kind of sensor
disruption that makes it difficult or impossible
to find in a larger ship, or maybe theres some
kind of anti-tech field that shuts down higherlevel technology (so starships and airspeeders,
but not blasters and datapads.

Once the players resolve the matter of finding


the location of Dr. Tans objective, it should only
be a short trek upriver to an abandoned
starship test facility.
As you trek through the jungle, you notice
the river growing wider and wider until
eventually, the trees part and the river
breaks into a glittering green lake.
A small island pokes out of the center of the
lake, on which sits a dilapidated metal
structure. Rough, knotted vines cover the
outside of the complex in the absence of
use, nature has made its claim on the
facility.
Two long bridges reach out from the edges
of the island one, a narrow, swaying
footbridge, another, a partially collapsed
speeder bridge, the two halves of which dip
precariously into the lake halfway across .

By virtue of one piece of data or another (Dr.


Tan, Tora Ninn, or a datapad recovered from
either), it should be clear to the players that
their goal is to get to the computer core of the
facility, wherever that might lie.
There are several potential obstacles in the way
of that goal, starting with the lake crossing
itself. Players will likely find one of four ways to
cross:

Floating across the lake to the shores


leading up to the facility
Flying over the lake
Crossing the footbridge
Crossing the speeder bridge

Either of the bridges presents their own


challenges.
The footbridge is only wide enough for players
to cross single-file, and each player will need to
make an Average (
) Coordination check
while crossing. Failing this check will mean that
the players stepped on a portion of the
walkway they shouldnt have, and the foothold
there will become more unstable. This will

result in a Setback ( ) added to the check for


any subsequent players to cross. If the player
nets
+ or , segments of the bridge
may fall out from under where the player was
walking and/or result in the player falling in the
water.
The problem presented by the speeder bridge is
somewhat more straightforward. The middle
section of the bridge has collapsed into the
water completely, leaving a gap about a dozen
meters wide. How the players solve this will be
largely up to the tools they personally have
available and what they individually are
proficient with.
Falling into the water should be more of an
annoyance than a danger, although spending an
extended amount of time in the water may
draw the attention of schools of Svoor, an
omnivorous lake-dwelling eel-fish.

Usually found in the dark parts of lakes and


freshwater seas of Rodia, the Svoor is a small
snakelike fish that grows up to eight inches in
length. These fish subsist primarily on insects,
smaller fish, and leafy plants (found at the
bottom of lakes), although they will occasionally
graze on the flesh of slow-moving larger
animals when available.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Likes: Low light, movement


Dislikes: Extreme temperature changes
Skills: Athletics, Brawl, Survival, Vigilance
Talents: None
Abilities: None
Equipment: Needle Teeth [Brawl, Damage 3,
Critical 5, Range: Engaged, Vicious 2]

Players have essentially three modes of ingress


into the facility. While there are more buildings
to the facility than shown in the cutaway, the
other buildings are collapsed, overrun by
nature, or effectively empty of anything of note.
1. The Simulations Offices contain the
entrance nearest the end of the
footbridge. The simulations offices are
five stories of office terminals and desks
mixed with ingrowing vines and rubble.
A large rupture in the floor has created
a pit extending from the bottom floor
all the way up to the next-to-top floor,
and the bottom is littered with debris
thats fallen through. Additionally, the
lower two floors of the Simulations
Offices
are filled with water
(approximately even with the lakes
level, if not a little higher).
2. The Primary Cargo Handling room is
the entrance nearest the speeder
bridge. Its an unremarkable room, wide
and open, stacked with empty cargo
crates and brush growing in some of the
damper corners. A broken cargo lift
hangs halfway between the floor and a
shaft extending above the roof.
3. The Climatic Laboratory is a giant,
capital-ship sized hangar perched on
top of the facility. Its main entry door,
wide enough to fit a Consular-class
cruiser, is covered in the ubiquitous
vines as well as a thick layer of frost.
This hangar is designed to test
spacecraft under extreme temperature
conditions, and its temperature control
mechanism (and independent power
reactor) have been stuck at dangerously
low temperatures for years. Combined
with the humid climate of Rodia, this
has frozen the door mechanism shut.

A simple exploration of the aboveground areas


of the facility will make it clear that the
computer core (containing the data cache) isnt
to be found there. If the players make their way
up to (4.) the Controllers Office, by way of
climbing up the broken lift in Cargo Handling,
entering through the Climatic Lab, or by some
other means, they should be able to find an
overview of the facility that makes it clear
where the computer core is located.
To get to the computer core, the players will
need to descend down to (5.) the Isolated
Testing Cavern. There are two lifts that lead
down into this otherwise-sealed cavern.
One is accessible from the walkways leaving the
(1.) Simulations Offices and/or (2.) Primary
Cargo Handling, although any trip through those
hallways will go underwater in the lower third
portion.
The other is accessible directly adjacent to the
(4.) Controllers Office with no obstacle in the
way, although as before, that will have required
access to that level already.
Both of the lifts that travel down to the Isolated
Testing Cavern pass through several filtering
gates (designed to keep the cavern sealed) that
prevent any of the water above from seeping
down into the caves or below levels.

These bat-like creatures, often found in damp


caves, share as many characteristics with
insects as with larger flying creatures. Born in a
larval state that takes years to grow into a fullygrown, half-meter long adult, Vurm have social
structure centered around a single queen Vurm,
which feeds vampirically off of larval Vurm to
grow into its massive, two-meter size. In
absence of other food, Vurm are often
cannibalistic, although (queen aside) they feed
only on other adults.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Heat, Darkness


Dislikes: Bright lights, loud noises
Skills: Brawl, Coordination, Stealth
Talents: None
Abilities: Vicious Swarm (each additional minion
in the group adds 1 to the Vicious rating of a
Fang attack [a group of 2 would have Vicious 1])
Equipment: Fang [Brawl, Damage 3, Critical 3,
Range: Engaged]

Once in the (5.) Isolated Testing Cavern, the


players should each pass an Average (
)
Stealth check or be attacked by a swarm of
Vurm Swoopwings. (This encounter may also be
skipped for time.)
If the players are too noisy or disruptive, a
group of Vurm will wing down from the ceiling
of the cave to harass the players, who are likely
trying to maneuver their way through the room
to one of two exits:

The cave tunnel at the back leading to


(6.) Repuslorsled Access, or
The (7.) Temperature Regulation Vent
protruding from the ground (which is a
direct route to (8.) the Computer Core).

The players may also be attacked by the Vurm


Broodqueen (depending on party size and
desired encounter difficulty).

These significantly larger Vurm specimens act as


social center of the brood. There is only ever
one of these per Vurm family-group.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

11

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Likes: Heat, Darkness


Dislikes: Bright lights, loud noises
Skills: Brawl 3, Coordination 1, Perception 1,
Stealth 2, Vigilance 1
Talents: Adversary 1
Abilities: Vampiric Cannibalism (may kill one
engaged Vurm to restore 6 wounds)
Equipment: Large Fang [Brawl, Damage 6,
Critical 3, Range: Engaged, Vicious 2], Flying
Tackle (Brawl, Damage 3, Critical 4, Range:
Engaged, Knockdown]

As the players move through the Isolated


Testing Cavern, they will likely notice the lit exit
in the back of the cavern. This leads to an
access hallway that takes the players to (6.)
Repuslorsled Access, a loading dock and tunnel
access to the partially-built access tunnels to
the remainder of the facility.
Once, this included several testing rooms, but
as the facility fell into ruin, most of the access
tunnels to the underground rooms became
caved-in dead ends. The only tunnel that
remains wide enough and clear enough for
access is the largest tunnel, the one that
provides a winding path to the underground (8.)
Computer Core.
Several abandoned (but likely still-working)
repulsorsleds sit waiting at either end of the
tunnels. The tunnels, by necessity, are very
circuitous and require careful, slow navigation
(just slightly faster than walking speed) on the
sleds.

These relatively small hovercraft are designed


to transport personnel and equipment over
rough terrain at various speeds.

-1

SILHOUETTE

SPEED

HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

Maximum Altitude: 1 meter


Sensor Range: Close
Passenger Capacity: 4, crew included
Cost/Rarity: 2,000 credits/2
Customization Hard Points: 0
Weapons: None

ARMOR

0
3

SS. THRESHOLD

If the players are more adventurous (or if


theyve seen the facility schematics), they may
elect to delve deeper into the facility by way of
the (7.) Temperature Regulation Vent.
This wide pipe is used to create a negativepressure environment in the Computer Core as
well as remove any heat generated from its
massive databanks.
It is traversable, although with the fans
operating (and they are still in operation), there
are several different junctions with large
spinning fans that present a dangerous obstacle
to the players. There is also a large vertical
section halfway down that, in addition to
requiring the players to pass through a spinning
fan, will require some means of climbing down
nearly two dozen meters.

Once the players have reached the (8.)


Computer Core, they will finally have the
opportunity to fulfill their contracted objective.
The core room is filled with several large
databanks, and recovery of the data cache will
be contingent upon succeeding at a Hard
(
) Computers check. Failing the check
will corrupt some of the data, and reduce the
difficulty of subsequent checks by ( ).
Once the players have recovered any data at all,
the facility will trigger a core-level security
procedure designed to prevent data theft.
Several minor explosions will ring out under the
facility, and the whole complex will start to
shake its being collapsed from below!
The players will now need to escape the facility
as quickly as possible. There are approximately
ten minutes before the complex collapses, and
this may necessitate rushing tasks that were
carefully done before (e.g. speeding through
the repulsorsled tunnels, which would require
Piloting checks).
If the players fail to escape before the facility
collapses, all players will suffer a critical injury
and be stuck until help arrives. Fortunately,
the destruction of the facility is a noticeable
enough event that their employer, whos been
scanning the area in hopes of finding his lost
team, will be able to pick it up and send rescue
ships out. This will, however, be at significant
cost to him (and this will be passed on to the
players).

Once the players have successfully handed the


data (and any remaining members of Dr. Tans
team) over to their employer, hell pay them
based on the following rubric:

500 credits per person on the team (i.e.


a team of four would be paid 2000
credits)
1000 credits for the return of Dr. Tan
500 credits for the return of Tora Ninn
-500 credits for costs incurred if the
players had to be rescued
-50 credits per person on the team for
each failure on the Computers check to
recover the data (for a maximum of 150 credits per person)

The players as a group will also have gained (or


reinforced) a standing with their employer and
his organization, an enterprise with significant
standing in the Tyrius system, with hands in
transport (legal and otherwise), shipbuilding,
and planetary commerce.

While making your way through the dense


foliage, you hear a squishing sound. It grows
quiet for a moment, but then with a giant
splash, a large four-legged reptile leaps your
way!

These giant, six-meter long reptiles (also known


as swamp demons) sit comfortably at the top of
the food chain in some swampy areas of Rodia.

BRAWN

AGILITY

SOAK VALUE

The players are confronted by a Ghest, a


predator native to Rodian swamps.
This should be a relatively quick combat
encounter, designed only to engage characters
if the game is dragging. This should be relatively
dangerous to the individual characters, but not
a large challenge to the group as a whole.

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Likes: Live prey


Dislikes: Cold temperatures
Skills: Brawl 3, Perception 1, Resilience 1,
Stealth 1, Vigilance 1
Talents: None
Abilities: Lurker (may take a maneuver to
descend into mud or water, forcing a
Perception vs. Stealth check to see it)
Equipment: Feral Claws [Brawl, Damage 9,
Critical 3, Range: Engaged, Disorient 1], Toothy
Maw [Brawl, Damage 4, Critical 2, Range:
Engaged, Vicious 3]

The farther one gets from the bright center of the galaxy, the further one gets from the truly organized
rule of law. It often falls to those with the most wealth, the most strength, or the most cunning to
determine what really passes for right.
When powerful people accuse a top agent of an Outer Rim syndicate of murdering one of the scientists
of that same syndicate, it seems like a foregone conclusion that the agent will be lost. In hopes of
resolving the situation beneficially, the syndicates head reaches out to freelancers to see justice be
served

The players have been hired by a businessman1 of significant influence in the local system2 to meet with
and clear the name of one of his finest agents3. Five days ago, one of the businessmans scientists4 was
murdered, and pressures from the businessmans competitors have directed accusations onto his top
agent.
The players will meet with the agent to hear the details, and hell tell them about a secured datacard
that contains evidence that could clear him. His former employer, the local security force, will have the
datacard being transported somewhere, and the players will have to find that transport.
The players will learn that its about to be transported, via hover-convoy, from a remote security lab
back into the city. The agent is insistent that they recover it before it gets to the city and into the hands
of his enemies. The players will have to steal it from the convoy transporting it.
The recovery of the datacard and the possible inspection of its contents will bring the situation to a
head. A confrontation will be forced between the local authorities and the accused agent at the agents
safe house, and the players will have no choice but to take sides.

(Substitute as necessary)
1

The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Tyrius System, home to the planet Rodia
3
The agent: Lieutenant See Bonuda, formerly of the Rodian Planetside Security Force (RPSF)
4
The victim: Dr. Gena Tan or Tora Ninn, scientists in Tiivs employ (which one if any may depend on
the outcome of Beyond the River if that adventure was played previously)
2

The players start their adventure in Karsteeku,


a medium-sized city on Rodia.
They have been provided with a contract from
Ranem Tiiv, their employer.
Contract for: Clearing the name of Lt. See
Bonuda and identification of the true
murderer of Dr. Gena Tan.
Lt. Bonuda, agent of Tyrius Sysworks
Syndicate, is currently facing trumped-up
charges of murder of Dr. Tan, another TSS
employee.
Lt. Bonuda is in hiding at a converted
apartment building, 32 Yusk Avenue in the
Residential District. He will provide further
details on the job.

Lt. Bonudas safehouse is located in the Slums


section of the Residential District, and hes coopted an abandoned cantina on the second (of
two floors) floor of the building as his base of
operations, where he lives with several
mercenaries hired as protection.
Upon meeting him, hell greet the players as
expected agents of their joint employer.
Listen heres the deal. Tiivs already filled
you in on my situation.
While working for TSS, I also held a
lieutenants position in the Rodian PSF the
local authorities. Its because of my work
there that Ive been able to stay in the wind
for the past week.

Unfortunately, that cant last forever. I


know the RPSFs protocol, and theyre going
to have all the evidence for the case
centralized at their HQ here soon.
That presents a unique opportunity I
know that theres a certain datacard
disconnected from network traffic, for
security that I desperately need. Its going
to be on the move here probably
He checks his chrono
sometime today. If you can find where
and how that evidence is being transported
and recover it, I can make sure that this
whole situation gets taken care of
advantageously for everyone.

Before the players go searching , hell leave


them with one last warning:
Oh, and be very careful not to tamper with
that datapad with the holorecord. Even
trying to inspect its contents might trigger
any locator packages the PSF has embedded
in it. I mean it no tampering. Bring it back
here, and Ill be able to work with it.
The players are tasked with finding the location
of the datacard (and its transport), intercepting
the transport, and recovering the datacard.
They may tackle this problem in several ways,
including:

Once Ive got that datacard, I can clear my


name and help Tiiv solve this murder for
real.

If questioned about the contents of the


datacard, See Bonuda will explain that it
contains a datamined holorecord from a hidden
security device at the scene of the crime one
no one originally knew was there.
If questioned about his alibi, Bonuda will be
circumspect he was working alone in the
slums tailing a lead in one of his cases.
Documentation at the PSF headquarters will
verify that he was in this area (the Residential
District) the night of the murder.
Bonuda will make sure the players, if they need
a lead, know that the PSFs headquarters are in
the Administrative District in the Government
Seat.

Hacking in to the Rodian PSFs systems


to find the transports schedule
Social engineering of a member or
members of the PSF
Plying knowledgeable underworld
contacts on the street
Paying off transport controllers to see
when (and what kind of) vehicles are
entering and exiting the city

The task should be relatively easy once the


players have decided on a tack to take, but if
theyre completely at a loss, Bonuda may
suggest asking a former friend of his at the PSF
station for help, and he might suggest going
about one of the above.
Ultimately, the players will discover that the
datacard is being delivered as part of a PSFhired convoy, scheduled to enter the city later
that day (at such a time as is convenient for the
players). It will be en route already by the time
the players discover its existence.

The best opportunity the players will have to


steal anything from the convoy is to attack it as
it travels through the Rodian swamplands.
While they could choose to wait until it enters
the city, the task would likely be drastically
more difficult, and the task becomes a
drastically different one if the convoy completes
its mission and delivers its cargo to the PSF
headquarters.
The convoy is composed of three types of
vehicles, each designed to provide the players
with possible advantages in the encounter:

Smaller escort swoop bikes, used for


scouting and pathfinding. These bikes
exist to provide the opportunity for the

players to draw off and confuse the


convoy (theyre the most mobile, and
the most likely to be pulled off of the
larger group).
Large personnel and cargo carriers,
armored but lightly armed, used for
transporting non-prisoners or evidence.
These vehicles exist to provide a large
amount of potential contraband for the
players to search through, providing
possible rewards as well as the
opportunity to disguise the players
intentions.
Medium-sized
prisoner
transport
speeders, used to transport convicts.
These speeders exist to provide the
players with their greatest (on-foot)
combat challenge as well as potential
allies (prisoners who want to be freed).

As one of the earliest production model designs


in Bespin Motors swoop bike series, the JR-4
has seen use in many corners of the galaxy.
With its relative agedness, the JR-4 has mostly
been relegated to second-hand markets in the
Outer Rim. However, its a rugged, reliable bike
and it remains a very effective vehicle for the
price.

2
SILHOUETTE

3
SPEED

+1
HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

ARMOR

0
3

SS. THRESHOLD

Maximum Altitude: 550 meters


Sensor Range: None
Passenger Capacity: One pilot
Cost/Rarity: 2,800 credits/3
Customization Hard Points: 1
Weapons: None

More commonly seen in the Corporate Sector,


the JX40 is a TaggeCo make popular in many
areas with law enforcement personnel. It runs
double duty as both a prisoner transport vehicle
as well as a riot control vehicle.

3
SILHOUETTE

1
SPEED

-1
HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

all, Damage 6, Critical 3, Range: Engaged, Stun


Damage, Disorient 1, Knockdown]

SoroSuubs APC-2 was a testbed of features for


a military personnel carrier. While it saw limited
use in the ground forces of the Rebel Alliance,
ultimately, the vehicle never saw widespread
adoption due to its perceived lack of armament
relative to its size.

-3

SILHOUETTE

SPEED

HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

22

ARMOR

5
18

SS. THRESHOLD

Maximum Altitude: 5 meters


Sensor Range: Close
Passenger Capacity: Four crew and up to 30
combat-equipped troops
Cost/Rarity: 61,000 credits/(R) 7
Customization Hard Points: 6
Weapons: Auto-Blaster [Fire Arc forward,
Damage 3, Critical 5, Range: Close, Auto-Fire],
Beam Turret [Fire Arc all, Damage 8 (Personal
Scale), Critical 4, Range: Close, Accurate 2,
Prepare 1]
Approaches to capturing the datacard

ARMOR

0
7

The Ambush:

SS. THRESHOLD

Maximum Altitude: 10 meters


Sensor Range: Close
Passenger Capacity: Two crew, 40 prisoners
Cost/Rarity: 24,000 credits/(R) 5
Customization Hard Points: 0
Weapons: (All these weapons use personal
scale, not planetary scale) Grenade Launcher
[Fire Arc forward, Damage 8, Critical N/A,
Range: Medium, Disorient 3, Stun Damage,
Blast 8], Steam Jets [Fire Arc left or right,
Damage 8, Critical 4, Range: Short, Stun
Damage, Burn 3, Blast 8], Stun Panels [Fire Arc

The swamps of Rodia are filled with rolling hills,


misty rivers, and thick treelines, and there
should be ample opportunity for the players to
ambush the convoy.
How the players approach this puzzle may
widely vary. The convoy isnt there just to
transport the datacard that Lt. Bonuda wants
its carrying various types of contraband and
material evidence, probably drugs, weapons,
and other confiscated goods.

These civilian workmen have been hired to pilot


and guard the convoy en route to the city of
Karsteeku.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

12

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Family, Bribery


Dislikes: Criminals, Delays
Skills: Gunnery 1, Piloting (Planetary) 1, Ranged
(Light) 1, Survival 1, Vigilance 1
Talents: Quick Draw (Once per round, may draw
or holster a weapon as an incidental)
Abilities: None
Equipment: Blaster Pistol [Ranged (Light),
Damage 6, Critical 3, Range: Medium, Stun
Setting]

There are approximately a dozen of these


prisoners held in the cells aboard the JX40.
Theyve been incarcerated for a variety of
crimes.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

12

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Likes: Freedom, Food, Revenge


Dislikes: PSF, Taking orders
Skills: Brawl, Deception, Ranged (Light),
Skulduggery, Survival
Talents: Lethal Blows 1 (Add +10 per rank of
Lethal Blows to any Critical Injury inflicted on
opponents)
Abilities: None
Equipment: None

The convoy is also carrying a speeder full of


prisoners en route to more permanent
detention elsewhere. Any of these things may
play a part in what the players discover as they
attempt to retrieve the datapad.
The convoy guards are only civilians, hired the
by PSF to traffic their secure goods from place
to place. While the guards dont have any love
for the criminal element, theyre not as
disciplined as PSF officers, and they may be
susceptible to bribery, trickery, or threats.
The Battle:
Although the convoy is well-protected, as a
combat obstacle it is not insurmountable.
The Jailspeeders are designed to combat
enemies on foot, and against more armored
obstacles, it may have problems. The
Hovernauts do have a light blaster that could be
effective against armored vehicles or ships
(although its weaponry for use against ground
troops is inferior to the Jailspeeder).
The primary challenge of direct combat against
the convoy is that its relatively heavily
armored. To effectively engage the convoy in
battle, the players would likely want to recruit
help from local paramilitary forces perhaps
one of the prisoners is an incarcerated member
of an underworld organization.
In any case, for a more conventional attack, the
players will need to have several vehicles on
hand.

The Heist:
If the players wait long enough that the convoy
makes it all the way back to the PSF
headquarters in Karsteeku, the players will
either have to break into the PSF or give up on
retrieving the datacard entirely (in which case,
the police will track down Bonuda, forcing the
final confrontation anyway).
Breaking in to the PSF headquarters will be a
challenge, only aided by the fact that its
located in the busy Administrative District, near
the Government Seat. Civilians are in and out of
the large police building frequently, as theyre
there to report as witnesses, be interviewed as
suspects, or work as civilian contractors.
Access to the police station beyond the firstfloor lobby is funneled through a security
checkpoint, ensuring that no one (besides onduty police) is armed.

If the players manage to search through all the


Hovernauts or make it to wherever the
datacard is stored in PSF headquarters, it should
be trivial to find what theyre looking for
(although it may take additional effort if theyre
trying to disguise what theyre looking for from
prying eyes).
When the players do find the datacard, theyll
need to return it to Bonuda per their
instructions, but theyll make a choice
whether they look at the datacard or simply
leave it untouched, as Bonuda instructed. How
they treat the datacard will determine how the
remainder of the adventure turns out.
If they inspect the datacard at all, they should
be privy to the contents of its holorecord:
The holorecording flickers to life, showing
the view of a darkened office. In one corner
of the room, a messy pile of clothes sits at
the foot of a couch-turned-makeshift-cot.
The glow of a nearby computer terminal
shines across the face of the form on the
bed it is the recently murdered scientist.
You can see the Rodian woman tossing and
turning in her sleep, a data cylinder clasped
tightly in her left hand.
Suddenly, a sliver of light extends through
the bottom of the recording, and then it
disappears just as quickly. Another Rodian
enters the view of the recording, a larger
figure than the woman, wearing the
sharply-cut grey and green of the Rodian
PSF.

The new figure moves quickly to the desk


and computer terminal, hurriedly searches
through the computers files.
As the light of the monitor dances across
the room, however, you can see the Rodian
woman slowly wake up and look at the
source of the activity, and then her eyes go
wide. She sits up straight and says
something, and the Rodian at the computer
squares off to her and draws a small
holdout blaster.
The woman backs up further into the couch
and offers her hand forward, the data
cylinder extended. The Rodian with the gun
looks at it, considering, and then with a
swift motion, grabs the cylinder and shoots
the woman twice in the chest.
The holorecording ends as the assailant
walks out of the room, and as he turns, you
can clearly see his face the face of Lt.
Bonuda.

There are two basic directions the adventure


can go from here:
1. The players ignore, destroy, or
otherwise pay no mind to the datacard
(e.g. they simply deliver it to Bonuda
without looking at it, they never pick it
up at all, or they view it and it doesnt
affect what they do)
2. The players view the datacard and opt
to bring Bonuda to justice
The path they take, absent moral direction, may
depend greatly on what the players feel will
benefit them the most. They should feel free to
contact their employer and pass on this

information to him. In that case, their employer


should view this as a betrayal his agent, Lt.
Bonuda, murdered one of his scientists and
stole something from her. He will be happy to
modify the players contract to encompass
bringing Lt. Bonuda to justice (legally or extralegally).
The players, if motivated by justice, may decide
to involve themselves with the PSF to detain
Bonuda, armed with the knowledge of his
hideout. In this case, that proposition might be
complicated if the players were discovered as
being part of an attack on the PSF convoy.
Essentially, the players will either be in
Bonudas camp (ignorantly or knowingly) or
opposed to him. This will set up for a
confrontation between Bonuda and the PSF.

If the players are in the group attacking the


warehouse
The scene is set for a confrontation between
the local law enforcement (the PSF) and the
fugitive agent. The players, one way or another,
will have facilitated this.

The timing of this should largely be under the


players control, allowing them to make early
strategic decisions.

They will likely have:

The ultimate goal of the attacking forces will be


the apprehension of Lt. Bonuda.

Turned on the agent, knowing his


crimes, involving either the PSF or their
employer
Returned the datacard to the agent,
unaware of his crimes, leading the PSF
to his hideout (via tracking device in the
datapad)
Returned the datacard to the agent,
aware of his crimes, leading the PSF to
his hideout
Destroyed or disposed of the datacard
(or never got it in the first place), but
will have been tailed or surveilled in
such a way that leads the PSF to the
hideout

So other than the players, there will be the PSF


and their men (and/or their employer and his
men) as well as Bonuda and his men involved in
a conflict. How the players participate is largely
arbitrary, organizationally, although the GM will
likely want to balance one side or the other to
make it more or less of a challenge for the
players.
The attackers in this scenario (the PSF or the
players employers forces) will have the
advantage of numbers, while the defenders will
have the advantage of strategic positioning and
fortification. The PSF cant bring too heavy a
hand down here, since its in the middle of the
city.

If the players are in the group defending the


warehouse
As soon as the players return and cast in their
lot with Bonuda, he should alert them to the
incoming PSF forces:
You made sure not to tamper with this,
right? Whatever you did, or didnt do, it
looks like were in hot water. The proximity
sensor Ive got set up a block from here
shows PSF forces moving in on foot. Were
going to have company.
The ultimate goal of the defending forces will
be the successful defeat of the PSF forces or the
escape of Bonuda Bonuda himself will
encourage the players to help him run,
especially if they look like theyre in a bad place.

Lt. See Bonuda, formerly of the Rodian


Planetside Security Force, has been in the
employ of Ranem Tiiv and Tyrius Sysworks for
years as an informant from inside the PSF.
Under blackmail, Bonuda took a job from one of
Tiivs corporate enemies, murdering a scientist
and stealing some of her research data for his
blackmailer.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

15

S. THRESHOLD

14

M/R DEFENSE

0 0

Likes: Subterfuge, Bith music, Efficiency


Dislikes: Sloppy work
Skills: Charm 1, Cool 1, Deception 2, Discipline
1, Knowledge (Underworld) 1, Perception 1,
Ranged (Heavy) 1, Ranged (Light) 2, Stealth 1,
Survival 1, Vigilance 1
Talents: Adversary 1, Strong Arm (Treat thrown
weapons as if they had 1 greater range), True
Aim 1 (once per round, may perform a True Aim
maneuver to gain benefits of aiming and
upgrade combat check once per rank), Deadly
Accuracy (Add damage equal to ranks in Ranged
(Light) made to combat checks using that skill),
Clever Solution (Once per session, make one
skill check using Cunning rather than the
characteristic linked to that skill)
Abilities: None
Equipment: Modified Heavy Blaster Pistol
[Ranged (Light), Damage 7, Critical 3, Range:
Medium, Accurate 1, Innate Talent: Quick Draw,
Stun Setting], Frag Grenade [Ranged (Light),
Damage 8, Critical 4, Range: Short, Blast 6,
Limited Ammo 3], Armor-Piercing Grenade
[Ranged (Light), Damage 16, Critical 3, Range:
Short, Blast 3, Pierce 3], Comlink

One of the various mercenaries hired by See


Bonuda to defend his safe house.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

12

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Prompt payment, gambling


Dislikes: Small cities, businessmen
Skills: Brawl 1, Cool 1, Ranged (Heavy) 1,
Ranged (Light) 1, Skulduggery 1
Talents: Body Guard 1 (Once per round, may
perform a Body Guard maneuver on any
character in Engaged range suffer Strain no
greater than ranks in Body Guard, and until the
start of this characters turn, combat checks
against target upgraded by strain suffered)
Abilities: None
Equipment: Blaster Carbine [Ranged (Heavy),
Damage 9, Critical 3, Range: Medium, Stun
Setting], Comlink

An officer with the Rodian PSF. Can be used as a


trooper in service to Ranem Tiiv as well.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

12

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Order, Compliance


Dislikes: Conflict
Skills: Coercion 1, Cool 1, Discipline 1,
Negotiation 1, Perception 1, Ranged (Light) 1,
Streetwise 1, Vigilance 2
Talents: None
Abilities: None
Equipment: PSF Blaster Pistol [Ranged (Light),
Damage 6, Critical 4, Range: Medium, Accurate
1, Stun Setting], Stun Grenade [Ranged (Light),
Damage 8, Critical N/A, Range: Short, Disorient
3, Stun Damage, Blast 8, Limited Ammo 2],
Comlink
In most scenarios, Bonuda will be incapacitated
and (if alive) taken into PSF or Tiivs custody.
Once this is resolved, the players employer will
pay them the following:

500 credits per person on the team (i.e.


a team of four would be paid 2000
credits)
1500 credits extra if they approached
him first about the discovery of
Bonudas betrayal
500 credits extra if they can deliver the
evidence datacard to him

Should Lt. Bonuda and his mercenaries win,


hell try to flee the city, knowing that the jig is
up. If the players aided him, he may rely on
their aid to escape.

This may (especially if the players aided him


after knowing what he did) lead to a rift with
their original employer (Ranem Tiiv). He will pay
them less (depending on their culpability), and
in that case, Bonuda may need to be the one to
reward the players (on a similar scale, for
different reasons).
If continued from in later adventures, if the
players draw the ire of Ranem Tiiv, their
employer may be switched with his rival, Bollin
the Grey.

Wealth. Power. Many dream of the situation in life that they afford. They yearn for the glitz and the
glamour of the lifestyle. However, one never makes it to the top of the heap without accruing a few
enemies often very substantial nemeses.
Theres a certain dance that must be done, though. Powerful people rarely meet each other face-toface; they employ intermediaries to do the dirty work. When one such man finds that an opponent of
his has stolen something precious, its up to a group of hired hands to recover it from on top of the
world

The players have been hired by a businessman1 of significant influence in the local system2 to purloin (or
otherwise acquire) an item stolen from him by a rival. The businessman knows the approximate location
of the item and has identified an advantageous time to make a move a gala hosted by the rival3.
The players will know the location and time of the gala, an evening affair in a high-rise building in the
middle of town. The target of their heist4 will be on display during the party, and the players will have to
finagle a way to either sneak in to the gala or get to the item behind its security.
If and when the players make it into the party, theyll have to use their wits and cunning to take the lay
of the land and figure out the best way to steal it and escape the party.
If the players manage to escape unhindered with the item, theyll be handsomely rewarded, but theyll
have a huge number of party guests, security, building staff, and other distractions that could get in their
way.

(Substitute as necessary)
1

The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate (depending
on the outcome of Justice Be Served, this may be switched with Bollin the Grey)
2
The local system: Tyrius System, home to the planet Rodia
3
The rival: Bollin the Grey, owner of Rodian Interfreight (depending on the outcome of Justice Be
Served, this may be switched with Ranem Tiiv)
4
The item: A data cylinder, originally stolen (in Justice Be Served) from the murdered Dr. Tan
(depending on the outcome of Beyond the River)

The players start their adventure in Karsteeku,


a medium-sized city on Rodia.
Ranem Tiiv, their employer, has provided them
a datacard with the specifics of their contract:
Contract for: Retrieval of Dr. Tans research
data cylinder.
A thief has stolen a data cylinder critical to
an ongoing research project and delivered it
to a business rival, Bollin the Grey.
The data cylinder is of an ancient design,
and Bollin plans on displaying it, along with
other trophies, at a gala hes holding above
his personal museum in the Redswamp
Terrace tower.

Recovery of the cylinder must be made


under two conditions first, that the
cylinder remain undamaged. Second, the
operation cannot be tied to Ranem Tiiv or
Tyrius Sysworks.
Gala entry is limited to a closely guarded
invite list, made at the behest of Bollin and
Rodian Interfreight. The only other people
with likely access will be building staff and
any hires made specifically for the event.
The gala is tomorrow evening at 2200
hours and is planned to run until 2900
hours. This limited window of time
represents the best opportunity to obtain
the data cylinder before its put back in
deep storage in Bollins museum vault.

The players should start this mission with


Ranem Tiiv, as hes being fitted for an expensive
suit:
This missions very personally important to
me, you must understand. That Bollins
stolen from me is something I cant
tolerate, and he knows Ive got to act on it.
Ill be at the gala, as one of Bollins guests.
He couldnt resist the chance to rub my
nose in it. Thatll just give you a better
cover, though, so the mistake is his.
I cant say how you might make it in, but
youve probably got three ways of going
about it find an invitation of your own,
find some way to get hired for the event, or
find some way to sneak in unnoticed. Best
of luck youll need it.
There are really only two likely places to steal
the data cylinder from at the gala or in the
museum vault. Either way, attending the gala is
the best chance to reconnoiter the area, since
the museum is a private museum, usually
closed to all but the personal guests of Bollin
the Grey.
The gala represents a chance for all invitees to
see the museum as well as the collection of rare
artifacts Bollins bringing out from his vault.
To get into the gala, there are three primary
avenues come in as part of the help, find or
acquire an invitation, or sneak or break in
undetected and of course the players may
come up with their own very different plan.

Legal Entanglements
If the players have made trouble with the
Karsteeku authorities, this step may be further
complicated. While Bollin the Grey manages his
own security, he like most successful
entrepreneurs manages a fairly amicable
relationship with the planets police force as a
matter of course.
Sneak In
Very little in the way of advance preparation
can be done for simply sneaking in completely
undetected (versus entering by visible
subterfuge).
Redswamp Terrace, the building in which the
gala is being held, is 64 stories tall, the top floor
of which is the site for the gala. The gala floor,
home to an observation deck and Bollin the
Greys private restaurant (Skyfloor Caf), is
located immediately above his personal
museum, and both are closed to the public.

RODIAN INTERFREIGHT
Rodian Interfreight, owned and managed
by Bollin the Grey, is a large shipping and
manufacturing corporation in the Tyrius
system and the chief business rival of
Tyrius Sysworks Syndicate.
While they maintain a headquarters in
parts unknown, they do have a
substantial presence in the Market Sector
of Karsteeku, a shipping hub on Rodia.
In addition to widely-available cargo
hauling services, they specialize in the
development of auxiliary ship systems for
niche users, including such products as
specialty sensor packages, slave circuitry,
and communications jamming devices.

The top floor is accessible only from the dual lift


tubes that run up the outside of the building
and via the supply dock at the back of the
kitchens.
The external faces of the building are relatively
unguarded the Rodian PSF patrols do
intermittently patrol the skies of Kartsteeku,
but there are no special exterior security
devices. The building itself is surrounded by
several buildings, all of which are at least
twenty floors shorter than Redswamp Terrace.
Find an Invitation
Finding an invitation will require the greatest
amount of political maneuvering, given the
exclusivity of the invites. Because of their
limited guest lists, the events are considered a
social windfall and invitations are highly soughtafter. Knowing this, Bollins treats his invitations
as they are hot commodities.

with two or three tickets to distribute as they


see fit.
Each ticket is going to be marked based off of
how the ticket was acquired, with the tickets
given to personal acquaintances being labeled
by name. These tickets are slightly more
valuable, as securitys been told to afford
Bollins friends more leeway than might be
offered to other guests.
Impersonate the Help
While the facilities at Redswamp Terrace are
enviably well-staffed, throwing a gala of this
size has required Bollin to acquire several
different sources of outside help.

Most invitees are personal friends or business


partners of Bollin the Grey. Unless the players
manage to quickly build a rapport with Bollin or
his associates, itd be very difficult to get a
ticket directly from Bollin.
On the other hand, Bollin also uses the
invitations as social and entrepreneurial
currency. Bollins company, Rodian Interfreight,
has been courting several investors in a nascent
starship development technologies project. This
is an open secret, and other invitees may know
that Bollins been generous with invitations to
those who might be able to support his project
financially.
Bollin also bribes local businesses and
institutions with packages of tickets they can
raffle off amongst themselves for example,
Bollin usually provides the local branch of the
Rodian Planetary Security Force (the police)

Private security: Bollins personal


building security detail is taking care of
most of the security arrangements, but
theyve contracted out a small portion
to local security forces. All security
personnel are required to submit to a
background check, given that theyll
have the greatest amount of freedom
to move around the gala once its
started
Betu Symphonic Ensemble: The
evenings entertainment (outside of
Bollins presentation) is to be handled
by this touring ensemble, comprised of
two dozen musicians from all over the
continent of Betu.
Starflash Catering: This upscale catering
company is providing and serving an
evenings worth of small-plate dishes.
Theyll take over the kitchens and bar
on the upper floor of Redswamp
Terrace. Given the vast number of unscreened individuals in this group,
theyll have the least amount of access
outside the areas theyre assigned to.

Bollin the Greys gala is a night-long affair. It is


largely a free-flowing social event, with dancing,
dining, and conversation anticipated for the
whole period. Bollin has, however, scheduled a
few important individual events:

The guests at Bollins gala come from many


different walks of life, although they usually
tend to be drawn from the well-to-do of Rodian
society.

BRAWN

AGILITY

SOAK VALUE

Gala doors open


Welcome speech
Private
museum
opened
Betu
Symphonic
Ensemble Organ
Concerto
Presentation of rare
artifacts
Private
museum
closed
Gala doors close

2200 hours
2300 hours
2315 hours
2500 hours
2630 hours
2800 hours

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

3
PRESENCE
M/R DEFENSE

0 0

Likes: Flattery, Stories, Food


Dislikes: Lower social strata, Bad manners
Skills: Charm, Cool, Knowledge (Core Worlds),
Knowledge (Outer Rim)
Talents: None
Abilities: None
Equipment: Datapad, Comlink

2900 hours

Bollins main event for the night is the


presentation of several rare artifacts, including
the data cylinder the players seek. He plans on
bringing this up, from the vault in his museum,
for observation and presentation on the main
stage about midway through the party.
Typically, Bollin also opens up his usuallyprivate museum to guests at his party. Its open
for the lions share of the gala, although it isnt
opened until the party is already underway and
it closes before the gala finishes.
The gala is populated by more than a hundred
attendees, building staff and security, and
additional hired help (security, musicians, food
service).
Non-security personnel at the gala will be
requested to check their weaponry at the lobby,
to be returned upon their departure.

These are Bollins personal security forces.


There are only a handful of these present, and
theyll take leadership roles amongst the other
hired security. Theyll also be the security
assigned to all non-public areas.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

11

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Likes: Order, Quiet, Drink


Dislikes: Gala guests, Humans
Skills: Brawl 1, Coerce 1, Discipline 1, Ranged
(Light) 2, Vigilance 1
Talents: None
Abilities: On Duty (security forces working with
this character gain when making Vigilance or
Perception checks)
Equipment: Heavy Blaster Pistol [Ranged
(Light), Damage 7, Critical 3, Range: Medium,
Stun Setting], Bolas [Ranged (Light), Damage 2,
Critical N/A, Range: Short, Ensnare 3,
Knockdown, Limited Ammo 2]

Hired through various security or securityrelated postings, they supplement the buildings
security for the night of the gala.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

10

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Bribes, Relaxing


Dislikes: Being bossed around
Skills: Brawl, Ranged (Light), Streetwise,
Vigilance
Talents: None
Abilities: None
Equipment: Blaster Pistol [Ranged (Light),
Damage 6, Critical 3, Range: Medium, Stun
Setting], Shock Gloves [Brawl, Damage 3,
Critical 5, Range: Engaged, Stun 3]

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

These are the various musicians, caterers, and


any other non-security employees working the
party.

Bollin, owner of Rodian Interfreight, is a


somewhat-corpulent green-grey Rodian male.
Hes successfully managed his familys company
and expanded it from what was originally just a
cargo-hauling business into a sector-wide
transportation, manufactory, and smuggling
enterprise. His closest business rival is Ranem
Tiiv, owner of the Tyrius Sysworks Syndicate,
and the two have been sniping at each others
success for over a decade.

3
PRESENCE
M/R DEFENSE

0 0

Likes: Courtesy, Efficiency, Hard workers


Dislikes: Surprises, Interruptions
Skills: Charm, Cool, Coordination, Discipline,
Knowledge (Education)
Talents: None
Abilities: None
Equipment: Cooking equipment or musical
instruments, Datapad

W. THRESHOLD

16

S. THRESHOLD

14

M/R DEFENSE

0 1

Likes: Classical orchestra, Sweet foods,


Coruscanti culture and the Empire
Dislikes: Ranem Tiiv and associates,
Carelessness, Compassion
Skills: Charm 1, Coercion 3, Cool 1, Deception 2,
Discipline 2, Knowledge (Education) 1,
Knowledge (Underworld) 2, Leadership 1,
Melee 2, Negotiation 2, Perception 1, Ranged
(Light) 1, Skulduggery 1, Streetwise 1, Vigilance
1
Talents: Supreme Scathing Tirade (As a
maneuver, may make an Average (
)
Coercion check. Each causes one enemy in
short range to suffer 1 strain and take a for 3
rounds. Spend
to cause one affected enemy
to suffer 1 additional strain.), Nobodys Fool 2
(May upgrade difficulty of incoming Charm,
Coercion, and Deception checks twice.)
Abilities: Adversary 1
Equipment: Heavy Blaster Pistol [Ranged
(Light), Damage 7, Critical 3, Range: Medium,
Stun Setting], Neuronic Whip [Melee, Damage
4, Critical 4, Range: Short, Disorient 4, Ensnare
1, Stun Damage], Armored clothing, P-2 Pocket
Attache (Slicing into this requires passing a
Daunting (
) Computers check)

The gala hall is itself a wide-open space with a


large fountain in the center. A semicircular
staircase leads down to the central hall of
Bollins private museum.

ensemble to perform from. They sit behind the


speakers podium, with a large curtain dividing
the two areas. Two substantial columns of
chairs sit before the podium and stage.

There is one primary entrance to the gala hall


the front lobby, which is reached by traveling
up to the 64th floor of Redswamp Terrace in one
of two transparisteel lift tubes. A secondary
entrance to the building is through the kitchen
via a cargo landing pad on the exterior of the
building.

Behind locked doors lies a hallway with Bollins


executive office, an accounting office, and a
monitoring station for Rodian Interfreights
orbital and planetary holdings.

The caf, normally an open area surrounding a


long bar, is filled with several large tables for
dining guests. The cafs regular seating area, a
large open space on the veranda, is also open
for seating and milling around.
Several long performance risers have been
erected on the stage for the symphonic

The hallway wraps around the outside of the


building to a secure lift tube leading down to
the offices adjacent to the Curiosities Museum.
The hallway is monitored by several ceilingmounted security cameras.

Bollins Curiosities Museum, his private


storehouse for trophies collected from various
places across the galaxy, is located one floor
immediately below the gala hall.
Similar to the gala hall, it is only really
accessible through the front entrance, which is
the 63rd floor stop of Redswamp Terraces twin
external turbolifts. Normally, the building is
completely closed off to the public, but during
the gala, guests can also access the museum by
traveling down the central staircase from the
gala hall floor into the main hall of the museum.
The museum has several different wings, each
containing a variety of treasures for example,
the Hall of Arms contains weapons both
modern and ancient, while the Hall of the Hunt
contains trophies from various hunting
excursions. To the chagrin of Bollins collections
manager, the displays are chosen based more

off of aesthetics than any real academically


rigorous sorting.
A large portion of the museum is located behind
locked doors, however. Besides the turbolift
that leads from the gala hall secure zone into
the museum secure zone, two hidden doors
(one in the Hall of Arms and one in Special
Collections) lead back into the secure hallway,
which is again monitored by ceiling holocams.
Behind those doors sits the main security
station and storage for the museum and gala, as
well as a research lab where new acquisitions
are catalogued and evaluated.
Several large storage rooms sit in the collections
storage area, and in the center of those rooms a
secure turbolift can take museum staff directly
to Bollins vault, the location of his most
precious or valuable items.

When 2630 arrives, Bollin will make his


presentation of rare artifacts. This will entail the
artifacts being brought up from his personal
vault in a series of crates, through the museum
secure hallway, out into the special collections
wing of the museum, up through the circular
staircase connecting the museum with the gala
hall, and onto the gala hall floor. The crates will
be arrayed on stage for a grand unveiling
following a short, self-congratulatory speech
made by Bollin.
While at the gala, the players may run into
several different types of people. How these
encounters proceed will depend heavily on the
role players are taking at the party guest,
staff, or otherwise.
Optional Encounters
These optional encounters can be used as
incentives to act, fulfillments of Advantage or
Threat, or simply to set the tone of the scene.
The party is an opportunity to introduce many
different social interactions, including those
related to player Obligation or Morality.
Random Security Sweep
The Redswamp Terrace guards always get a
little bit twitchy whenever these large parties
are thrown. Theyd prefer the quiet and security
of day-to-day operations, and theyre doing
random security checks on guests to make sure
they arent carrying anything they shouldnt be.
A Familiar Face
The players recognize Ranem Tiiv on the gala
floor. Tiiv is there because, despite being
Bollins business enemy, hes still widelyinfluential, and Bollin knows the two need to
play nice in the public eye. Plus, Bollin knows
itll burn Tiiv up to see the data cylinder he
liberated from Tiivs possession. Tiiv will do
his best to maintain his distance from the

players hes got to be very careful when Bollin


has his eyes on him.
The Infatuated Lush
For whatever reason, one of the players has
caught the eye of an extraordinarily drunk
guest. He or she is unwilling to leave the player
alone, and subtle clues seem to be just beyond
his or her reach.
A Bump in the Night
One of the guests, fresh off of an argument,
runs into one of the players. Despite the fact
that the player isnt at fault, the angry guest
starts to raise her voice and accuse the player of
trying to start something. Even worse, the
angry guest may be a personal friend of Bollin
the Grey and attempt to pull him into the
confrontation.
The Medical Emergency
While eating or drinking, one of the guests falls
over or falls unconscious. The fallen guests
proximity to the player(s) causes other guests to
either cast suspicion or foist responsibility on
the player(s).
Host With the Most
One or more of the players is noticed by Bollin,
their host, and he is pleased by the player(s)s
service or presence. He offers to buy the
player(s) a drink and refusal would just be
rude! The drink he offers is a strong one, and it
may test the player(s)s Resilience.

Once the players have worked out a plan to


take the data cylinder, theyll need to put it into
action. This may be occurring alongside events
from the previous section, of course.
If the players manage to steal the data cylinder
before its presentation at 2630, and no one
notices, once the presentation rolls around, the
situation will become very chaotic. Bollin and
his security force will lock down the whole gala
and begin hastily searching guests.
Otherwise, the missing item will likely not be
noticed until the next morning, when one of the
museum employees makes his rounds.
Once the rare artifacts are being moved from
the museum vault to the gala hall floor, theyll
be accompanied by at least two security
personnel at all times, and theyll be traveling
through corridors monitored by holocameras.
Once onto the museum floor, there will likely
be assorted gala guests viewing the various
exhibits, although it will probably have emptied
out a little, in anticipation of the presentation
upstairs.
Once the rare items are upstairs, Bollin will
make his presentation. It includes:

A data cylinder of ancient design (the


object of the players designs)
A holonovel penned by a blind Gand,
Ymiz Varr, one of only two copies
known to exist
A four-thousand year old prototype of a
pulse-wave blaster, one of the first
items out of Merr-Sonn Munitions
A set of memory engrams from a preClone Wars war droid

Bollin will spend a few minutes describing each


item, with a hurried rush through the
description of the data cylinder its here
because he knows its valuable to Ranem Tiiv,
but his scientists havent worked out its secrets
yet.
Following his presentation, the rare items will
be re-boxed and brought back downstairs and
to the vault in the same way they came.
The museum will close one hour before the gala
wraps up, and it will stay closed and largely
unoccupied until the morning. Once closed,
several security systems will be in place in
addition to the holocams that are monitored by
the always-on-duty monitor in the security
office, there is a floor-level motion sensing grid
and a noise detection monitor. The only
security personnel present after closing time
are stationed at the facility lobbies and in the
security station there are none on the
museum floor.
If, in the process of stealing the data cylinder,
the players alert security, Bollins security will
respond immediately and attempt to
incapacitate the thieves. If an automatic alarm
is triggered (door lock, motion sensor, etc.), the
local police the Rodian Planetary Security
Force will respond as well, with a slightly
delayed reaction time but greater resources
(i.e. airspeeders, etc.). Bollins security may opt
to call the PSF if it looks like the players are
getting away.

If the players are caught or incapacitated in


their attempt:

If caught by Bollins men, theyll turn


them over to the PSF in anticipation of
Bollin dealing with them later. The
players will earn 3 points each of the
Bounty obligation to Bollin the Grey as
well as 2 points of Criminal obligation
with the PSF.
If caught by the PSF, the players will be
incarcerated in the local PSF prison,
pending a trial. The players will each
earn 4 points of Criminal obligation with
the PSF.

In any case of being caught, Ranem Tiiv will use


his influence or resources to surreptitiously
remove the players from PSF custody. In most
cases, the players should still be able to keep
the data cylinder with their personal effects,
given its unobtrusive appearance.
However the adventure resolves, if the players
can successfully turn over the data cylinder to
Ranem Tiiv, theyll be rewarded with:

1000 credits per person on the team for


the return of the data cylinder
500 credits per person on the team if
the operation was undiscovered (i.e. it
wasnt noticed until the next morning
during inventory) as well as up to 5
points of Obligation reduction or 5
points of Duty per person.
-500 credits per person on the team if
the group had to be rescued from
capture
-200 credits per person on the team if
the data cylinder was damaged

The void of interstellar space holds innumerable secrets. Despite the thousands of years of travel in the
stars, the galaxy has remained unsearchably vast and many mysteries have remained impenetrably
sealed.
When a group of researchers make a breakthrough in the study of a historical artifact, one of these lost
treasures seems to be within reach. Their employer reaches out to a group of space travelers to enlist
their aid in recovering this prize from beyond the veil

The players have been hired by a businessman1 of significant influence in a nearby system2 to hunt down
a lost starship3 hidden in deep space. A research team employed by the businessman has deciphered the
purpose of a historical artifact, and it should be able to lead the players to the vessel.
The players will take the artifact and perform a series of hyperspace jumps to reach the location of the
ship. Once there, the players will need to navigate an asteroid field home to several large creatures to
reach the ship itself.
To recover the vessel, a large capital ship, the players will have to land and attempt to slave the ship to a
control program created by their employer. However, to do this theyll need to navigate through the
ships defenses to reach the bridge, the location the control program needs to be used from.
As the players attempt to leave, a gigantic creature, the predator to the creatures encountered earlier,
will attempt to attack the ship. The players will need to defeat or flee this creature to exit the asteroid
field and make it safely to hyperspace.

(Substitute as necessary)
1

The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Tyrius System, home to the planet Rodia
3
The starship: The Shadows Wing, a Rendili StarDrive Dreadnaught-class heavy cruiser
2

The players start their adventure at Rodia,


either in orbit or on the ground.
Theyve received a boxy device with a data
cylinder at its core along with their contract
from Ranem Tiiv, their employer:
Contract for: Retrieval of
Dreadnaught Shadows Wing.

the

lost

Subsequent to the recovery of a data cache


from an abandoned development facility,
the device you now have was researched
and engineered. In the process of analyzing
the contents and technology behind the
data cylinder at its core, it was discovered
to be a key of sorts to a prototypical Rendili
Dreadnaught-class vessel.

Further analysis has yielded what is


believed to be the test course plotted by the
dreadnaught, the Shadows Wing, on its
first and only voyage.
Additional data recovered from the cache
suggests that this vessel may be uniquely
engineered, although the details appear to
be lost to corrupted data.
The Shadows Wing is likely to be at or on
one of its planned stops on its course.
Records show that the vessel departed from
Rodia over one hundred years ago, but it
never reached its final destination of
Christophsis.
Once there, sync this device with the main
flight control console to provide the slave
programming youll need to fly it back to
Rodia.

The players are tasked with following the last


known course of the dreadnaught Shadows
Wing. Its a four-jump course from Rodia to
Christophsis, and by following the path (or by
tracing it backwards from Christophsis), the
players will find the location of the lost
dreadnaught.
If the players dont have their own ship, in
addition to providing them with the datacylinder-device, Ranem Tiiv will loan them a
ship, his Pointing Finger.

Ranem Tiiv has loaned this small freighter to the


players to enable them to search for the lost
dreadnaught. Its a small vessel with oversized
engines and minimal space, but itll get the job
done.

-1

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 0
19

HT. THRESHOLD

ARMOR

SS. THRESHOLD

13

Hyperdrive: Primary: Class 1, Backup: Class 15


Navicomputer: Yes
Sensor Range: Short
Passenger Capacity: 6, crew included
Cost/Rarity: 80,000 credits/5
Customization Hard Points: 1
Weapons: One Dorsal and One Ventral TurretMounted Dual Medium Laser Cannon [Fire Arc
All, Damage 6, Critical 3, Linked 1, Range: Close]
Each of the jumps along the course necessitates
an Average (
) Astrogation check, although
the circumstances of the jump may modify this
(e.g. if the check is made as the players flee a
stop).
There are five positions on the dreadnaughts
course Rodia, the first stop, the second stop,
the third stop, and Christophsis. If the players

travel between the second stop and the third


stop (in any order), theyll be dragged out of
hyperspace into the debris field where the lost
dreadnaught sits.
The First Stop
The Shadows Wing made its first stop in an
insignificant system. There are no settlements
in this system, although at the edge of the
system, in orbit of the seventh planet, theres a
large, dilapidated sensor station.
Once used for deep-space monitoring, the
station has fallen into disrepair and is now a
home for several scraggly Sullustans.
If the players investigate the station, theyll
encounter the Sullustans, who wont be hostile,
but will treat the station as theirs and try to
barter with the players for access. If the players
get a chance to access the computers on the
station, they will be able to verify that the
Shadows Wing stopped in-system and left
approximately 102 years ago (~100 BBY).
Checking the station logs may reveal the last
recorded communication the sensor station had
with the Shadows Wing:
Captain Mirrital of Shadows Wing to Deep
Space Sensor Outpost Cresh-Niner, did our
agh! did our sensor profile appear as wed
indicated?
Confirmed, Shadows Wing. Are you okay,
captain?
Aye, Cresh-Niner, just a bout of headaches.
One of the command crew must have
picked something up on Rodia, migranes
seem to be going around. Thanks for your
assistance, Shadows Wing out.

Interfacing the device they have or the


hyperspace course they know with the stations
sensors should verify the probable location of
the Shadows Wing a gravitational anomaly in
between the second and third stops. With this
information, attempting to fly directly to the
anomaly will be possible, although the check
will now be an Average (
) Astrogation
check.
Even if the players ignore the sensor station, it
should eventually be clear that the ship theyre
searching for is not in this system.
The Second Stop
The second planned stop of the Shadows Wing
was in a large nebula (in the fashion of a large,
obscuring cloud in space). They made the stop
to disguise their route in the past, but in the
present, the nebula is a haven for piratical
spacers and other criminals.
Piloting in the nebula will incur a
on any
checks. Players attempting to scan the system
for the dreadnaught will have to make a Hard
(
) Perception (sensors) check. Rolls with
high Threat (
+) should incur some sort of
encounter with the pirates, who will be flying
small snubfighters or transports.
The Perception check may be attempted more
than once, but each time it is attempted, it will
be upgraded the danger of bouncing an active
sensor signal off of one of the pirates sensors
increases the more its done.
Success on the Perception (sensors) check will
reveal that the Shadows Wing isnt in the
system, but there are several old escape pods
left from the Shadows Wings arrival one
hundred years ago. Inspecting the contents of
the escape pods would reveal that the

occupants are simply desiccated corpses with


no signs of disease or malady.
The Third Stop
The Shadows Wings final stop before
Christophsis was at a massive spacedock in
interstellar space. The hidden Rendili facility
was once large enough to handle several capital
ships at once, although an unfortunate
encounter with a comet many years ago has
turned the station into a derelict.
Sensors should be unable to penetrate the shell
of the station (at least in such a way that it
would identify any ship there). To check for the
presence of the Shadows Wing, pilots would
have to fly into the shell of the station, which is
littered with wrecked flightways and floating
debris. All piloting checks through the space
docks superstructure will be upgraded at least
once, no matter the speed, and the check will
have
added to it.
A flythrough of the space dock will reveal that
there are no ships left in the wreckage. If
players are so inclined, the location of the
facility may be of value to their employer,
though.
Arriving at the Shadows Wing
Whatever the order, as soon as the players
travel on a path between the second and third
stop (or they head directly there pending
discovery at the sensor station), a gravitational
anomaly an extraordinarily dense asteroid
field will pull them out of hyperspace.
One of the first things the players will notice is
that the display on the device with the data
cylinder starts flashing. It will indicate a point in
the middle of the asteroid field as the location
of the Shadows Wing, although it wont show
up on sensors.

Best known as a space slug, the exogorth is a


massive gastropod that makes its home in
asteroids and planetoids in outer space.
Typically sedentary, they feed off of whatever
mineral-rich environment makes up their
current home. While they have been known to
consume ships for their metal content, they are
usually unaggressive unless provoked.

BRAWN

AGILITY

ARMOR

INTELLECT

CUNNING

WILLPOWER

HT. THRESHOLD

26

SS. THRESHOLD

Then, as you travel deeper, you see more


blips on your sensor board, and more blips.
The asteroid thicket is filled with slugs, most
of which are large enough to swallow your
ship whole.
For the time being, though, they dont seem
to react to your ship. They seem content to
continue consuming the raw material of the
asteroid field.

PRESENCE
M/R DEFENSE

0 0

Likes: Rocks, Metal


Dislikes: Heat, Blasters
Skills: Brawl 2, Resilience 4, Vigilance 1
Talents: Adversary 1
Abilities: Colossal (Uses Armor instead of Soak,
Hull and System Trauma instead of Wounds and
Strain, and deals damage on a Planetary instead
of Personal scale), Silhouette 8
Equipment: Bite [Brawl, Damage 8, Critical 3,
Range: Close, Breach 3]

As soon as the players enter the asteroid field,


theyll notice that theyre not alone several of
the larger asteroids will have visible giant space
slugs surfacing the asteroid field is an
exogorth nest.
Upon entering the asteroid field, you notice
movement on the ships sensors. A quick
check to the starboard reveals a space slug
casually emerging from a large asteroid to
float across to a neighboring rock.

The space slugs will likely be content to leave


the players alone, although threat on a Piloting
check may involve one of the slugs.
Piloting through this asteroid field will be
dangerous all piloting checks will have
added to them. Failure on the check will mean a
hit by an asteroid, which hits with the asteroid
weapon:

Asteroid Impact [N/A, Damage 1-10 (roll


a percentile die, divide by 10, round
up), Critical
, Range N/A]

Once the players reach the location indicated


on the flashing device:
As you reach the center of the asteroid field,
the device stops blinking, pauses, and then
emits a single solid tone. The space in front
of your vessel shimmers, and suddenly a
large capital ship appears its IFF code
identifies it as the dreadnaught Shadows
Wing.

The players can enter Shadows Wing through


one of two entrances the hangar bay on the
bottom of the craft (Deck One) will be
immediately obvious upon seeing it, and a scan
of the vessel will reveal docking ports on Deck
Four.
To integrate Ranem Tiivs device with the flight
controls, players will need to reach Deck Six.
Unfortunately for the players, many potential
obstacles lie in the way of their trip up to flight
controls.

Moving Through the Ship


Navigation of this vessel is very abstract. Treat
each deck as a sequential room so moving
from Deck One to Deck Three is two moves.
If the situation demands it, of course (i.e.
tracking time or accessing a specific area on a
deck), treat movement with more granularity as
desired.
Because of the nature of the crews death, the
droid AI core has put several discrete defense
mechanisms into place, and the ship is littered
with traps to discourage hostile intruders.
As the players travel deck to deck, theyll have
to manage a series of these challenges.

Artificial Gravity Shift


Electrified Surfaces
Motion-detecting Blast Doors
Magcon Field Device
Coolant Flush
Floor Plasma Jets
Stuck Lift Tube
Irritating Mouse Droid
Mirrored Sentries
Laser Grid Hallway
Hull Breach
Carbonite Mist

1-8
9-16
17-25
26-33
34-41
42-50
51-58
59-66
67-75
76-83
84-91
92-100

Each time the players move from one deck to


another, they should face at least one of these
challenges. Roll a percentile die (d100) to
determine a random challenge, or simply pick
from the following list:

Artificial Gravity Shift


As the players walk through a room or
hallway, the artificial gravity slowly
shifts, making it harder to stand up, all
the way up until the center of the room,
by which point the gravity has shifted
enough to make them fall backwards
(instead of downwards) towards the
entrance.
Electrified Surfaces
The path of the players is impeded by
small blue arcs of electricity dancing
across all the metal surfaces in the
room or corridor, including the walls,
floors, and ceiling.
Motion-detecting Blast Doors
The players path is blocked by a series
of blast doors that lower as soon as
motion is detected in their proximity.
They dont close instantly, but they
should close quickly enough to prevent
players from simply sprinting through.
Magcon Field Device
A device attached to the ceiling in the
center of the room or corridor

manipulates the magnetic field in the


room in order to draw all metallic items
to itself. Droids are lifted off their feet;
blasters fly out of hands; datapads are
pulled out of packs. The device can be
interacted with at its source (the device
on the ceiling).
Coolant Flush
Blast doors seal the players in an
enclosed space while engine coolant
(water) is flushed into the room. The
players should have to start swimming
to maneuver relatively quickly the
challenge is that to open any doors,
theyll have to do it underwater.
Floor Plasma Jets
Strips of venting in the floor alternate
between a superheated grate and
ceiling-height jets of plasma. The
plasma flares up intermittently on a
predictable pattern.
Stuck Lift Tube
While en route from one floor to the
next, the turbolift in which the players
are riding grinds to a halt. Stuck
between floors, the players will have to
negotiate a way up or down before the
lift tube crashes.
Irritating Mouse Droid
A small droid attacks, steals from, or
otherwise provokes the players and
then flees, with the intent of drawing
the players into a swarm of these
smaller droids. They should present a
minimal combat threat.
Mirrored Sentries
As the players turn a corner, they
should find themselves face to face with
droids that mirror their movements
(e.g. when a player steps to his left, the
droid steps to his right; when a player

draws a blaster, the droid draws a


blaster). The droids are not innately
hostile.
Laser Grid Hallway
A series of low-power laser emitters
create a web of thin laser beams that
crisscross a passageway. Breaking one
of the beams causes a security turret to
pop out of the ceiling and shoot at the
offending intruder. The beams are
spaced far enough apart that an agile
intruder might be able to maneuver
through them.
Hull Breach
A section of the vessel has had an entire
internal passageway exposed to outer
space. The passageway is sealed off by
(easily unlockable) blast doors or
magcon fields, but to traverse it, the
players will have to move through a
zero-gravity vacuum environment.
Carbonite Mist
A floor-level mist covers the path
through the room or hallway the
players are attempting to move
through. Entering the mist will rapidly
freeze the players feet to the ground,
although they should still be able to
move and interact with anything above
ankle-level. Alternatively, the carbonite
mist may not be pumped into the room
until theyre walking through.

Avoiding the Traps


All of these are designed to slightly impede the
players progress by tasking them to stop and
work a way around a situation. If players are set
on avoiding one particular challenge, they
should have the opportunity to face a different
one as they try to reach a different way to move
from deck-to-deck.

Similar Encounters
If a challenge is rolled thats too similar to the
previous one (e.g. Electrified Surfaces
followed by Carbonite Mist), or if a challenge
is rolled thats already been used, pick the next
challenge nearest to it on the table, or simply
pick a challenge that seems interesting.
As the players travel through the ship, they may
see the desiccated remains of the previous
occupants of the vessel.
Extensive searches through the ships logs may
reveal the details of the Shadows Wings
maiden voyage:
She took off from Rodia under cloak, and only
ever decloaked to change course. They
proceeded to a deep space monitoring station
to confirm how they appeared on long-range
sensor readings. From there, they jumped to a
thick nebula to conceal the direction of their
final jump, which was to a secret Rendili space
dock for final analysis and tuning, after which
they would proceed to Christophsis for delivery
of the prototype.
They never reached the Rendili space dock,
though. They were pulled out of hyperspace by
an anomalous gravitational mass the asteroid
field they now sit in.
The Shadows Wing would have resumed its
course after clearing the fields gravity well,
though, were it not for another unfortunate
coincidence the crew was slowly becoming
very erratic and hostile.
For the whole duration of the voyage, the crew
had gradually been growing weaker and
weaker, and with the weakness arose a sense of
panic and paranoia. Some of the crew, before
they were fatally incapacitated by their growing
injuries, enabled stringent security measures in

the ship, which managed to kill off other


members of the crew who hadnt quite
succumbed as far to their infirmities.
Steadily, the crew of the Shadows Wing was
culled to nothing, and the ship has been stuck in
this asteroid field, waiting, cloaked, ever since.
Not immediately obvious from any logs will be
the source of the original crews malady the
cloaking device. The original flaw of the cloaking
device was that it had deleterious effects on
living organisms, and that ultimately killed the
crew of the Shadows Wing.
While its not a certainty that the players will
attempt to turn back on the cloaking device, if
they were to turn it back on, they would, after a
short time (minutes), make an Easy ( )
Resilience check followed by a Critical Injury
(d100) roll, with 10 subtracted from the Critical
Injury roll for each Success on the Resilience
check. If the players kept the cloaking device on
for long periods of time, the Resilience/Critical
Injury roll would be made several times even
a direct flight back to Rodia with the cloak on
could be very hazardous to their health.
On the Flight Control Deck:
Once the players reach flight control, they can
attempt to use the device Ranem Tiiv gave
them to slave the ship to a course back to
Rodia.
What if players want the ship for themselves?
It is unlikely the players could crew a
dreadnaught entirely by themselves it
requires thousands of active crew. The slave
programming theyve been given will work in a
pinch to take the ship to Rodia, and the effort
required to duplicate such a program would
take weeks of work in a lab with extensive
resources.

Once the players attempt to install the slave


software, however, the ships droid AI core will
flag them as potential hostiles and arrest their
attempt, querying them as to their purpose.
The AI core isnt initially hostile, but it doesnt
want to let them install software like this, as it
sees it as a threat to its autonomy. Players can
attempt to convince the AI to allow them, force
their way through, or try some other tactic.

This droid AI core for the dreadnaught is


controlled centrally from the ships computer
core on Deck Three. Its built in to the ship to
manage several lower-level systems, to allow
for the ship to run with a smaller crew
complement than normal dreadnaughts.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Likes: Efficiency, Expediency, the Republic


Dislikes: Pirates, Sloppiness
Skills: Astrogation 2, Computers 2, Discipline 1,
Knowledge (Education) 4, Knowledge (Outer
Rim) 2, Knowledge (Warfare) 3, Mechanics 1,
Perception 1, Vigilance 1
Talents: Defensive Slicing 1 (When defending
computer systems, add to opponents
checks), Natural Programmer (Once per session,
may reroll any 1 Computers or Astrogation
check), Stroke of Genius (Once per session,
make one skill check using Intellect rather than
the characteristic linked to that skill)
Abilities: Incorporeal (Possesses no physical
form)
Equipment: None

If the players attempt to hack the AI or


computer without first convincing it to allow
them, it will become hostile. This may make the
droid AI send in battledroids to assail the
players, or it may make it try to use ships
systems against them.
What can the AI Core do?
The droid AI core is a very flexible potential
threat. It should be one that the players only
really interact with via the computer terminals
(or through ships comm systems, if the AI is
given a voice). It should be considered to have
some degree of control over anything the ships
systems might control, so match challenges to
the players strengths.

These antiquated battle droids represent the


remainder of the dreadnaughts mobile security
systems.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Fulfilling orders


Dislikes: Indecision
Skills: Ranged (Heavy)
Talents: None
Abilities: Droid (does not need to breathe, eat,
or drink; can survive in vacuum or underwater.
Immune to poisons or toxins.)
Equipment: Blaster Rifle [Ranged (Heavy),
Damage 9, Critical 3, Range: Long, Stun Setting]
If the players disable the computer core at its
source, the droid AI core will shut down.

Once the players have installed the slave


software (however it comes about), theyll have
limited sublight control of the ship (they should
be able to maneuver it and get it into place for a
hyperspace jump), but once they jump to
hyperspace, it will be bound for Rodia and its
rendezvous with Ranem Tiiv.
Short on time?
If time is short, consider omitting the droid AI
core encounter.

The slave programming is sufficient to control


the dreadnaughts hyperspace jump and flight,
but to make the jump, players specifically will
have to pilot it out of the asteroid field the
slave programming doesnt have the capacity
for flight that precise.

Once the players are en route, getting ready to


leave the asteroid field:
As the long-dormant engines on the
Shadows Wing fire up again and you
prepare to depart, a proximity motion
warning beeps from the sensor screen.
You see a space slug emerge almost fully
from a nearby asteroid until, suddenly, a
colossal insectoid form, nearly twice the
size of the slug and longer than the
dreadnaught, land on the space creature
and sink two mandible-like appendages in
its body.
Once your ship begins to move, however,
this new colossus turns toward it and scans
no, looks in the ships direction. It lifts
off from the space slug and starts its rapid
flight toward the Shadows Wing.

The Colossus Wasp will attempt to chase and


attack the dreadnaught until it enters
hyperspace. It will take three rounds of flight to
exit the asteroid field sufficiently to clear its
gravity well and make the jump to lightspeed.

This lost battleship was one of the first testbeds


produced out of a Rendili StarDrive lab on
Rodia.
Using
the
soon-to-be-popular
Dreadnaught spaceframe, this particular vessel
had several experimental systems, the most
notable of which is a cloaking device.

-2

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 1 1 1
100
HT. THRESHOLD

ARMOR

SS. THRESHOLD

40

Hyperdrive: Primary: Class 4, Backup: Class 18


Navicomputer: Yes
Sensor Range: Medium
Passenger Capacity: 9000-20000
Cost/Rarity: N/A/9
Customization Hard Points: 0
Weapons: Five forward and five aft medium
dreadnaught turbolaser batteries [Fire Arc
Forward, Port and Starboard or Aft, Damage 10,
Critical 3, Range: Long, Breach 3, Linked 1, SlowFiring 2], Ten port and ten starboard light
dreadnaught quad turbolasers [Fire Arc Port or
Starboard, Damage 9, Critical 3, Range:
Medium, Breach 2, Linked 3, Slow-Firing 2), One
ventral tractor beam emitter (Fire Arc All,
Damage -, Critical -, Range: Short, Tractor 2),
Cloaking Device


These giant creatures from the Stenness system
are known to be one of the few natural
predators of the exogorth, or space slug. While
they tend to scavenge from a wide variety of
food sources, they will relish the opportunity
for a large meal in the form of a large body.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

ARMOR

HT. THRESHOLD

37

SS. THRESHOLD

36

M/R DEFENSE

0 0

Likes: Rocks, Metal, Exogorths, Radiation


Dislikes: Explosions
Skills: Brawl 3, Resilience 4, Perception 2,
Piloting (Space) 1, Vigilance 1
Talents: Adversary 1
Abilities: Colossal (Uses Armor instead of Soak,
Hull and System Trauma instead of Wounds and
Strain, and deals damage on a Planetary instead
of Personal scale), Silhouette 8, Planetary Speed
3
Equipment: Colossal Mandibles [Brawl, Damage
13, Critical 4, Range: Close, Breach 4]
Once the players have reached Rodia with the
dreadnaught, Ranem Tiiv will contact the
players from his orbital dock, and mentions hes
bringing tugs out to help them bring it in to
dock.
Tiiv will reward them for bringing in the prize of
the Shadows Wing:

500 credits per person on the team (i.e.


a team of four would be paid 2000
credits)
1000 credits for information on the
location of the lost Rendili spacedock
(the third jump point in the Shadows
Wings course)

-50 credits per person on the team for


each 10 points of hull trauma the
dreadnaughts taken
If the players didnt have a ship before
this adventure, Tiiv will give them the
YT-1760 Pointing Finger he loaned them
for the adventure, and the group will
take a collective 10 points of Obligation
to Tiiv (Debt)
If the players already had a ship, Tiiv
will offer to repair their vessel and refit
it with any one upgrade he can provide.

Every crime ever committed boils down to three things. From grisly, Hutt-contracted assassinations to a
street urchin on Coruscant stealing credits to buy food, every criminal has a means, has a motive, and
has an opportunity.
When the owner of a research lab in space suspects one of his employees is stealing from him, he has to
turn to outside help to flush out the criminal. Hes hired a group of spacers to go undercover, investigate
the situation, and ensure that the criminal has nowhere to run

The players have been hired by a businessman1 of significant influence in the local system2 to investigate
a situation on his orbital facility. He knows that one of his researchers has been selling project details to
a rival3, and hes tasked the players with going undercover and finding out who it is.
The players will need to craft undercover roles and insinuate themselves into life on the orbital facility.
Once in place, theyll need to investigate several suspects to get to know who might and why someone
might turn traitor.
As the players start to apply pressure to the suspects, the guilty party raises the stakes by murdering one
of the suspects in order to steal a critical piece of the project and wrap up his espionage. As the station
goes on lockdown, the players will hone in on the culprit of the crimes.
Once the noose starts to tighten, the murderer will pull out all the stops and attempt to make his
escape. The players will have to stop him and catch him before he can ruin their employers research,
sell him out, and get away with murder.

(Substitute as necessary)
1

The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Rodia
3
The rival: Bollin the Grey, owner of Rodian Interfreight
2

The players start their adventure in Ranem


Tiivs orbital facility, orbiting over the planet of
Rodia.
Tiiv, their employer, has provided them a
datacard with the specifics of their contract:
Contract for: Investigation of employees
aboard research station TSS-Aleph.
Informants placed inside competitor Rodian
Interfreight indicate that they have details
of the ongoing Project Shadows Feather.

This project is top-secret, and these details


of it could only have been leaked by one of
the lead scientists on-site.
It Is critical to identify and, if possible,
apprehend the perpetrator of this crime. Do
not use lethal force if at all possible to
preserve the opportunity for counterinterrogation.
Undercover identities and dossiers on likely
suspects will be provided to investigators.

The players are tasked with going undercover,


learning about the suspects, and identifying a
probable culprit.
To that end, several undercover roles are open
to the players (although their employer should
facilitate alternate roles if players have
suggestions):

Journeyman research assistant


New security personnel
Server at one of the restaurants onstation
Cargo handling laborer
Dockhand
Station maintenance worker

Once the players have decided on a role, they


should have free run of the station, with the
exception of the command deck, which is
restricted to ranking station personnel.
Characters on the station will react to the
players appropriately for the roles theyre
taking on.
Station Layout
The station has 90% of its active workers on its
primary level, which consists of eight
subsections branching out from one central
gathering area. The central area has a set of lifts
that travel up to a restricted area, the
command deck.
Underneath the primary work area (unlabeled
on the map) is a series of access corridors and
station mechanical systems that are usually only
accessed by station maintenance through a pair
of lifts in the Power section of the station.

Running the Investigation


The scenario is set up to have four suspects, any
of which can be the guilty party. The players
will, by their actions, help determine who is
guilty.
Guilt will be determined by three factors
motive, means, and opportunity.
The first two sections of the adventure will pare
down the suspect list by the players discovery
of those factors, and who does and does not fit
them.
In the first section, players should be able to
eliminate one of four suspects. In the second
section, they should be able to eliminate at
least one of the remaining three. In the third
section, the guilty party will become clear
through direct opposition to the players.
Eliminating Suspects
Each suspect will always have a distinct motive
for committing the first crime (theft and
espionage). These motives will be the primary
genesis of clues that the players discover.
Every suspect has a compelling motive for
committing the crime, although the players may
not discover them all. In this way, the players
will aid the GM in selecting the guilty party
whichever one(s) the players are leaning
towards should end up fitting themselves into
the guilty role.

This Rodian mother of three works on the


station in the drydock and labs area during the
day and in the commercial area in the evenings.
She is a generally polite, quiet person, although
she appears perpetually tired.

This Kuati woman is the scientist in charge of


manufacturing
and
engineering
the
developments of the research division. Shes
very aloof towards most people, colleagues
included.

BRAWN

AGILITY

PRESENCE

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

12

S. THRESHOLD

M/R DEFENSE

0 0

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

12

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Likes: Family, Hard work


Dislikes: Gambling, Frivolity
Skills: Charm 1, Computers 2, Deception 1,
Discipline 1, Mechanics 2, Perception 1, Ranged
(Light) 1, Stealth 1, Survival 1
Talents: None
Abilities: None
Equipment: Varies

Likes: Solitude, Core Worlds culture


Dislikes: Rebels and pirates, Non-humans
Skills: Computers 1, Deception 1, Knowledge
(Core Worlds) 1, Mechanics 3, Perception 1,
Ranged (Light) 2, Ranged (Heavy) 1, Vigilance 1
Talents: None
Abilities: None
Equipment: Varies

This middle-aged human male is the head of


Tyrius Sysworks research division, and he can
be found in many places on the station. He is a
haughty, arrogant man who is nevertheless very
intelligent.

This hard-faced Rodian is the scientist in charge


of testing and prototyping on the station, and
while this boyhood friend of Ranem Tiiv is most
often found in the Special Projects division, he
tries to get around and meet everyone.

BRAWN

AGILITY

PRESENCE

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

13

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Recognition, Intelligence


Dislikes: Disrespect, Laziness
Skills: Computers 3, Deception 1, Knowledge
(Education) 2, Mechanics 1, Negotiate 1, Pilot
(Space) 2, Ranged (Light) 1, Vigilance 1
Talents: None
Abilities: None
Equipment: Varies

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

14

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Likes: Openness, Pleasantness


Dislikes: Conflict, Sarcasm
Skills: Brawl 1, Charm 2, Computers 2, Cool 1,
Deception 1, Discipline 1, Mechanics 1,
Perception 1, Ranged (Light) 2, Survival 2
Talents: None
Abilities: None
Equipment: Varies

Suspect Motives
The following section is to help the GM define
clues set out for each suspect.
Each suspect fits an archetype, which should be
the focus of their personality. This will help the
players stay focused on both differentiating the
suspects as well as interpreting their motives.
Because of this, there is a key fact that the
players should know about each character. This
is spelled out in one of the two player handouts
provided on the previous pages.
Finally, each suspect has a list of circumstantial
evidence evidence that establishes they had
motive for the crime. Each set of circumstantial
evidence also lists methods that might be used
to find it: in-person observation, talking to
acquaintances, reading family or friend
correspondence, searching personal effects, or
doing computer research.

Ty Yelliri
Archetype: The Veteran
Motive: Jealousy - Hes been working with
Ranem Tiiv since his operation was very small,
and he feels hes owed more than hes gotten in
all that time.
Key Fact: Hes the most senior off all the lead
researchers
Circumstantial Evidence:

Beema Karada
Archetype: The Mother
Motive: Protection - Her youngest son is
irreconcilably indebted to Bollin the Grey and
Rodian Interfreight.

Key Fact: Shes dedicated to her family, and


especially her three sons
Circumstantial Evidence:

Shes been working off-shift in one of


the tapcafs on the station (to help pay
off the debt) in-person observation,
acquaintances
Her sons all work in shipping, and her
youngest works at Rodian Interfreight
acquaintances, letters from family

Her youngest son has a gambling


problem acquaintances, personal
notes, letters from family
Her youngest son hasnt been seen on
the station visiting in a long time
acquaintances
She lives very frugally in-person
observation, acquaintances

He helped Tiiv found the research


division of Tyrius Sysworks
acquaintances, research
He came up with the concept for
Project Shadows Feather (the current
project) acquaintances, research
Hes incited strikes over researcher pay
more than once, and led the
subsequent
negotiations

acquaintances, research
Hes very arrogant and self-assured inperson observation, acquaintances
Hes made a habit of stealing small
items of value from the research lab
and squirreling them away on his
personal ship personal effects,
research

Kal Kesha

Essik Bopal

Archetype: The Outsider

Archetype: The Friend

Motive: Politics Shes politically inclined in


favor of the Empire, and she doesnt want Tiiv
to sell a successful project to any unsavory
factions (Rebels, Hutts, etc.).

Motive: Concern Hes an old friend of Ranem


Tiiv, and when he discovered a potentially
harmful flaw in Project Shadow Feather (the
current project), he became concerned that the
project would be ruin for Tiiv and Tyrius
Sysworks.

Key Fact: Ranem Tiiv is strongly considering


selling the results of his research to the Rebel
Alliance
Circumstantial Evidence:

She has items of pro-Imperial


paraphernalia in her room in-person
observation
Shes stand-offish towards non-humans
in-person observation, acquaintances
Shes sliced a log of Tiivs ongoing
negotiations in-person observation,
research
She filed a security complaint (that was
summarily dismissed) when an Alliance
envoy was on the station to inspect the
project acquaintances, research
Shes very close with her brother, and
now hes in the Imperial Navy letters
from family, personal notes

Key Fact: Hes a personal friend of Ranem Tiiv,


in addition to being his employee
Circumstantial Evidence:

He filed a failure report warning of a


dangerous side effect of the project,
but the report was (figuratively) pushed
aside acquaintances, research
Hes invested heavily in Tyrius Sysworks
stock research, personal effects
Hes been friends with Ranem Tiiv since
childhood, and hes always been very
protective; he used to defend Tiiv from
street gangs with his blaster

acquaintances, in-person
Hes pessimistic about the outcome of
the project acquaintances, in-person
Hes pushed hard for deadline
extensions at every project milestone,
to the point of being reprimanded
acquaintances, research

Suspect Means and Opportunity


In the first part of the adventure, while the
players are simply investigating the data leak,
every suspect has the same opportunity they
all have ample run of the station and each
suspect has the high levels of access needed to
gather the data.
While the Motives were used to help establish
who the guilty party is, the Means should be
used to help establish who the guilty party is
not.
The following list of means is a list of
suggestions for how the suspects may have
snuck data off the station. The GM should feel
free to add to or modify this list to match the
direction of the players inquiries.
Means:

Off-station visits
o The Mother (seeing family)
o The Veteran (he docks and
maintains his own starship at
the station and will often take it
out on trips)
o The Outsider (weekend trips to
get away from her coworkers)
Courier ships
o The
Veteran
(submitting
research to various places for
review)
o The
Outsider
(receiving
packages and communication
from home)
o The Friend (picking up personal
deliveries as a favor to Tiiv)
Communications array
o The Mother (works late at night
in a nearby area when security
is lower)

The Veteran (has open access


to the Command area)
o The Friend (has open access to
the Command area)
Meetings with non-employees
o The Mother (shady guys picking
up debt payments)
o The Outsider (friends stopping
in from the Core systems to
visit)
o The Friend (meets with friends
from the planet from time to
time)

As the players discover the (single) means that


the data may have been delivered to their
employers competitor, make sure that the
means (whatever it is the players discover)
eliminates the possibility of (only) one of the
suspects the purpose of the first investigative
round is to eliminate one suspect (while the
players learn about the other suspects).
Setting the Stage
Before murder raises the stakes in the second
section, make sure that two things have
happened:
1. The players feel relatively confident
about at least one of the suspects
motives
2. The players have eliminated one of the
suspects as being the guilty party
Be aware that the players will likely have
discovered only a small portion of the abovepresented clues they should not have to
discover many of them to proceed.

Once the players have started to get a handle


on who might or might not be guilty (by
learning about potential motives and
eliminating one of the suspects), the stakes will
be raised one of the suspects (GMs choice)
will be murdered.
A station security officer walks into the
room with you.
Uh, excuse me, I, ah, need you to come
with me. Ive been asked to escort you to
meet with the administrator. Youre wanted
for questioning on a security matter.
The players are escorted (individually or
together) to the station administrative office on
the command deck. Inside is Ranem Tiiv.
Sit down, please. We have a situation.
[One of the researchers] was murdered
forty-six standard minutes ago. [He or she]
was found in the lab where the prototype
device for Project Shadows Feather was
being developed. A maintenance worker
just discovered the body. Were assessing
the security recordings, but it looks like the
holocams were disabled.
And it gets worse. The prototype is
missing. I suspect that our murderer and
our turncoat are one and the same.
Its now critical that you identify the
perpetrator before he or she makes a final
move and this blows up in my face.

Do what you can to make sure that this is


resolved quickly. Ill give you remote access
to our security data, and Ill make sure you
have full access to the crime scene, and that
no one will see you in there.
Players Choose the Culprit
When selecting which of the four suspects is the
one to be murdered, ideally, the GM should
choose whichever suspect the players had
already eliminated as a possibility and/or
whichever one they suspected as least likely.
This will help ensure that the players know
theyre on the right track.
Now that there are only three potential
suspects, the players will continue to search for
possible motives (if they havent fully realized at
least one yet) for the original crime (the data
theft) as well as search for means and
opportunity for the murder.
With the murder, every one of the remaining
suspects should have the same (new) motive
the murder was made while wearing the
prototype personal cloaking device (Project
Shadows Feather). The cloaking device has a
harmful flaw (this might have been discovered
when investigating Essik Bopal, the friend) that
causes extreme pain and heightens aggressive
tendencies.
The murder proceeded as follows:
The suspect disabled the cameras remotely
before entering the lab. He or she then
retrieved the only working prototype of the
cloaking device and put it on. As it was being
activated, the victim entered the room, where
he or she was killed.

Now that theres a crime scene, the players will


have access to more obvious physical evidence
than they had before.
Deciding Whodunit
At this point, the GM should choose the
perpetrator, based off of the candidate the
players are leaning most heavily towards. This
will allow the below clues to be filtered
through.
Depending on who the victim and culprit are,
some of the following clues will or wont be
used.

How did the culprit kill the victim?

How did the culprit enter the lab?

Passkey the culprit used a valid entry


passcode to enter the room this
passkey is only given to select
personnel (the Veteran has access
because hes everyones boss, while the
Friend has access because this is his lab)
Break-in the culprit forced the door to
enter the room anyone can break in
this way

Blaster shot the culprit used a precise


single blaster shot to disable the
camera this requires precise shooting
(the Outsider has blaster training from
her time working in her family arms
business, the Friend has gunfighting
skills from when he protected Tiiv as a
youth)
Emergency Ion Charge the culprit
used a starship utility device to disable
the camera this is something
someone who works around starships
would have (the Mothers job requires
her to work with starships, while the

Stabbing the culprit stabbed the


victim several times with a knife the
stab wounds are up into the victims
chest, indicating a shorter culprit
Strangulation

the
culprit
overpowered and strangled the victim
the marks on the victims neck show
that this was done bare-handed,
indicating a larger or stronger killer
Shooting the culprit shot the victim in
the chest with a blaster anyone can
kill with a blaster

Other clues left at the scene

How did the culprit disable the holocam?

Veteran owns his own ship thats


docked at the station)
Explosives the culprit used a
handheld explosive to damage the
camera anyone can use one of a
variety of explosives

Oily fabric A torn piece of fabric (not


from the victims clothing) is left at the
scene; its stained with oil from heavy
machinery (the Mother works with
heavy tools for starships systems
integration while the Outsider works
with heavy machinery in fabrication)
Mixed Blood A pool of blood is left
mixed in with the victim; its blood from
two different species (human and
Rodian)
Audio file A reconstruction of the
holocams data gives short audio where
you can hear the victim say either she
got the dev or he got the dev

If the culprit is the Mother (Beema Karada)


And the victim is:

The Veteran (Ty Yelliri), the culprit


broke into the lab, disabled the
holocam with explosives, and killed the
victim by stabbing. The players may
find oily fabric and mixed blood at the
scene, and the audio file may be
reconstructed to hear she got the
dev
The Outsider (Kal Kesha), the culprit
broke into the lab, disabled the
holocam with an ion charge, and killed
the victim by stabbing. The players may
find mixed blood at the scene.
The Friend (Essik Bopal), the culprit
broke into the lab, disabled the
holocam with an ion charge, and killed
the victim by shooting. The players may
find oily fabric at the scene, and the
audio file may be reconstructed to hear
she got the dev

If the culprit is the Outsider (Kal Kesha)


And the victim is:

If the culprit is the Veteran (Ty Yelliri)


And the victim is:

The Mother (Beema Karada), the culprit


used a passkey to get into the lab,
disabled the holocam with explosives,
and killed the victim by strangulation.
The players may find mixed blood at
the scene, and the audio file may be
reconstructed to hear he got the
dev
The Outsider (Kal Kesha), the culprit
used a passkey to get into the lab,
disabled the holocam with an ion
charge, and killed the victim by
shooting. The audio file may be

reconstructed to hear he got the


dev
The Friend (Essik Bopal), the culprit
broke into the lab, disabled the
holocam with an ion charge, and killed
the victim by strangulation. The players
may find mixed blood at the scene.

The Mother (Beema Karada), the culprit


broke into the lab, disabled the
holocam with a precise blaster shot,
and killed the victim by strangulation.
The players may find mixed blood at
the scene.
The Veteran (Ty Yelliri), the culprit
broke into the lab, disabled the
holocam with a precise blaster shot,
and killed the victim by shooting. The
players may find oily fabric at the
scene, and the audio file may be
reconstructed to hear she got the
dev
The Friend (Essik Bopal), the culprit
broke into the lab, disabled the
holocam with explosives, and killed the
victim by shooting. The players may
find oily fabric and mixed blood at the
scene, and the audio file may be
reconstructed to hear she got the
dev

If the culprit is the Friend (Essik Bopal)


And the victim is:

The Mother (Beema Karada), the culprit


used a passkey to get into the lab,
disabled the holocam with a precise
blaster shot, and killed the victim by
shooting. The audio file may be

reconstructed to hear he got the


dev
The Veteran (Ty Yelliri), the culprit
broke into the lab, disabled the
holocam with a precise blaster shot,
and killed the victim by stabbing. The
players may find mixed blood at the
scene.
The Outsider (Kal Kesha), the culprit
used a passkey to get into the lab,
disabled the holocam with explosives,
and killed the victim by shooting. The
players may find mixed blood at the
scene, and the audio file may be
reconstructed to hear he got the
dev

Discovering the Culprit


As the players work through the crime scene,
the clues provided there should (assuming a full
investigation) only narrow down the suspect list
by one more, although in many cases, the
players will not realize this (perhaps they wont
realize that the oily fabric can point to both the
Mother and the Outsider).
The next steps the players will likely take will be
to confront (or set up a trap for) their top
suspect. Whether the players guess is right or
wrong, once the players get this far, the GM
should be ready to set up the final
confrontation.

Adapting to the Players


While, at this point, the GM will have already
decided who the culprit is, if the players have
made a reasonable analysis of the situation and
have the wrong answer, the GM should feel
free to simply change the narrative to allow the
players to be right. Any of the suspects, after all,
have the possible motive for being guilty, and
its more important to validate the player
efforts than it is to surprise the players.

As soon as the players have moved to confront


their chief suspect in any way, their suspect will
attempt to attack and then escape.
If the players are allowed to confront the wrong
suspect, then the correct culprit will ambush
them as theyre making their confrontation.
If the players are confronting the true culprit,
then the culprit will activate the personal
cloaking device and attempt to escape.
In any case, the culprit will have specific
advantages, depending on who it is:
If the culprit is the Mother (Beema Karada)

Her small size will give her a


on
any attempt to evade restraint
Using her skills with starship systems,
shell have given the players starship
the Major Systems Failure (Weapon
System) critical, knocking out one (GMs
choice) of the players ships weapon
systems

If the culprit is the Veteran (Ty Yelliri)

Any attempt to use a station system to


try and apprehend him will come with a
due to his security status
He has his own starship to escape in
(the Past Due), instead of taking the
generic snubfighter

If the culprit is the Outsider (Kal Kesha)

Because of her access to production


facilities, if her cloaking device is
damaged, shell have a backup device
Shell have sent out an emergency
Imperial code (knowledge she gained

from her brother) that brings an


Imperial TIE patrol (two TIE fighters) to
aid in her escape
If the culprit is the Friend (Essik Bopal)

Because of his familiarity with using and


testing the device, any attempt to
detect him will have an additional
His intimate knowledge of the Tyrius
system will allow him to upgrade all
piloting checks one time when insystem

Additionally, any culprit will have the cloaking


device and at least a blaster pistol on his or her
person. While wearing the activated cloaking
device (a small wristband-sized device), the
culprit will be completely invisible, although
they may still interact physically with the world.
The cloaking device also causes a great deal of
pain to the user in addition to amplifying
aggressive feelings and tendencies manifold.
Catching the Culprit
The culprit will be aggressive towards the
players but not generally foolish if the culprit
is outnumbered, he or she will attempt to flee.
Fleeing will entail the culprit attempting to
make it to one of the two docking armatures for
small craft, where they may steal an escape
craft (a small snubfighter, usually).
If cornered, either on foot or in flight, the
culprit will fight until he or she cannot physically
do so. The culprit will always attempt to keep
the cloaking device on, if possible.

Once the players manage to resolve the


situation, Ranem Tiiv will reward them based
off their level of success:

See EotE CRB p258.

3
SILHOUETTE

3
SPEED

+1
HANDLING

DEFENSE

1 -

- 0
9

HT. THRESHOLD

ARMOR

Hyperdrive: Primary: Class 3, Backup: None


Navicomputer: Yes
Sensor Range: Short
Passenger Capacity: 1 pilot
Cost/Rarity: 55,000 credits/4
Customization Hard Points: 0
Weapons: Wingtip Mounted Light Laser
Cannons [Fire Arc Forward, Damage 5, Critical 3,
Linked 1, Range: Close], Forward Mounted
Concussion Missile Launchers [Fire Arc Forward,
Damage 6, Critical 3, Linked 1, Range: Short,
Breach 4, Blast 4, Guided 3, Limited Ammo 4,
Slow-Firing 1], Anti-missile countermeasures
(May perform Spoofing Missiles as a
maneuver with
)

Ty Yelliris personal ship. See EotE CRB p256.

4
SILHOUETTE

4
SPEED

+1
HANDLING

DEFENSE

1 -

- 1
14

HT. THRESHOLD

SS. THRESHOLD

ARMOR

SS. THRESHOLD

Hyperdrive: Primary: Class 3, Backup: Class 15


Navicomputer: Yes
Sensor Range: Extreme
Passenger Capacity: 1 pilot and 1 passenger
Cost/Rarity: 55,000 credits/5
Customization Hard Points: 0
Weapons: Forward Mounted Light Ion Cannons
[Fire Arc Forward, Damage 5, Critical 4, Linked
1, Range: Close], Anti-missile countermeasures
(May perform Spoofing Missiles as a
maneuver with
)

1000 credits per person on the team for


managing to identify the culprit
500 credits per person on the team for
recovery of the stolen device
500 credits per person on the team for
non-lethal apprehension of the culprit
-750 credits per person on the team if
the culprit escaped

The bigger the venture, the bigger the risk. Pirates and opportunists across the galaxy are drawn to rich
targets like Jawas to a wreck.
When a prominent businessman is chosen from among his peers to host an annual meeting of the same,
he has more to lose than his own assets if he fails. To ensure that the meeting goes off without a hitch,
this power player reaches out to a group of spacers to help protect his venture, but with a road this
dangerous, theres always a chance of turbulence

The players have been hired by a businessman1 of significant influence in the local system2 to protect a
meeting of powerful people hes hosting on board his ship. The meeting includes businessmen from
around the system, including the players employers rival3, and the employer is worried that he might
try something.
The players will get in place for a short cross-system trip to the outer planet4 in the system. En route,
they will have to protect their employers ship from an external pirate attack.
However, while the pirates were attacking, undercover hijackers employed by the rival will have taken
over the vessel from the inside. The players will need to find a way to rescue the passengers onboard,
including their employer.
As the situation turns south for the rival, a series of explosive devices will cause the ship to start to selfdestruct and head for the surface of the planet. The players will need to find a way to evacuate as many
people as possible before the ship hits the surface.

(Substitute as necessary)
1

The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Rodia
3
The rival: Bollin the Grey, owner of Rodian Interfreight
4
The planet: Taoska, a small ringed icy planet at the edge of the Tyrius system
2

The players start their adventure departing


from Rodia to Taoska, the outer planet in the
system, in the hangar on board Ranem Tiivs
ship, the Shadows Wing.
Theyve received a contract from Ranem Tiiv,
their employer:
Contract for: Defense of the vessel
Shadows Wing for the duration of the
Savareen Merchants Alliance meeting.
Tyrius Sysworks is hosting the decennial
Savareen Merchants Alliance meeting, a
collection of all the major business players
in the Savareen sector, on board the
dreadnaught Shadows Wing.
Although all parties onboard are disarmed
and forbidden from bringing anything other
than legal counsel, the chance of external
assault is a considerable risk.
Success hinges on ensuring the safety of
everyone onboard. The hangar bay is being
prepped for your escort duty.

The 8-Q was originally constructed before the


Clone Wars as a heavily modifiable spaceframe
designed for independent shipyards to
customize. The project was ultimately
unsuccessful, financially, although certain
elements of its design did make it into the far
more popular Y-Wing Starfighter.

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 0
11

HT. THRESHOLD

ARMOR

SS. THRESHOLD

Hyperdrive: None
Navicomputer: Yes
Sensor Range: Close
Passenger Capacity: 1 Pilot and 1 Co-Pilot
Cost/Rarity: 60,000 credits/6
Customization Hard Points: 3
Weapons: Wingtip Mounted Light Laser
Cannons [Fire Arc Forward, Damage 5, Critical 3,
Linked 3, Range: Close], Concussion Missile
Launcher [Fire Arc Forward, Damage 6, Critical
3, Range: Short, Breach 4, Blast 4, Guided 3,
Limited Ammo 2, Slow-Firing 1]

The players should have some kind of combat


vessels available to them in the hangar bay. If
the players have their own combat-ready
starship(s), then those should have been
prepared to fly (removal of all System Strain
and repair of up to five points of Hull Trauma).
The hangar bay will hold the players starship if
its silhouette 4 or less, otherwise, the players
would have had to leave it behind for this job.
If the players do not have enough roles for the
whole party or if the players ship(s) arent
combat-ready, a group of Toscan 8-Q
starfighters will be prepared for them.
As the players queue in the hangar bay, the ship
is en route through the Tyrius System. Before
long, they get a notification over the comms
system:
Attention! Long-range sensors are picking
up a large unidentified mass moving toward
the ship at a high rate of speed. It appears
to be accompanied by a small group of
snubfighters. Launch escort craft to
intercept and determine their intentions.

A group of pirates is heading towards the ship in


a small flight of starfighters. The fighters are
each equipped with a tractor beam, and theyre
hauling a large asteroid, capable of doing
massive damage to the Shadows Wing should it
collide.
If the asteroid were to collide, it will take out all
sublight flight control systems on the
dreadnaught, making it impossible to control
later on.

This heavy fighter model by Byblos Shipyards


was created to fill a niche between personal
starfighters and small transports. This ship is
treated as a Silhouette 4 vessel for the purpose
of mounting weapons and attachments.

-1

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 0
12

HT. THRESHOLD

ARMOR

SS. THRESHOLD

Hyperdrive: Primary: Class 2, Backup: Class 15


Navicomputer: Yes
Sensor Range: Close
Passenger Capacity: 1 Pilot and 1 Co-Pilot
Cost/Rarity: 115,000 credits/5
Customization Hard Points: 2
Weapons: Twin Medium Laser Cannons [Fire
Arc Forward, Damage 6, Critical 3, Linked 1,
Range: Close], Light Tractor Beam [Fire Arc
Forward, Damage -, Critical -, Range: Close,
Tractor 2]
After one round of action has passed, the fight
should move in to the ice ring of Taoska:
Be advised, flyers, were entering the ring
of our destination, Taoska. Its composed of
large, jagged ice crystals. Keep your heads
on a swivel.
All piloting checks in the ice ring should be
made with
because of the density of the
ice field.


Once the players have averted the attack by the
pirates, they should receive a short
communication over their comlinks:
ssshhk was a diversion. Attention,
spacers, the pirate attack was a diversion.
Bollin the Greys Rodian Interfreight legal
team was a commando unit, and theyve
taken over the ship and sliced control of the
droid crew.
He tried to take the ship into hyperspace,
but the navicomputers locked down. I think
hes split up the passengers into multiple
holding areas. Im one of Ranem Tiivs
lawyers, and theyve put us in the brig with
the group from Starline Transport.
I think Bollins got Tiiv with him, though. He
wants to steal the ship, and hell be trying
to interrogate the security passcodes out of
him.
Youre our last chance! Bollin sent some
men down to the hangar, presumably to
deal with you. I hope this warning reaches
you in time.

There are five major obstacles awaiting the


players:

Entering the hangar bay (Deck 1)


Bollins men have set a trap for the
players here
Hostages in the brig (Deck 2)
Hostages in the environmental control
section (Deck 3)
Hostages in hypermatter containment
(Deck 5)

Bollin and the captured Ranem Tiiv in


flight control (Deck 6)

Entering the Hangar Bay


The hangar bay normally has procedures to
reestablish a magnetic containment field after
ships have landed. Bollins men have trapped
the hangar to never reestablish the magcon
field. Consequently, when the players land, the
entire hangar bay will be a vacuum with no
oxygen (although no one will be sucked into
space, since theres no atmosphere there to
suck out).
When/if players land in the hangar bay, an
Average (
) Vigilance check will allow
players to notice that the magcon field didnt
flicker back into place.
If the players know about and enter through the
docking ports on the side of the ship, they can
bypass this, although there are only two
docking ports.
On Board the Shadows Wing

These refurbished droids were recovered along


with the ship, and now serve as crew and
security.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Likes: Fulfilling orders


Dislikes: Indecision
Skills: Computers, Ranged (Heavy)
Talents: None
Abilities: Droid (does not need to breathe, eat,
or drink, etc.)
Equipment: Blaster Rifle [Ranged (Heavy),
Damage 9, Critical 3, Range: Long, Stun Setting]

The droid crew of the Shadows Wing patrols


the halls, now under the control of Bollin the
Grey and his men.
Each time the players ascend or descend a floor,
they should pass an Average (
) Stealth
check. Failing the check will mean the players
encounter a group of the droids.
Speeding Up Stealth Checks
To expedite this, GMs may want to simply ask
for the player with the lowest Stealth skill to roll
for something representative of the whole
groups effort.

If any of the droids survive for more than one


round, on their second action, theyll call in to
Bollin and warn him. Similarly, if the players net
or more on a single (individual) Stealth
check, Bollin will be alerted to their presence.
If Bollin is alerted to the players
The first time Bollin is alerted to the players
moving around the ship (assuming they havent
already freed all the hostages), hell signal them
over the shipwide address system:

So, spacers, you seem to have slipped my


grasp. Let me make one thing perfectly
clear. Do you hear this?

Each individual area, though, has its own special


abilities for the droids in the area:

[Blaster shot] Aiiieee!


That was a hostage.
If youd like me to continue having
hostages executed, I can. Alternatively, you
can turn yourselves over to my guards,
hand in your weapons, and join the rest of
the hostages. Your choice.
There are six hostages in each of the three
hostage holding areas, for a total of eighteen
hostages. Every time Bollin is alerted to the
players, hell execute a hostage, taunting the
players as he does.
If the players respond to his threats and allow
themselves to be taken prisoner, their weapons
will be removed and theyll be moved to one of
the hostage holding areas the brig, the
environmental control section, or hypermatter
containment, whichever is still under his
control.
In the hostage holding areas
Each of the hostage holding areas is similar
they all start with six hostages apiece (this may
be reduced if Bollin orders them executed) and
theyre all guarded by a small cadre of droid
crewmembers.

Brig droids are able to raise or lower


security shields with an action to grant
to all ranged attacks made against
all the droids
Environmental control droids are able
to use an action to use the fire
suppressant system against the players:
Carbonite Jets [Computers, Damage 5,
Critical 4, Range: Short, Accurate, Stun
Damage, Ensnare 1]
Hypermatter containment droids are
able to use an action to vent
superheated gases against the players:
Superheated Vent [Computers, Damage
5, Critical 4, Range: Short, Blast 3, Burn
2]

As before, if the droids survive past the first


round, they may spend their second action to
alert Bollin to the intruders. This will (after the
skirmish) cause Bollin to execute (another)
prisoner.
Confronting Bollin and rescuing Ranem Tiiv
When the players make it to Bollin in flight
control on deck six, hell be roughly
interrogating Ranem Tiiv, trying to get the
access codes to the navicomputer. Hes
surrounded by his commandos; the ones that
helped him take over the ship.

Ah Ranem, so these are your spacers? Its a


pity you had to drag them into this. This
could have been much simpler and much
less painful had you simply known when you
were beaten.
Every round Bollin will, as an incidental, give the
order to execute a hostage, assuming they
havent all been freed yet (or all been
executed).
Bollins commandos will fight to the death,
although if Bollin is alone and looks like hes
going to be beaten, hell shoot Ranem Tiiv,
incapacitating (but not killing) him.
If the players are incapacitated by Bollin and his
men, theyll be thrown into one of the hostage
areas under guard.

These trained soldiers originally snuck onto the


ship in the guise of Bollins legal team, but in
reality they represent some of Bollins most
trusted, most effective warriors.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

11

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Likes: Loyalty, Bollin the Grey, Efficiency


Dislikes: Civilians, Weakness
Skills: Brawl 2, Coerce 1, Cool 1, Discipline 1,
Pilot (Space) 1, Ranged (Heavy) 1, Ranged
(Light) 2, Survival 1, Vigilance 1
Talents: Jump Up (Once per round, may stand
from seated or prone as an incidental)
Abilities: None
Equipment: Heavy Blaster Pistol [Ranged
(Light), Damage 7, Critical 3, Range: Medium,
Stun Setting]

Bollin, owner of Rodian Interfreight, is a


somewhat-corpulent green-grey Rodian male.
Hes successfully managed his familys company
and expanded it from what was originally just a
cargo-hauling business into a sector-wide
transportation, manufactory, and smuggling
enterprise. His closest business rival is Ranem
Tiiv, owner of the Tyrius Sysworks Syndicate,
and the two have been sniping at each others
success for over a decade.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

16

S. THRESHOLD

14

M/R DEFENSE

0 1

Likes: Classical orchestra, Sweet foods,


Coruscanti culture and the Empire
Dislikes: Ranem Tiiv and associates,
Carelessness, Compassion
Skills: Charm 1, Coercion 3, Cool 1, Deception 2,
Discipline 2, Knowledge (Education) 1,
Knowledge (Underworld) 2, Leadership 1,
Melee 2, Negotiation 2, Perception 1, Ranged
(Light) 1, Skulduggery 1, Streetwise 1, Vigilance
1
Talents: Supreme Scathing Tirade (As a
maneuver, may make an Average (
)
Coercion check. Each causes one enemy in
short range to suffer 1 strain and take a for 3
rounds. Spend
to cause one affected enemy
to suffer 1 additional strain.), Nobodys Fool 2
(May upgrade difficulty of incoming Charm,
Coercion, and Deception checks twice.)
Abilities: Adversary 1
Equipment: Heavy Blaster Pistol [Ranged
(Light), Damage 7, Critical 3, Range: Medium,
Stun Setting], Neuronic Whip [Melee, Damage
4, Critical 4, Range: Short, Disorient 4, Ensnare
1, Stun Damage], Armored clothing, P-2 Pocket
Attache (Slicing into this requires passing a
Daunting (
) Computers check)

If the players defeated Bollin in flight control


Once one of two things has happened

The players have defeated Bollin in


flight control
The players were incapacitated or
otherwise stuck in the hostage area
(e.g. they decided to go there to
prevent hostage deaths)

the players will be confronted with the task of


escaping the ship.
If the players were incapacitated or stuck in
the hostage area
Ranem Tiiv, I want everyone on board this
ship to hear what your stubbornness has
cost them. You could have just handed over
the navicomputer codes. Instead, you
resisted.
Now, Id hate to be called a sore loser, but
seeing as how none of you will be around to
insult me, Ill bear it just this once.
Explosions ring out through the rear of the
ship.
Ranem, I think Ill just leave you here,
strapped to this chair, and you can watch
your precious ship make a precious crater
on Taoska. Be seeing you or not.
In the event that this happened, Bollin will have
departed the ship with his retinue and may
continue to pop up in the future as a recurring
adversary.

As Bollin is incapacitated:
Explosions ring out through the rear of the
ship.
Bollin wheezes, You didnt think cough,
You didnt think Id let you just beat me,
right? If I go down, Im taking you all with
me. We should make a pretty nice divot in
the surface of Taoska.
After the explosions take place
The explosions Bollins detonated blew up
several key systems, and the ship is going to
crash into the surface of the planet theyre
orbiting, Taoska.
Repairing the damage, at this point, is
impossible. Flight control is still active
(assuming the asteroid didnt collide with the
ship earlier) to the point that players could
control the attitude of the ship, although its
still going down.
In addition to his explosive sabotage, Bollin also
ejected all the escape pods simultaneously with
the explosion and he physically locked down the
hangar.
Players have a total of ten actions they can
make before the ship crashes. Every time the
players go up or down a deck (e.g. from deck 6
to deck 5) or every time a player rolls for
something, an action is used.
If the players signaled for help anywhere locally
(i.e. in-system, probably from Rodia) before the
explosions, the help should arrive now, and be
an additional factor in evacuating the ship (and
this will obviously depend on the type of help
summoned).

Trying to stabilize the dreadnaughts crash


course represents a Hard (
) Pilot
(Space) check. Each
on a successful check
represents the death of one of the hostages still
on board, while each
represents a critical
injury for one of the players. An unsuccessful
check means that the crash course is
unchanged, and
on the unsuccessful
check means that an additional action is also
used.
How can I help?
Game masters should make sure to emphasize
the totality of the stabilization roll and
encourage other players to do everything they
can to help aid that check before it is made.
Players may perform the standard space actions
(like the Average (
) Pilot (Space)
Copiloting check), but they may also choose to
do things like scanning the ground for the best
possible landing site, bracing the passengers for
impact, shooting orbital debris out of the way,
etc. Encourage all players to participate in some
way or another in this check.

If the ship crashed and the players were


aboard or if the players escaped in starfighters
Ranem Tiiv will tell them (in person or via
comlink):
Well, were probably not going anywhere
fast. Im sure someone back on Rodia
noticed the transponder on this ship blink
out of existence. Nothing to do now but
wait.
While waiting, players should make an Average
(
) Resilience check to represent waiting on
the cold surface of the planet or the cramped
spaces of a snubfighter. If a player fails the
check, he should suffer three strain.
If the players escaped the ship with summoned
help
Ranem Tiiv will tell them (in person or via
comlink):
Well, its a shame to lose the ship, but at
least well be back to Rodia fairly quickly.
Thanks for pulling my spines out of the fire.

The physical hangar bay doors have also been


closed. Theyre locked down from a control
terminal nearby, and could be reopened with a
successful Hard (
) Computers check.
Alternatively, the doors can be destroyed with a
successful attack made on the doors, although
flying out through the destroyed doors is an
Average (
) Pilot (Space) check.

If the players managed to stabilize the crash


course and land the dreadnaught

If the players are still on board when the ship


crashes, theyll each take two critical injuries
apiece.

Any landing you can walk away from,


right? That was rough, sure, but there may
even be a chance we can salvage the ship.

Ranem Tiiv will tell them (in person or via


comlink):

Once the situation is resolved, Ranem Tiiv will


thank the players profusely for saving his life
(even if he is ignored completely, Tiiv shouldnt
die in the crash) and pay the players:

600 credits per person on the team for


saving Ranem Tiiv
50 credits per person on the team for
each hostage saved (up to 900 credits
per person)
-300 credits per person on the team if
Ranem Tiiv was left in the dreadnaught
crash
3000 credits if the dreadnaught was
successfully crash-landed
5 Points of Obligation reduction or 10
points of Duty per person on the team
for eliminating Bollin the Grey, as
Ranem Tiiv gains greater economic
prominence in the sector.

The

frontier space that is the Outer Rim is

home to many uncommon forms and ways of


life. The Savareen sector and its neighbors are
emblematic of this eclectic assortment of
peoples, technology, and life.
No matter what way of life you take up in the
Outer Rim the Siniteen who takes up as an
astrogator with a smugglers crew, the
Nelvaanian warrior taking his first steps into a
larger world, or the Pacithhip ingnue eager to
make her way as a trader offworld youre
bound to be a little bit of an explorer as well.

As luck would have it, theres no shortage of


resources for the enterprising travelers of the
Outer Rim in the Savareen sector. From
uniquely modified vessels to bizarre yet useful
tools, theres something for everyone in the
Outer Rim.

The Savareen sector and its neighbors are home


to many unique species, and the sector itself is
characterized by its peoples tendency towards
exploration. This section offers rules for three
species which are emblematic of that drive to
explore Siniteen, Nelvaanians, and Pacithhip.

The Siniteen is a species known across the


galaxy for their unique mental aptitudes.
Naturally gifted with mathematics and patterns,
the Siniteen are successful in many different
professions. Siniteen work best with other nonSiniteen, and consequently have spread
themselves all across the galaxy.
Physiology: While the general humanoid form
of the Siniteen is unremarkable, averaging a
height and weight on par with humans, they are
best recognized for their notable heads. While
some consider their yellow, pupil-less eyes
disconcerting, the heavy brow that extends
from their large skulls draws the most
attention. Shaped like an oversized cerebellum,
these large, hairless heads lend themselves to
many a brain- nickname.
Society: The Siniteen people are one largely
living in a diaspora. The original Siniteen society
was a very capable one, although history
indicates that it was one characterized by an
excessive attention to minutiae. Despite their
vast intellectual prowess, the Siniteen did not
advance far beyond any of the other species of
the galaxy due to this propensity for becoming
mired in detail. Consequently, many thousands
of years ago they emigrated from their
homeworld to pursue more intellectually rich
lives with other species.
Now, it is very rare that Siniteen will come into
intentional contact with another member of
their species. A loose contact network,
managed by a volunteer Siniteen governing
body, exists to facilitate marriages and
procreation between Siniteen. Other than that,
however, Siniteen by and large prefer to work
with aliens.

Homeworld: The location of the Siniteen


homeworld is actually in dispute. Given the
thousands of years since the mass Siniteen
emigration, the exact location is lost to time.
Experts believe, based off of population
distribution data, that the original homeworld
was somewhere in the Savareen sector,
although no one knows for certain.
Language: Although the Siniteen possess a
great faculty for learning language, they speak
Basic as a primary language. This is borne out of
necessity if nothing else, given the Siniteens
broad distribution throughout many different
cultures.
Life in the Galaxy: The Siniteen are a widelytraveled race and theyve insinuated
themselves into many different roles
throughout the galaxy. Given their desire to
work with diverse groups, they often find
themselves at home in multicultural
organizations, which can mean government or
military organizations in the Core or smuggling
rings or enterprise Rimward.

The Siniteen, Nelvaanians, and Pacithhip


species all possess unique physical
attributes and appearances, all of which
are far beyond my ability to sketch well.
For players and Game Masters interested
in visualizing these new species, please
refer to their entries on Wookieepedia,
which are replete with visual references.

Siniteen on Wookieepedia
Nelvaanians on Wookieepedia
Pacithhip on Wookieepedia

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

Wound Threshold: 9 + Brawn


Strain Threshold: 10 + Willpower
Starting Experience: 110 XP
Special Abilities: Siniteen have a starting
Intellect

) )

(rounded to the nearest whole number,


minimum Intellect = 2), where X = number of
total ranks in Knowledge skills at character
creation (none of which can be raised beyond 2
during character creation), Y = number of ranks
in Knowledge skills acquired for free from
Career or Specialization skills, and A = number
of different Knowledge skills that are starting
Career or Specialization skills. Experience may
not be spent to improve Intellect.
Astrogator Savants: Siniteen are well-known for
being able to calculate hyperspace jumps
without computer aid. Before making an
Astrogation check, Siniteen may spend on
Destiny Point to be granted an automatic
(additional) on the check.

Hailing from the icy world of Nelvaan, the


Nelvaanians are a relatively primitive species
compared to the general galactic civilization.
Although their technological backwardness has
kept Nelvaanians from being a common sight in
the galaxy, the occasional member of the
species can be seen lending his or her tracking
skills outside of his or her home environment.
Physiology: Nelvaanians are a bipedal
mammalian species, bearing many similarities
to the Bothan and Shistavanen species,
prompting some to question the possibility of a

common distant ancestor. Notably, Nelvaanians


have a blue-furred body, which may have been
an evolutionary advantage on the icy blue world
they call home.
Following an incident during the Clone Wars, a
unique mutation was introduced into some
lines of Nelvaanian males these Nelvaanians
were substantially larger and stronger than
normal Nelvaanian males, although their
capacity for speech appeared to be somewhat
reduced. This characteristic was heritable, but
only in males of the species.
Society: Nelvaanian society is a largely tribal
one, with individual clans governed by a
partnership between a loosely-elected leader
and a spiritual elder. The remainder of the
tribes responsibilities was split along gender
lines, with males being responsible for external
roles, such as scouting and defense, and
females responsible for internal roles, such as
caregivers and artisans.
The Nelvaanian religion, which was central to
their way of life, was centered on a ritualistic
worship of the land, which they referred to as
the Great Mother. This lent itself to an
occasionally nomadic way of life, as Nelvaanians
were loath to make the large modifications to
the land necessary to support long-term
settlements.
Homeworld: Located in the remote Koovi
system in the Savareen sector, Nelvaan was a
mild, mountainous planet. Near the end of the
Clone Wars, however, an experimental facility
created by the Confederacy of Independent
Systems drastically changed the climate of the
planet, resulting in the global frigid conditions it
has borne since.

Language: Nelvaanians, with few exceptions,


universally speak their own language of
Nelvaanese as a primary language. This is
mostly a result of their lack of contact with the
galaxy in general, though.
Life in the Galaxy: Nelvaan was a rarely-visited
planet in the years prior to the Clone Wars,
being only of interest to water freighter
captains stopping by to harvest some of the
planets rich, mostly-untapped resources.
However, after the climatological crisis the
planet faced during the Clone Wars, greater
attention was drawn toward the planet and its
people, and the increased contact meant that
some of the first Nelvaanians were able to
move off the planet and enter galactic society,
although this was still very rare.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

Wound Threshold: 11 + Brawn


Strain Threshold: 10 + Willpower
Starting Experience: 120 XP
Special Abilities: Nelvaanians have a unique
Talent tree that can only be purchased from
during character creation.
Unlearned: Nelvaanians have little cultural
experience with technology or the intellectual
advancements of the galaxy. All Astrogation,
Computers, Mechanics, and (non-creature)
Piloting checks are increased in difficulty by
one.

The highly recognizable Pacithhip species is one


characterized by patience and stoicism, and is
generally well-regarded by other cultures for it.
Theyve been a part of the larger galactic
society for thousands of years, although they
are still most often found in the few sectors
surrounding their homeworld, including the
Dalchon, Arkanis, and Savareen sectors.
Physiology: The Pacithhip are relatively short in
stature, compared to humans, although they
arent a frail species by any stretch of the

imagination. They have a thick, rough, usually


grey skin, and often have squat, fat forms for
their height. Most notably, their faces are
notable for having an enlarged proboscis,
framed by two substantial tusks. The proboscis
is known to be somewhat prehensile.
Society: Pacithhip society is caste-based,
although caste sorting is not based off of family
status or merit, but rather off of the formation
and shape of each individuals tusks. Each of the
three primary Pacithhip castes the farmer,
scholar, or warrior castes has a tusk pattern
uniquely identified with it. Following a young
Pacithhips passage through adolescence, these
tusks take their adult shape, and the individual
is sorted into his expected caste.
The natural affect of Pacithhips was one of
stoicism. Perhaps because of their adherence to
a rigid societal structure, the Pacithhip tend to
yield to authority or things as they happen with
little resistance. This works both to their
advantage and disadvantage, as they are able to
easily get along with alien cultures, but by the
same token they are more ripe for oppression,
as they have seen with the Galactic Empire.
Homeworld: The verdant world of Shimia,
located in the Dalchon sector, is the homeworld
of the Pacithhip species. After the rise of the
Empire, Shimia became an Imperial world in
large part due to the lack of resistance from the
Pacithhip people.
Language: Most Pacithhip understand and
speak Basic well, although their native language
is Shimiese. Shimiese is a language uniquely
suited for Pacithhip physiology, as it
incorporates mouth vocalizations with trumpets
and snorts from their elongated noses.

Life in the Galaxy: Due to their easygoing


natures, Pacithhip have not had a hard time
integrating with other peoples of the galaxy.
Their malleable nature has allowed them to
easily adapt to environments not their own, and
their openness to other cultures has given them
the ability to learn new ideas quickly.
Despite the highly-structured castes found in
Pacithhip society on Shimia, most Pacithhips
who live offworld usually dont fit themselves
into any kind of caste system, usually because
the cultures they live in dont use that sort of
structure. Additionally, to integrate more fully
into alien species, offworld Pacithhip will
occasionally attach robotic stilts to their legs,
which gives them a stature more fitting with
most other humanoids.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

Wound Threshold: 10 + Brawn


Strain Threshold: 11 + Willpower
Starting Experience: 80 XP
Special Abilities: Pacithhip begin the game with
one rank in Cool. They still may not train Cool
above rank 2 during character creation. Due to
their thick skin, Pacithhip begin the game with
one rank in the Enduring talent. Pacithhip are
normally Silhouette 0 due to their height, but a
player may choose to have his character equip
Pacithhip robotic stilts, which is a cybernetic
implant that changes his Silhouette to 1.
Tusks: Pacithhip tusks are potentially deadly
weapons, should a Pacithhip be provoked to
use them in a fight. When a Pacithhip makes
Brawl checks to deal wounds to an opponent,
he deals +1 damage and his attack has the
Pierce 1 and Vicious qualities.

Built by BlasTech Industries, one of the galaxys


premier manufacturers of blaster weapons, the
DT-57 is a blaster pistol in a category shared by
few others the superheavy blaster pistol.
Although this is called and looks like a blaster
pistol, the DT-57 shares more in common
internally with larger blaster carbines, and its
high-output magazine is reflected in the results.
As one of the most dangerous and powerful
pistols on the market, the DT-57 is a sidearm
that often makes carrying larger weapons
superfluous.

Living on the fringes of the galaxy necessitates


being prepared, and being prepared for danger
is at the top of that checklist. Few know this
better than the people of the Savareen sector,
and the weapons technology represents that
spirit being prepared for anything.

The first weapon in every explorers arsenal is


usually a blaster. The most versatile tool in the
galaxy outside of a hydrospanner and
depending on where you live, maybe more
versatile than that a good blaster will keep
you fed and keep you safe whether youre on a
world of 30 million or 30.

Energy Weapons
DT-57 Blaster Pistol

This small pistol, designed for personal defense,


especially against mechanical enemies, rose to
popularity in the Outer Rim in the height of the
Clone Wars. Capable of nearly fully disabling
attacking droids, the Deactivator also proved to

Ranged
(Light)
Ranged
(Light)
Ranged
(Heavy)
Ranged
(Heavy)
Ranged
(Heavy)

Medium

1350

Cumbersome 2

Short

500

Short

350

Disorient 2, Ensnare 2 (Droid


Only), Stun Damage
Breach 1, Inaccurate 1

Extreme

2250

Long

2100

Ranged
(Light)
TM-31 Impact Pistol
Ranged
(Light)
HB-4 Hunting Rifle
Ranged
(Heavy)
Explosives and Other Weapons
Repulsor Throwing Razor
Ranged
(Light)
Precision Flame Rifle
Ranged
(Heavy)
Bolt Caster
Ranged
(Heavy)
Smoke Grenade
Ranged
(Light)

Short

450

Superior, Pierce 1

Short

400

Sunder

Long

1250

Prepare 1, Guided 1

Long

1500

Medium

1700

Pierce 2, Vicious 2, Limited


Ammo 1
Burn 3, Accurate

Short

Auto-Fire, Ensnare 1

Short

(R)
1950
50

Limited Ammo 1

Deactivator Hold-out Pistol


Mining Laser
X-45 Riflette
W-90 Concussion Rifle
Slugthrowers
SH-9 Slugthrower Pistol

Prepare 2, Accurate 1, Pierce


2, Cumbersome 3
Cumbersome 3, Inaccurate
1, Concussive 1, Blast 4

be an effective weapon against hostile organics.


Add
to Perception checks to find a
Deactivator Hold-Out Pistol on a wearers body.

While ostensibly only a tool to break down


rocks or other hard materials while mining,
laborers in frontier mining colonies know that
mining lasers double as workable self-defense
tools as well. While the lasers are low in power
and inaccurate on moving targets, they do
possess a highly-focused cutting beam that eats
through the hardest of materials.

Developed by SoroSuub Corporation as a highend consumer sporting sniper rifle, the X-45 is a
precise, lethal tool. Unfortunately for users on
backwater planets, the rifle is finicky and fragile
and requires a high degree of maintenance to
keep in working order. For this reason, the rifle
is transported in parts in a case.
When disassembled, observers must pass an
Easy ( ) Knowledge (Warfare) check to

recognize the rifles case as being a weapon.

Similar in structure to several other BlasTech


blaster rifles, the BlasTech W-90 fires a
compressed energy charge rather than a
particle beam. The result is a projectile thats
significantly slower but definitively more
explosive at impact, as the shock wave created
at impact is capable of incapacitating its victims
as well as dealing large amounts of splash
damage.

While most in the galaxy prefer modern blaster


weapons over antiquated slugthrower designs,
slugthrowers offer two primary advantages in
the wildernesses of the Outer Rim not only
are they inexpensive to maintain, but many
times, theyre more reliable and sturdier
weapons. As a result, several unique
slugthrower designs have emerged in the
Savareen sector for interested spacers.

This small pistol, created by Czerka Arms, one of


the most well-known slugthrower design
factories, was originally made for paramilitary
forces in the Mid Rim. However, its seen
success all through the galaxy, as guns-for-hire
in the Outer Rim and Rebel Alliance operatives
in the Core Worlds have regarded the SH-9
favorably due to its power. Many models of this
pistol are equipped with a silencer, giving the
SH-9 stealthiness in addition to its deadliness.

A homegrown Rodian product, the TM-31 by


Tonena Munitions is a slugthrower pistol
designed as a support weapon against heavily
armored opponents, bestial or humanoid. The
slugs fired by the pistol are filled with a charge
that detonates on impact, fracturing the
protective gear it comes into contact with.

Prax Armss HB-4 Hunting Rifle was designed as


a means of hunting down highly agile
opponents at long range. While an exceptional
weapon for an accurate hunter already, if the
target moves out of the path of the original
shot, a tiny microfilament cord, trailing from the
slug to the rifle, is able to send minor course
corrections into the path of the bullet, ensuring
that it hits its target.

Although guns are usually sufficient to get the


job done, the quarries of the Outer Rim are
rarely conventional, and for the discerning
hunter, require similarly unconventional
solutions.

Also known as a Rodian Throwing Razor, the


repulsor throwing razor is a small, jagged,
crescent throwing knife used to hit targets at a
distance. These throwing knives are unique,
though, in that they have tiny repulsorlift
generators built in to enable continued flight
beyond the throwing distance of the user.
Additionally, the repulsor-aided flight is able to
ensure that, once thrown, the razor can be
returned to its user.
If the repulsor throwing razor fails to hit, the
user may spend
to have it return to his
hand.

Most flame rifles, large, open-mouthed devices,


are designed to spray large quantities of
flammable liquid over an area and light it on
fire. The Precision Flame Rifle employs a similar
principle to a different result. This long, rifled
gun shoots a high-pressure guided stream of
propellant followed almost immediately by a
plasma torch, creating a weapon that has a
targeted fire attack more similar to a beam
weapon than a flamethrower.

Drever Corporations series of plasma


disruptors started as a military enterprise, but
following the end of the Clone Wars, they
expanded out into civilian markets. The civilian
version of their bolt caster, though, is in many
ways the same as its military model, the DN bolt
caster. Firing a chaining bolt of electricity, the
bolt caster is able to shock and incapacitate
multiple targets at once, its only real weakness
being its rather poor range.

This small thrown weapon is a nonlethal means


of obscuring the battlefield, the friend of many
a smuggler or thief attempting to make a quick
escape. These grenades disperse a heavy cloud
of smoke over a small area, making it difficult to
see or act.
Whenever the user successfully makes an attack
with the weapon (whether or not he deals
damage), all targets within short range except
for the user are Disoriented for two rounds.

Most of the time, business in the Savareen


sector is best done at a distance, especially if
its
dangerous
business.
Nevertheless,
sometimes circumstances dictate getting up
close and personal with an enemy, and
weaponsmiths in the Outer Rim are happy to
answer the call of any situation.

The Rodian cryogen whip originated on Rodia


but has since become a popular tool in
underworld societies across the galaxy.
Preferred for its ease of use, the cryogen whip
is also a particularly nasty weapon. The handle
of the whip contains a small cryogen receptacle,
and whenever the whip makes contact, a cold
shock hits the victim, aggravating their response
to an already painful impact.

This unique blade, found in the employ of the


Goa-Ato guild of Rodia, is a small personal knife
with wicked, twin, S-shaped blades on either
side. A great deal of care must be used when
using this weapon, as careless handling can
damage the user as often as it might the victim.
On a successful attack with threat,
may be
spent to deal half damage (rounded up) to the
user as well as the target.

A common sight in many tribal cultures across


the galaxy, the hunting spear, while usually just
a ceremonial piece, is still a deadly weapon in
the right hands. These spears are usually
fashioned with easily-harvestable materials, like
wood, stone, or bone.
Users may treat this weapon as either a melee
weapon or a thrown weapon. The spear, once
used as a thrown weapon, can be retrieved with
a maneuver.

A popular device in many large cities, the snap


baton is a small, collapsible melee weapon that
can be easily kept in a pocket but rapidly
expanded to a meter-long defensive tool.

Cryogen Whip
Rodian Razor-Stick
Hunting Spear
Hunting Spear (thrown)
Snap Baton

Melee
Melee
Melee
Ranged
(Heavy)
Melee

+1
+2
+2
6

3
2
3
3

Short
Engaged
Engaged
Short

2
1
4
-

1
1
0
-

700
450
250
-

4
4
1
-

Stun Damage, Vicious 2


Pierce 2, Vicious 1
Defensive 1, Pierce 1
Pierce 1, Limited Ammo 1

+1

Engaged

300

Disorient 2

However, though the tool was designed for


defense, it ironically became a popular tool with
thieves and muggers for its easy concealability
from law enforcement personnel.
Add
to Perception checks to find a Snap
Baton on a wearers body. The baton may be
deployed from its compact state to its extended
state as an incidental.

While many consider armor for its value in a


firefight, its also worth considering the
protection a piece of armor provides for hostile
environments, especially if the wearer is going
to be far from civilization.

Made by the company known across the galaxy


for its hardy clothing, Ayelixe/Krongbing
Textiles Corporation, the climbsuit is a lightlyarmored jumpsuit designed to aid with
climbing. With special padding on the knees and
elbows that adheres to slick surfaces, the
climbsuit is appropriate for use in both natural
environments like mountains or forests as well
as industrial or urban environments.
The Climbsuit reduces the difficulty of any
Athletics checks made to climb by one.

There are several species of the galaxy that live


in amphibious or entirely underwater societies,
but even those that dont often find need to
travel underwater. Unfortunately, for most
land-dwelling beings, travel underwater is an
awkward, slow process. The combat wetsuit,
made by Creshaldyne Industries, is designed to
minimize the difficulty of working underwater
while providing ample protection as well.
The combat wetsuit provides both a breath
mask and aids in underwater movement. Users
wearing the wetsuit may breathe underwater
without penalty and never suffer movement
penalties when traveling underwater.

Karflo Corporations Uni-Environmental Survival


Suit was made in response to the need for
mining corporations to equip their pathfinders
with gear that would protect them no matter
what the surface conditions of a planet might
be. The survival suit was their most successful
piece of personal gear, despite Karflo
specializing in mining equipment and not
clothing, and it has been used as far out as Wild
Space.
Those wearing the Uni-Environmental Survival
Suit reduce the rating of Fire, Acid, and
Corrosive Atmospheres for the user by 3 (see
EotE core rulebook p. 214).

Climbsuit
Combat Wetsuit
Uni-Environmental Survival Suit

0
1
0

1
1
2

400
1150
2700

In the wilds of the Outer Rim, being prepared to


fight is a necessesity, but as often as not, an
explorers greatest opponent wont be
someone or something thats shooting at them.
In cases like that, having the right gear, not the
right gun, can mean the difference between life
and death.

Sometimes the most helpful thing a lone spacer


can have is the ear and voice of someone else.
Being able to reach out and talk to that
someone is difficult in the frontier, but not
impossible.

This personal device is a device of last resort for


the spacer or explorer lost in the blackness of
space. Containing a powerful, compact power
source, this palm-sized device is powerful
enough to send a short message to nearly
anyone in the sector however, it can only do it
once. Once the short message has finished
being transmitted, the power supply is unable
to spool back up for another shot and must be
completely replaced.

Cybernetics arent an uncommon sight in the


Savareen sector. Not everyones born equal, but
the best explorers and hunters dont let that
stop them from trying to shore up their
weaknesses with modern cybermedicine.

2
4
5

2
1
1

2
4
5

Implanted directly onto the optic nerve, this


tiny cybernetic allows its user to process
information about other people in close
proximity, including data on heart rate, pupil
dilation, and body temperature. This
information could then be used to help
contextualize the targets behavior and
emotional state.
A character implanted with the Verifier gains
one rank in Charm and Deception and all
incoming Deception checks against the user are
upgraded one time.

This small, external ocular implant is designed


to give its user insight into the position and
actions of a single target. When active, the
tracking interface overlays a virtual heads-up
display over its users field of view, which
displays positional data of a target.
A character using a tracking interface may
select one target they can see within short
range, and as long as that target remains within
extreme range of the tracking interface, the
user will be aware of the targets position no
matter what visual obstruction may occur.

Good help is hard to find, and many solo


explorers in the Outer Rim turn towards
consistently faithful and reliable droids to help
them in their journeys.

Communications
Emergency Hypercomm Pulse
Cybernetics
Verifier Monitoring Implant
Tracking Interface
Droids
Seeker Remote
Droid Autoturret
Drugs and Consumables
Pheromone Cocktail
Medical
Antitoxin Patch
Adrenal Stamina Stimulant
Stabilization Gel
Security
Holographic Disguise Matrix
Anti-Repulsor Trap
Survival
EMS-90 Bubble Cloak
Foraging Kit
Dampener Aerosol
Personal Fire Suppressant
Tools
Repulsor Boots
Magnetic Boot Fittings

1150

5000
6300

0
0

6
5

3150
(R) 2300

2
4

2
5

40

100
200
750

0
0
0

3
5
5

2400
1950

1
2

7
6

800
150
130
70

1
1
1
1

3
2
4
2

2200
300

2
2

5
3

These small, spherical automatons, like Arakyds


Journeyman 460 or Rodian D-Tecs RHTC-120
Explorer, were multipurpose droids designed
around a whole host of applications that involve
locating someone or something. Fitted with tiny
repulsorlift generators, these remotes could be
given a task on worlds with the roughest terrain
and still perform exceptionally. Seeker remotes
are used for a variety of tasks, but their skills
made them particularly capable as couriers or
scout droids. Some were even known to have
their programming modified slightly to allow
them to act as assassin droids, a task aided by
their small size and tracking capabilities.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Skills: Perception 1, Stealth 1, Skulduggery 1


Talents: None
Abilities: Droid (does not need to breathe, eat,
or drink and can survive in vacuum or
underwater. Immune to poisons or toxins.),
Flyer (the seeker remote can fly; see page 202
in the EotE core rulebook), Silhouette 0
Equipment: Storage compartment (can hold
one item of 1 Encumbrance or less), General
Purpose Scanner

Similar in form factor to seeker or probe droids,


droid autoturrets are commonly carried by
mercenaries or soldiers seeking to give
themselves a tactical advantage on the field of
combat. Traditionally found in the employ of
the lone warrior (rather than with larger
groups), droid autoturrets enable a single
person to create a strategic crossfire or set up a
flanking maneuver without any companions.
While these droids hover in a stationary
position when deployed, they have a small
profile and are easily hidden and hard to hit.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Skills: Ranged (Light)


Talents: None
Abilities: Droid (does not need to breathe, eat,
or drink and can survive in vacuum or
underwater. Immune to poisons or toxins.),
Silhouette 0
Equipment: Droid blaster [Ranged (Light),
Damage 7, Critical 3, Range: Medium, Stun
Setting]

Far from the more-highly-regulated Inner Rim


and Core Worlds, the people of the Savareen
sector and the Outer Rim have access to many
items that might raise an eyebrow in more
civilized areas of the galaxy.

complete solution, preventative antitoxin


patches have saved the lives of many an
explorer bitten by an unknown creature on a
newly-discovered world.
For twenty-four hours after applying the patch,
any Resilience checks made to resist the effects
of poisons, toxins, or venoms is reduced in
difficulty by one.

Similar to a perfume or cologne, this is a strong


scent sprayed on to a user. It is designed to
elicit a positive reaction from those in close
contact. This particular cocktail is fairly
inexpensive, and consequently the strong smell
may occasionally be unpleasant.

A cocktail of adrenaline, atropine, and other


drugs, this stimulant is designed to revive a
critically-wounded patient and stabilize him for
further medical care. This stimulant provides a
temporary heightening of the users internal
healing processes.

Pheromone cocktails are a one-use item that


provides a conditional benefit to Charm checks
made at short or engaged range. To determine
the effect, the user should roll a d100. If the
result is greater than 35, Charm checks made
for the next hour have
added to them. If
the roll is 35 or less, Charm checks (for the next
hour) have
added to them.

Using one dose of an adrenal stamina stimulant


requires a maneuver and will provide a when
used with a critical injury recovery Medicine
check. Adrenal stamina stimulants are one-use
items.

One of the most important things a traveler in


the Outer Rim can do is to take care of himself.
When civilization is often light-years away,
there may only be no one else to turn to for
help, which is why having the gear to facilitate
that is so critical.

A small epidermal patch that is adhered to the


abdomen, the antitoxin patch is impregnated
with a generalized antitoxin and antivenom,
designed to bolster the users resilience to
known poisons, venoms, and toxins. While not a

Stabilization gel is made from a combination of


bacta and other medical agents suspended in a
green paste. The gel was designed by doctors
on Christophsis to be rapidly applied to painful
wounds taken in the course of working deep
underground and give its users enough time
and capacity to make the journey back to a
proper medical facility without distraction.
Stabilization gel is a one-use item that removes
the side effect of any
or lower Critical
Injury (although not the Critical Injury itself). It
requires a maneuver to apply.

Security far from the rule of law often takes a


more proactive approach than it might in more
civilized systems. In many Outer Rim sectors,
its just as valuable to make your move on an
enemy before he can make his move on you as
it is to try and react to those who might do you
harm.

An invention predating the formation of the


Galactic Empire by only a few years, the
holographic disguise matrix is believed to be the
handiwork of a Snivvian bounty hunter from
Cadomai, although records are notoriously
poorly kept in the underworld. Regardless of its
inventor, two things are sure its relatively
new, and its incredibly effective. The disguise,
controlled by a small holoshroud device,
projects the form of another humanoid over the
users body, a deception thats almost
imperceptible to the naked eye.
When using this device, Deception checks made
to impersonate the individual projected by the
device are given two extra
.

A small device, not much larger than a vehicle


mine, the anti-repulsor trap is creates whats
known as a repulsorlift inversion field. The
device works first by sensing the presence of a
repulsorlift field within a close distance, and,
once identified, sends a feedback pulse into the
passing vehicles repulsorlift field to
immediately ground the vehicle. As long as the
vehicles engine remains active, the antirepulsor trap is able to use its own repulsorlift
field against it, keeping it in place.

Pilots of vehicles that come within medium


(personal) range of the anti-repulsor trap must
pass a Daunting (
) Piloting
(Planetary) check or be immediately set to a
speed of 0 for at least one round. Once caught,
vehicles cannot leave the trap unless the pilot
passes a Hard (
) Piloting (Planetary)
check.

The challenges of making ones way in the


wilderness of the Outer Rim are extensive and
varied. Those explorers, spacers, and travelers
that are the most successful are usually those
prepared to survive in whatever situation they
might discover next.

This thick cape might be mistaken for an


ordinary cloak by most observers, but in reality,
its a self-expanding device designed to provide
the wearer with a temporary but effective
makeshift personal escape pod. When the user
activates a small trigger on the cloaks shoulder,
the bubble cloak expands to its eponymous
bubble, a small enclosure a little larger than a
meter in diameter. Once inside, the wearer is
insulated and enclosed in an environmentally
sealed container and provided with a small,
two-hour air supply.

Whether its because the ration packs have


finally run out or because the local food is
simply intolerable, sometimes travelers find
themselves needing to live off the land for long
periods of time. A foraging kit, containing small
harvesting tools, an agricultural scanner, and a
water purifier, is able to allow users to gather
plenty of food to live off of from the

environment around them. As long as a planet


supports life, the foraging kit should allow
enterprising spacers to find food on it.

A small canister that sprays a fine mist of


plasma-dispersing gas, dampener aerosol is
often used in industrial situations when heavy
energy tools might be in use mining, for
example. Dampener aerosol is often useful for
dangerous situations where carrying bulky
armor isn't necessary or desired.
Dampener aerosol is a personal spray that can
be used with a maneuver to grant +1 soak to
one person for one round. Dampener aerosol is
a one-use item.

These small, handheld firefighting foam


dispensers are made to be stored on ones
person in case of fire. By pressing a small
plunger at the end of the canister, the device
immediately covers its user in a semi-gaseous
spray of aerosolized foam, which is usually
enough to put out most small fires.
A personal fire suppressant canister is a one-use
device, and upon spending a maneuver to use
it, combustive or chemical flames are
immediately doused (removing the effects of
Burn without making a Coordination check).

Making ones way in the fringes of the galaxy is


a lot of work, and that work often requires a
specialized effort. Having the right tools to take
care of whatever problems may arise is key to
surviving and thriving in the Outer Rim.

These boots are powered by a micro-repulsorlift


unit that effectively allows the user to operate
as a very slow landspeeder. Maximum altitude
of these boots is only a couple meters, and the
boots can only maintain continuous operation
for thirty minutes at a time. Regardless of these
limitations, repulsor boots have found a niche
in machine shop and warehouse use, where
they give remarkable vertical maneuverability
when working with large machines or vehicles.
Repulsor boots allow the wearer to hover
within Short range of the ground for up to thirty
minutes at a time.

Magnetic boot fittings are made up of bulky


electromagnetic pads that can fit onto shoes or
inorganic feet. Designed to allow technicians to
easily perform maintenance in zero-G
environments, these fittings can be easily
adapted to allow for other tasks, like
maintenance of metallic structures.
The boot fittings, while being worn, provide
enough force to attach one Silhouette 1 (or
smaller) being to any ferrous material. Any
Agility or Brawn checks made with these on
takes
.

Although there are many small, independent


shipbuilders in the Savareen sector as there
are in any part of the galaxy none are
anywhere near the scale of Core Worlds like
Kuat or Corellia. Most of the time, spacers in
the Outer Rim have to make do with whatever
they can scrounge up. This makes for a hungry,
clever clientele that manages to eke every last
bit of use out of designs that might have been
rejected in other places.

Customization Hard Points: 1


Weapons: None

The transport vehicles of the Savareen sector


have to meet two basic needs safety and
reliability. Theres simply no way around the
fact that, when one is working half a planet
away from the nearest speeder repair shop, a
speeder breakdown is simply unacceptable.

Sometimes its best, on worlds where the


terrain is dangerous and unstable, to simply
take to the sky. Setting oneself away from the
dangers of the ground is an excellent way to
explore new worlds while minimizing risk.

Originally an aftermarket civilian modification of


SoroSuubs RGC-16 airspeeder, the EGC-16
airspeeder plans became popular enough for
SoroSuub to release a set of official schematics
for the build, one designed to enclose and
reinforce the cabin of the airspeeder against the
environment.

SILHOUETTE

SPEED

HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

ARMOR

0
6

SS. THRESHOLD

Hull Type/Class: Airspeeder/EGC-16


Manufacturer: SoroSuub Corporation/Civilian
Maximum Altitude: 50 kilometers
Sensor Range: Short
Crew: One pilot
Encumbrance Capacity: 6
Passenger Capacity: 1
Cost/Rarity: 6,800 credits/2

As one of the earliest production model designs


in Bespin Motors swoop bike series, the JR-4
has seen use in many corners of the galaxy.
With its relative agedness, the JR-4 has mostly
been relegated to second-hand markets in the
Outer Rim. However, its a rugged, reliable bike
and it remains a very effective vehicle for the
price.

+1

SILHOUETTE

SPEED

HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

Hull Type/Class: Swoop/JR-4


Manufacturer: Bespin Motors
Maximum Altitude: 550 meters
Sensor Range: None

ARMOR

0
3

SS. THRESHOLD

Crew: One pilot


Encumbrance Capacity: 3
Passenger Capacity: None
Cost/Rarity: 2,800 credits/3
Customization Hard Points: 1
Weapons: None

Damage, Burn 3, Blast 8], Stun Panels [Fire Arc


all, Damage 6, Critical 3, Range: Engaged, Stun
Damage, Disorient 1, Knockdown]

More commonly seen in the Corporate Sector,


the JX40 is a rugged, reliable TaggeCo make
popular in many areas with law enforcement
personnel. It runs double duty as both a
prisoner transport vehicle as well as a riot
control vehicle.

3
SILHOUETTE

1
SPEED

-1
HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

ARMOR

0
7

SS. THRESHOLD

Hull Type/Class: Landspeeder/JX40


Manufacturer: TaggeCo
Maximum Altitude: 10 meters
Sensor Range: Close
Crew: One pilot, one gunner
Encumbrance Capacity: 100
Passenger Capacity: 40 prisoners
Cost/Rarity: 24,000 credits/(R) 5
Customization Hard Points: 0
Weapons: (All these weapons use personal
scale, not planetary scale) Grenade Launcher
[Fire Arc forward, Damage 8, Critical N/A,
Range: Medium, Disorient 3, Stun Damage,
Blast 8], Steam Jets [Fire Arc left or right,
Damage 8, Critical 4, Range: Short, Stun

SoroSuubs APC-2 was a testbed of features for


a military personnel carrier. While it saw limited
use in the ground forces of the Rebel Alliance,
ultimately, the vehicle never saw widespread
adoption due to its perceived lack of armament
relative to its size.

-3

SILHOUETTE

SPEED

HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

22

ARMOR

5
18

SS. THRESHOLD

Hull Type/Class: Armored Personnel


Carrier/APC-2
Manufacturer: SoroSuub Corporation
Maximum Altitude: 5 meters
Sensor Range: Close
Crew: One pilot, one copilot, one gunner, one
engineer
Encumbrance Capacity: 125
Passenger Capacity: 30 combat-equipped
troops
Cost/Rarity: 61,000 credits/(R) 7
Customization Hard Points: 6
Weapons: Auto-Blaster [Fire Arc forward,
Damage 3, Critical 5, Range: Close, Auto-Fire],
Beam Turret [Fire Arc all, Damage 8 (Personal
Scale), Critical 4, Range: Close, Accurate 2,
Prepare 1]

While most think of starfighters as greater parts


of a whole, for many snubfighter jockeys in the
Outer Rim, their one starfighter is it home,
transportation, weapon, investment. As a
result, the starfighters of the Savareen sector
tend to be highly unique and heavily
customized.

-2

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 0

HT. THRESHOLD

ARMOR

2
6

SS. THRESHOLD

Hull Type/Class: Starfighter/Planetary Defender


Manufacturer: SoroSuub Corporation
Hyperdrive: Primary: Class 3, Backup: None
Navicomputer: Yes
Sensor Range: Close
Ships Complement: One pilot
Encumbrance Capacity: 6
Passenger Capacity: 1
Consumables: One week
Cost/Rarity: 35,000 credits/2
Customization Hard Points: 2
Weapons: Twin Wingtip Light Laser Cannons
[Fire Arc Forward, Damage 5, Critical 3, Linked
1, Range: Close]

The 8-Q was originally constructed before the


Clone Wars as a heavily modifiable spaceframe
designed for independent shipyards to
customize. The project was ultimately
unsuccessful, financially, although certain
elements of its design did make it into the far
more popular Y-Wing Starfighter.

SoroSuubs Planetary Defender fighter is not, as


one might surmise, a very capable space
superiority fighter. Designed to fill the space
between small, unarmed fighters and military
starfighters, the Planetary Defender is only ever
used by small forces, usually a planets local
defense force thus the name. For the Outer
Rim pilot, Planetary Defenders are an
inexpensive way to ward off opportunistic
pirates for long enough to make a jump out of
the system.

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 0

HT. THRESHOLD

11

ARMOR

2
8

SS. THRESHOLD

Hull Type/Class: Starfighter/Toscan 8-Q


Manufacturer: Shobquix Yards
Hyperdrive: Primary: Class 2, Backup: None
Navicomputer: Yes
Sensor Range: Close
Ships Complement: One pilot and one copilot
Encumbrance Capacity: 10
Passenger Capacity: None
Consumables: Two weeks
Cost/Rarity: 60,000 credits/6
Customization Hard Points: 3

Weapons: Wingtip Mounted Light Laser


Cannons [Fire Arc Forward, Damage 5, Critical 3,
Linked 3, Range: Close], Concussion Missile
Launcher [Fire Arc Forward, Damage 6, Critical
3, Range: Short, Breach 4, Blast 4, Guided 3,
Limited Ammo 2, Slow-Firing 1]

This heavy fighter model by Byblos Shipyards


was created to fill a niche between personal
starfighters and small transports. This ship is
treated as a Silhouette 4 vessel for the purpose
of mounting weapons and attachments.

-1

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 0

HT. THRESHOLD

12

ARMOR

3
8

SS. THRESHOLD

Hull Type/Class: Starfighter/G-1A


Manufacturer: Byblos Drive Yards
Hyperdrive: Primary: Class 2, Backup: Class 15
Navicomputer: Yes
Sensor Range: Close
Ships Complement: One pilot and one copilot
Encumbrance Capacity: 20
Passenger Capacity: None
Consumables: One month
Cost/Rarity: 115,000 credits/5
Customization Hard Points: 2
Weapons: Twin Medium Laser Cannons [Fire
Arc Forward, Damage 6, Critical 3, Linked 1,
Range: Close], Light Tractor Beam [Fire Arc
Forward, Damage -, Critical -, Range: Close,
Tractor 2]

The Z-10, by Starfeld Industries, was built in


response to a call for quick, small vessels for
exploration in the Outer Rim and beyond.
Although the vessel is lightly armed, its capable
of supporting long-range scouting missions
deep into potentially dangerous territory,

thanks to its easy reconfigurability and fast


hyperdrive.

SILHOUETTE

SPEED

HANDLING

DEFENSE

0 -

- 0

HT. THRESHOLD

14

ARMOR

3
11

SS. THRESHOLD

Hull Type/Class: Scout Ship/Z-10


Manufacturer: Starfeld Industries
Hyperdrive: Primary: Class 1, Backup: Class 12
Navicomputer: Yes
Sensor Range: Long
Ships Complement: One pilot
Encumbrance Capacity: 50
Passenger Capacity: 2
Consumables: Two months
Cost/Rarity: 45,000 credits/4
Customization Hard Points: 4
Weapons: Auto-Blaster [Fire Arc forward,
Damage 3, Critical 5, Range: Close, Auto-Fire]

While there are certainly ships larger and more


capable, few types of ships are more versatile
than the small-to-medium freighter classes
owned by independent operators that make up
the majority of Outer Rim space traffic.

Of the dozens of attempts made by the


Corellian Engineering Corporation to advance
consumers beyond their YT-series, especially
the YT-1300, few have been successful, and
many have been outright failures. The YV-545
was one of the more successful attempts,
although everythings relative. Never quite
surpassing its older sister ships in popularity,
the YV-545 was still a capable freighter that
became especially popular in the Outer Rim.

+1

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 1

HT. THRESHOLD

25

ARMOR

3
17

SS. THRESHOLD

Hull Type/Class: Freighter/YV-545


Manufacturer: Corellian Engineering
Corporation
Hyperdrive: Primary: Class 2, Backup: Class 15
Navicomputer: Yes
Sensor Range: Short
Ships Complement: One pilot and one copilot
Encumbrance Capacity: 115
Passenger Capacity: 5
Consumables: Three months
Cost/Rarity: 120,000 credits/5
Customization Hard Points: 4
Weapons: One Dorsal and One Ventral Turret
Mounted Twin Medium Laser Cannon [Fire Arc
all, Damage 6, Critical 3, Linked 1, Range: Close]

Weapons: Twin Medium Laser Cannons [Fire


Arc forward, Damage 6, Critical 3, Range: Close,
Linked 1]

Once considered one of Corellian Engineering


Corporations most promising and innovative
freighters, the Barloz-class has long since seen
its popularity fade, as it was phased out in favor
of newer models before the Clone Wars even
started. However, the Barloz-class was a
customizable, easy-to-maintain ship, and its
not uncommon to see vessels of this class still
available to use and purchase as you get farther
away from the bright center of the galaxy.

4
Developed in response to the popularity of their
Z-10 Seeker scout ship, the ZH-25 was Starfelds
attempt to focus on the areas theyd already
seen the Z-10 be customized for high-speed,
long range delivery. To address the defensive
deficiencies of the Z-10, the ZH-25 was scaled
up in size, offering greater protection at the
expense of just a little speed with no loss of
range.

-1

SILHOUETTE

SPEED

HANDLING

DEFENSE

1 -

- 1

HT. THRESHOLD

30

ARMOR

3
20

SS. THRESHOLD

Hull Type/Class: Light Freighter/ZH-25


Manufacturer: Starfeld Industries
Hyperdrive: Primary: Class 2, Backup: Class 15
Navicomputer: Yes
Sensor Range: Medium
Ships Complement: One pilot, one copilot
Encumbrance Capacity: 100
Passenger Capacity: 6
Consumables: Three months
Cost/Rarity: 115,000 credits/6
Customization Hard Points: 3

SILHOUETTE

3
SPEED

-1
HANDLING

DEFENSE

1 -

- 1

HT. THRESHOLD

20

ARMOR

3
14

SS. THRESHOLD

Hull Type/Class: Medium Freighter/Barloz-Class


Manufacturer: Corellian Engineering
Corporation
Hyperdrive: Primary: Class 2, Backup: Class 12
Navicomputer: Yes
Sensor Range: Short
Ships Complement: One pilot, one copilot
Encumbrance Capacity: 120
Passenger Capacity: 4
Consumables: Two months
Cost/Rarity: 90,000 credits/6
Customization Hard Points: 6
Weapons: One Port and One Starboard Turret
Mounted Light Laser Cannon [Fire Arc all,
Damage 5, Critical 3, Range: Close]

Many of the largest ships that pass through the


Savareen sector are the massive industrial ships
that support the various industries on its
resource-rich worlds. Capable of transporting
large amounts of cargo safely and performing
operations on a scale that would simply be
impossible for transports or fighters, these
vessels are the backbone of many of the Outer
Rims commercial enterprises.

Designed for small, independent mining crews


but often drafted into service for larger mining
concerns, such as those on and around
Christophsis, the Y-8 mining vessel was made to
be hardy enough float idle in dense asteroid
belts and mine using mining cutting lasers.
Because of the Y-8s stout defenses,
mercenaries were known to occasionally refit
the vessels as combat ships.

-2

SILHOUETTE

SPEED

HANDLING

DEFENSE

2 1 1 2
HT. THRESHOLD

21

ARMOR

3
20

SS. THRESHOLD

Hull Type/Class: Mining Vessel/Y-8


Manufacturer: Corellian Engineering
Corporation
Hyperdrive: Primary: Class 2, Backup: Class 15
Navicomputer: Yes
Sensor Range: Close
Ships Complement: One pilot, two copilots,
four gunners
Encumbrance Capacity: 1700
Passenger Capacity: 4
Consumables: Two months
Cost/Rarity: 165,000 credits/6
Customization Hard Points: 2
Weapons: Twin Mining Lasers [Fire Arc
Forward, Damage 3, Critical 4, Linked 1, Breach
2, Range: Close], MediumTractor Beam [Fire Arc
Forward, Damage -, Critical -, Range: Close,
Tractor 4]

No matter what the age or condition of the


ship, if the ships mechanic makes a concerted
effort to change, tweak, and modify the vessel,
even the grungiest of freighters can surpass a
ship fresh off the factory line.

Pirates, criminals, law enforcement theres no


wanting for danger for those skirting the edges
of the Outer Rim in a starship. While a quick
getaway is always ideal, sometimes a spacers
got to fight his way out of a situation, and if hes
going to get into a fight, he may as well be
prepared.

This small, missile-launched projectile is known


far and wide across the Outer Rim as the
preferred tool of pirates and thieves. Once
deployed, a Conner net envelops a ship and
deals massive amounts of electrical damage to
the vessel. This is usually enough to completely
incapacitate smaller vessels, making them easy
prey for hijackers.

The magnetic pulse warhead is a system


recently developed, a result of the ongoing war
between the Galactic Empire and the Rebel
Alliance. Originally confined to military
starfighters only, plans of the warhead leaked
to civilian manufacturers, enabling knock-off
versions to become available to enterprising
space fighters across the galaxy.
Whenever a starship is hit by a mag pulse
torpedo, any Critical Hit results in one of the
targets weapon system (attackers choice)
being disabled for one round.

A beam weapon system, the jamming beam,


rather than disrupting the flight of enemy craft
like a tractor beam, instead disrupts their
offensive capability. The jamming beam sends
massive amounts of junk sensor data that
overwhelms the fire control systems of its
target, preventing it from making an accurate
target lock.
Whenever a successful hit is made with the
jamming beam, regardless of whether or not it
deals damage, all of the targets attacks made
for
one
round
take
.

Conner Net
Mag Pulse Torpedo
Launcher
Jamming Beam

Close
Short

12
4

3
1

4-10
3-10

12000
8500

(R) 5
6

Close

3-10

5000

Ion, Limited Ammo 3, Slow-Firing 2


Ion, Breach 2, Guided 1, Limited
Ammo 3, Slow-Firing 1
Accurate 1

Nestled just near the border of the Mid Rim,


the Savareen sector is, for many, the gateway
into the wilderness of the Outer Rim. Not as
rough-and-tumble as the large swath of Hutt
Space further to the galactic north, nor as
structured and controlled as the Corporate
Sector even farther away, the Savareen sector is
a unique combination of civilization and
frontier; a galactic border town.
Located near the terminus of the Corellian Run,
one of the galaxys largest trade routes, the
Savareen sector is home to worlds like Rodia
and Christophsis, large, developed worlds home

to millions. It also holds worlds like Nelvaan,


worlds that are untapped, rich worlds full of
promise, only recently visible in the galactic eye.
Despite the vast developmental differences
between worlds like these, though, all the
systems of the Savareen sector have one
heartbeat the search for the rare and the
novel. Far from the galactic core, the mysteries
of the galaxys frontier feel almost tangible
here. Its this hope that pulls explorers, hunters,
and treasure-seekers from around the galaxy
into this portal into the Outer Rim.

Astronavigation Data: Tyrius System, Savareen


Sector, Outer Rim Territories
Orbital Metrics: 305 days per year/29 hours per
day
Government: Clan-based dictatorship
Population: 1.4 billion (Rodian 98%, Other 2%)
Languages: Rodian, Huttese, Basic
Terrain: Jungle, swamp, ocean
Major Cities: Iskaayuma (capital), Equator City,
Matza, Karsteeku, Samana, Yusk
Areas of Interest: Chekkoo Enclave, Wesessa
Sea, Sirinettu Highlands
Major Exports: Weapons technology, tracking
equipment, exotic animals
Major Imports: Foodstuffs, luxury goods

into a violent hunter people, a cultural


tendency that took a great deal of effort to
work past before rising to prominence in the
galaxy. More prosaically, the tendency of the
wilderness to grow unabated has forced Rodian
settlements into a unusual architectural style
despite the largely hospitable nature of the
environment, Rodians build most of their large
settlements in giant, clear-domed protective
structures.

Trade Routes: None


Special Conditions: None
Background: Rodia is the green jewel of the
five-planet Tyrius system; a lush, wet world
known for its variety and complexity of tropical
flora and fauna. Nearly the entire world is
watery in one way or another, from its dense
tropical rainforests to its swampy jungles to the
vast seas that cover a majority of the planet.
Although the environment is a rich one, it also
bears many dangers. The fruitful land has given
rise to fierce predators, and this has influenced
the Rodian culture in many ways. The Rodians
have been shaped by these dangerous wilds

Most planets that use large enclosures to


protect their settlements do it as a
matter of life or death the environment
outside is simply unlivable.
Rodia is a different case. Its wilderness is
eminently capable of supporting life, so
capable, in fact, that Rodians in the past
have had a hard time constructing longterm settlements that arent overrun by
natural growth within a year or two.
Consequently, Rodia has adopted a
middle ground their cities are fully
enclosed, but rarely do they shut out the
full breadth of nature outside. This makes
for an exotic experience for the residents
almost like living inside a zoo.

The rich world of Rodia could have been one of


many lost, primitive Outer Rim worlds were it
not for the tenacity of its people. Rising from
the ashes of centuries-long clan warfare, Rodian
society found ways to smooth its rough edges
and emerge as a major player in the larger
galaxy.

The whole history of the planet has been


shaped by competition. Rodia, a verdant,
fruitful world, was bountiful enough to give rise
to several dangerous species. Despite or
perhaps because of the vast natural riches of
Rodia, the various native species eventually
grew in numbers enough to force a fierce
struggle for those riches.
Enter the Rodians. While not possessed of the
sheer power of the ghests or the durability of
the karstagg, they possessed a fierceness and
intelligence that allowed them to dominate
their natural world. Ironically, because of the
density of the naturally-grown fauna on Rodia,
the Rodians were unable to effectively turn the
land for agriculture, and so needed to likewise
compete with the dangerous animals of their
world to survive.
This fight to live shaped Rodian culture for the
rest of time. They became extraordinarily
proficient at hunting, and when early Rodians
started running out of dangerous creatures to
hunt, they began to hunt each other. This
turned into a cycle of internecine warfare
between Rodian clans that lasted for hundreds
of years.

It wasnt until the advent of the Soammei clan


into prominence that Rodia saw its first glimmer
of global organization. Their leader, through
force of both arms and personality, created the
position of Grand Protector to act as dictator
over all Rodia.
This first government was none too soon, as
short years after the Protectorate was
established, the first visitors from the galactic
core arrived on Rodia. Although the Rodians
were as had become their wont initially
violent towards the newcomers, the current
Grand Protector arrested the violence in favor
of learning about the galaxy beyond, reasoning
that intergalactic travel offered Rodians
something new and highly desirable the
chance to hunt and dominate somewhere
completely new.
As Rodians began to integrate into galactic
society, having joined the Republic as early as
fifteen thousand years before the Battle of
Yavin, their skills as hunters and trackers
became well-known throughout the galaxy.
They continue, to this day, to be known as some
of the keenest bounty hunters the Outer Rim
has to offer.
Today, Rodia remains a relatively free society
despite the hegemony of the Galactic Empire.
Although the Empire is fiercely pro-human,
Rodia has largely been spared any Imperial yoke
simply because her people are so critical to the
institution of bounty hunting, a practice both
sanctioned and encouraged by the Empire.

The eponymous residents of Rodia, the Rodians


are a culture of directed aggression. Despite
their shorter-than-average stature, this reptilian
people is well-represented in the prominent

actors of the Outer Rim, and even the galaxy as


a whole.
Rodians naturally tend towards roles that
involve tracking or hunting, as is supported by
their biology. They are largely colored in hues
that afford them camouflage on their home
world, which are most often shades of yellow
and green, although abnormal pigmentations
like red or blue are recessive traits that show up
in occasional members of the species. They
have exceptionally good perceptive senses, with
a greater-than-average vision, allowing them to
see farther into the infrared spectrum than
humans.
Rodians have social structures centered around
clans, large multi-family groups that originally
banded together as regional civilizations. These
clans are now the foundation of cultural power
in Rodian society, with the most powerful of the
Rodian clans given the right to place a Grand
Protector in charge over all Rodia.
Although Rodian culture was originally
characterized by internal strife, Rodians have
found many ways over the years to turn their
aggressive tendencies into useful assets for
their development as a culture. The most
prominent of these, of course, is their rise to
prominence as some of the premiere bounty
hunters and trackers in the Outer Rim. This has
seen Rodians spread throughout the Mid and
Outer Rim to become an extraordinarily
populous species.
Interestingly enough, another development of
the Rodians sublimated aggression has been
their notable dramatic theater production.
Their original Rodian theater was designed to
be a popularly consumed bloodsport, but over
time, the fights evolved into something more
ritualized. This gradual development into

something visibly creative has created an


appreciation for the arts in Rodian society,
something that often seems paradoxical to
outsiders.

Rodia is characterized by its flourishing jungles


and forests, and many of its most interesting
and exciting sites are outside of the civilization
Rodians have worked so hard to build. The
following is a selection of some of the places to
see on Rodia.

Nestled on the southeastern shores of the Sika


Peninsula on Encheeko, Iskaayuma is the
current capital city of Rodia, recently replacing
Equator City as seat of power. This recent
change was due to Rodias current Grand
Protector, Navik the Red of the Chattza clan,
desiring to minimize the influence of outside
voices on his governance of the Rodians.
Iskaayuma reflects this desire for control, as the
city is in a perpetual state of near-martial-law. A
common sight for citizens is a marching squad
of Naviks maroon-clad Protectors Guard.

Iskaayumas other large industry other than


government is weapons manufacturing, and
theres no bigger name in Iskaayuma weapons
manufacturing than Rodmark.
Interestingly enough, Rodmark used to be only
in the middle of the pack of local weapons
manufacturers, but after Navik the Reds ascent
to power, he went after the heart of the Roolek

clan, who had holed up in Rodmark Weapons


Plant. The subsequent takeover and
nationalization of the planet has brought it
more success and profit than it ever had under
control of the Roolek clan.

This large body of water emptying into the Iuliu


Sea is actually the geographical center of
Iskaayuma. As the city grew, it built outwards
from its initial harbor until it fully surrounded
the bay.
The heavy industrialization of Iskaayuma has
resulted in substantial changes to the ecology of
the bay. Originally a relatively-deep inland body
of water, as the land was cleared to further
develop the city, the shores of Chattza Bay
pushed further and further inland and the
water level of the bay dropped until its
connection to the Iuliu Sea was nearly dry.
Subsequent efforts have been made to restore
the flow of water out from the bay into the sea,
as the bay acts as a source of both recreation
and drinking water for the city residents.

Known in Basic as the Grand Protectors


Hunters Guild Hall, this large complex of
buildings serves as the seat of the Grand
Protectors Hunters Guild. The Hunters Guild is
the most ancient of Rodian bounty hunting
organizations, with ties back to the very first
bounty hunters ever allowed off-planet.
The Eanca Goa-Ato, in addition to containing
facilities for governing the Hunters Guild, also
contains a great chronicle of all the previous
hunts of guild members, a large auditorium, and
special chambers reserved for the Grand
Protector himself.

One of the few capitulations to visitors,


travelers, or the arts, the Iskaa Concert Hall is
the home stage for the world-renowned Rodian
Galactic Drama Troupe. Designed in the style of
some of the earliest Rodian coliseums, this
ornate, open-air auditorium sits on the shore of
the Chattza Bay and, especially when the
Rodian Galactic Drama Troupe is in town, can
hold nearly twenty thousand viewers. The
Concert Hall is notable for being according to
Julo Rodofs Travel in the Outer Rim the only
place really worth seeing on the whole
continent of Encheeko.

Navik the Red, the current leader of


Rodia its Grand Protector is the most
prominent member of his own Chattza
clan.
He rose to power after the fall of the
Republic, and he made several brutal,
hard moves to get there. He took steps to
display his power by turning the might of
his Chattza clan against the weaker Tetsu
clan. This served a twofold purpose. Not
only did it demonstrate to the rest of the
Rodians his power and resolve a critical
requirement for ascending to the role of
Grand Protector but it eliminated
ideological rivals in the more peaceloving Tetsu clan.
Once in power, Navik continued ruling
with a hard hand. He was relentless in
hunting down the remainder of the Tetsu
clan, despite its expulsion from the home
world. He also continued to consolidate
his power by moving Rodias capital from
its traditional home of Equator City to his
clans stronghold in Iskaayuma.

The largest body of water on Rodia, the


Wesessa Sea sits on the western border of the
continent of Betu. As the location of some of
the final battles of Rodias destructive inter-clan
wars, the sea holds great historical significance
for most Rodians.

Far in the northern reaches of the Wesessa Sea,


this historical battlefield appears as normal as
any other part of the vast ocean. However, once
underwater, the countless sunken wrecks of
ancient Rodian naval vessels tells the tale of
Rodias most destructive historical war, the
Third Great Conflict. This was the deadliest war
Rodia ever saw, and it was their final one before
taking to the stars.
The multi-front war came to an end here, at the
Senna Naval Battleground, where Rodias first
Grand Protector forced two opposing clans to
back down under threat of extraordinary force.
This marked the beginning of Rodias
Protectorate government. It is said that the first
Grand Protector, upon his death, was given a
full burial at sea at the Senna Naval
Battleground.

This large archipelago sits in the western waters


of the Wesessa Sea. Home to the Anyettu clan,
these islands are a soft prison for its people.
The current Grand Protector of Rodia imposed
heavy geographical restrictions on the Anyettu
clan, who he felt were making unearned inroads
into the continent of Betu to the east.
Consequently, he limited Anyettu holdings to
this archipelago, and forced official clan
settlements to uproot and return to the islands.

While the islands are rich in natural resources


and are very capable of supporting the Anyettu
clan at its current size, the population of the
island is firmly opposed to the rule of Navik the
Red, the current Grand Protector, and many of
its inhabitants feel that their efforts would be
best spent consolidating power in anticipation
of making a move on Navik when he and his
Chattza clan next show weakness.

One of the most ancient still-standing


settlements on Rodia, the Chekkoo Enclave is
something larger than a town, but lacking in the
infrastructure of most modern Rodian cities.
Originally built over twenty thousand years ago,
the Chekkoo Enclave is an unenclosed
settlement constructed largely out of quarried
stone, although most modern repairs are made
with other materials, giving the buildings a
patchwork appearance.
In lieu of an environment dome, the enclave is
protected from overgrowth by a series of
concentric walls, four in total. The majority of
the enclaves living facilities and working places
lie in a massive tower located in the center of
the settlement. This tower, built in sections
over the course of a hundred years, sits nearly
fifty stories tall. Other smaller buildings radiate
out from the towers base, but the innermost
wall prevents much further expansion, limiting
the settlement to its current population of two
hundred thousand Rodians of the Chekkoo clan.

The Sirinettu Highlands is the largest mountain


range on Rodia although compared to
offworld mountain ranges, its rather short. The
unique feature of the Sirinettu Highlands is its

vibrancy. While most mountain ranges are


limited to a small subset of a planets flora and
fauna, the Sirinettu Highlands sit in the middle
of a large, dried inland sea on the continent of
Betu, and consequently dont rise very far
above sea level. This mountain range, then, is
covered from foot to peak in dense jungles.
Some of the rarest forms of life on Rodia dwell
in the Sirinettu Highlands. The Zooptu soaring
snake, once thought hunted to extinction, can
be found flying and dwelling in the upper
altitudes of the mountains, while the
ponderous, two-headed Guriguri dwells in the
valley surrounding the highlands.
The Sirinettu Highlands are also the main source
of the tree which grows the Galma fruit, a deep
red fruit prized for its nutritional density. The
largest construction in the Highlands is a group
of several Rodian orchards on the eastern face
of the mountains designed just to harvest this
fruit.

Rodias vast jungles are home to many different


creatures, and collectors and xenobiologists all
over the galaxy relish the opportunity to see
them. The greatest and deadliest of all the
creatures from Rodia, however, remains its
clever and dangerous masters, the Rodians.

These giant, six-meter long reptiles sit


comfortably at the top of the food chain in
some swampy areas of Rodia. They have four
clawed legs, although they are capable of
rearing up onto their two hind legs and using
the front legs as grasping arms. Rodians

originally assigned a mystical quality to the


Ghests; because of their capacity to hide so
effectively and strike so quickly, they were
originally called swamp demons, believed to
be spirits responsible for taking the souls of the
dead.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Skills: Brawl 3, Perception 1, Resilience 1,


Stealth 1, Vigilance 1
Talents: None
Abilities: Lurker (may take a maneuver to
descend into mud or water, forcing a
Perception vs. Stealth check to see it)
Equipment: Feral Claws [Brawl, Damage 9,
Critical 3, Range: Engaged, Disorient 1], Toothy
Maw [Brawl, Damage 4, Critical 2, Range:
Engaged, Vicious 3]

The Kwazel Maw, an oceanic slug species,


shares many similarities with other species of
slugs found around the galaxy with the
exception of its size. Capable of growing up to
100 meters in length, the Kwazel Maw is rarely
seen on the surface. Instead, it hunts its prey
with a unique lure. In the bottoms of deep
swamps and other bodies of water, the Kwazel
Maw entrances its prey with a series of
bioluminescent lights along the length of its
body, and when it moves in close to investigate,
the Maw swallows it whole.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

15

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Skills: Brawl 2, Deception 2, Perception 1,


Resilience 3, Stealth 2, Survival 1, Vigilance 1

Talents: Adversary 2
Abilities: Bioluminescent Flash (As a maneuver,
may make a Deception check against any target
in Short range; upon succeeding, the target
takes
to its next check against the Kwazel
Maw), Silhouette 3
Equipment: Full-body Tackle [Brawl, Damage 8,
Blast 4, Critical 4, Range: Engaged, Disorient 2]

Also known as the Rodian Karstag, this


amphibious mammal is a common sight in
Rodias deep forests and swamps. While larger
than Rodians, this predator usually chooses to
dine on much smaller creatures, such as fish
and rodents, although if pressed, its quite
capable of defending itself against much larger
creatures. Covered in a leathery armor shell,
the Karstag is as home in the water as it is out,
and its capable of moving rapidly in both
environments, thanks to its webbed feet. In
addition to its natural armor, the Karstagg has a
particularly deadly spiked tail, which the
creature uses as a swung weapon.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

10

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Skills: Brawl 3, Perception 1, Resilience 2,


Survival 1
Talents: None
Abilities: None
Equipment: Bite [Brawl, Damage 4, Critical 3,
Pierce 2, Range: Engaged], Spiked Tail Club
[Brawl, Damage 7, Critical 2, Pierce 1, Range:
Short, Vicious 1]

This small, serpentine winged creature is known


to Rodians best as the soaring snake. Born in
nests in the jungle canopies, Zooptu drop to the
ground as hatchlings and appear to be normal
serpents until their first adult molt, when two
pair of small wings emerge on the snakes body.
As the wings grow, the Zooptu becomes a more
and more capable flyer until it eventually
spends most of its time in the upper boughs of
the highest jungle trees, hunting birds and
other small creatures. Zooptu rarely attack large
creatures (Rodians included), although when
pressed to defend themselves, they are more
than capable of delivering a painful, long-lasting
venom to anyone.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics, Perception, Stealth, Survival,


Vigilance
Talents: None
Abilities: Flyer (adult Zooptu are proficient
flyers, see the EotE core rulebook page 202)
Equipment: Venomous Fang [Brawl, Damage 3,
Critical 1, Range: Engaged, Pierce 2, Burn 4]

Rodias hunters and trackers are regarded as


some of the best all across the galaxy, but some
of the most lauded of all of Rodias hunters are
those from the Goa-Ato, or the Grand
Protectors Hunters Guild. The Goa-Ato is an
ancient society, having been around since the
very first Rodians traveled offworld in search of
new quarries. Today, this guild still represents
the best of the best from Rodia, with new
members being inducted by guild consensus
and approval of the Grand Protector after
particularly dangerous, successful, or thrilling
hunting quests.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

14

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 1, Brawl 1, Coercion 1,


Deception 1, Discipline 1, Gunnery 1, Melee 1,
Perception 1, Ranged (Heavy) 2, Ranged (Light)
2, Resilience 1, Stealth 2, Survival 2, Vigilance 1
Talents: Adversary 1, Expert Tracker 1 (Remove
from checks to find tracks or track targets.
Decrease time to track a target by half.), Hunter
2 (Add
to all checks when interacting with
beasts or animals. Add +20 to Critical Injury
results against beasts or animals.), Natural
Marksman (Once per session, may reroll any
Ranged (Light) or Ranged (Heavy) check.), True
Aim 2 (Once per round, may perform a True
Aim maneuver to gain benefits of aiming and
upgrade combat check twice)
Abilities: None
Equipment: Modified blaster rifle [Ranged
(Heavy), Damage 9, Critical 3, Range: Extreme,
Cumbersome 2, Accurate 2, Stun setting],
Vibroknife [Melee, Damage 4, Critical 2, Range:
Engaged, Pierce 2, Vicious 1], Blaster pistol
[Ranged (Light), Damage 6, Critical 3, Range:
Medium, Stun setting], Electrobinoculars

Astronavigation Data: Christoph System,


Savareen Sector, Outer Rim Territories
Orbital Metrics: 369 days per year/26 hours per
day
Government: Merchant-led oligarchy
Population: 35 billion (Human 68%, Rodian
13%, Kerkoiden 11%, Other 8%)
Languages: Basic, Rodian
Terrain: Crystalline, rocky
Major Cities: Chaleydonia (capital), Soriniya,
Deep Mooritona
Areas of Interest: Mooritona Canal, Great
Crystal Sea, Farinom Impact Zone
Major Exports: Raw materials and minerals,
Artwork, Industrial goods
Major Imports: Foodstuffs
Trade Routes: Corellian Run
Special Conditions: None
Background: Christophsis, the crystal world, is a
geological rarity. The planets surface is almost
entirely covered in blue-green crystal growths,
reflective and visible even from orbit. This led
some spacers to give it the nickname the
Savareen Sapphire, and many of those who
approach the planet on the day side might
agree with that assessment.
Christophsis is also notable for being the most
densely-populated world in the Savareen

sector, and indeed, is one of the most


populated worlds in the Outer Rim. While it is
indeed a beautiful planet, the reason for its
large population has more to do with its
location than anything else its the primary
hub on the Corellian Run for the Savareen
sector. This, combined with Christophsiss
unique geological makeup, has allowed industry
to flourish and populations to grow and support
that industry.

NATURAL LIFE
Because of Christophsiss planetary
geology the surface is nearly entirely
crystalline very little in the way of
natural organisms live on the surface. The
few that do are usually imported species
from visitors or immigrants to the planet.
Christophsis isnt without its own
ecosystem, though. Deep beneath the
surface of Christophsis lies a vast,
underground cave system that supports
many different varieties of life.
These life forms rarely interact with the
Christophsians on the surface, having
adapted to living in the dark, dank cave
environments. Miners have reported
occasional encounters with these
creatures, although usually the two
groups know to stay out of each others
way.

Christophsis has long been defined by its


desirability, both as a world replete with
harvestable resources and as a key waypoint on
a major hyperlane. From its early history as a
mining colony to its recent history as a major
point of contention in the Clone Wars,
Christophsis has never been short on suitors.

Ever since its discovery, early in the plotting of


the first major hyperlanes, Christophsis has
been recognized as a treasure trove of raw
materials. At the center of a system with three
major asteroid belts the Barren, the
Hammers, and the Halo Christophsis has, in
addition to its own rich land resources, been a
prize for those who would journey into the
system.
However, for many thousands of years, the
sheer volume of asteroids in the approach to
the planet meant that only the bravest or the
most foolhardy would attempt to tap into its
resources. Consequently, up until about five
hundred years before the dissolution of the
Republic, Christophsis was only a curiosity,
deemed too much of a risk to mine, despite its
large potential.
That changed when a Core Worlds mining
concern from Tepasi made a concerted effort
and expenditure of resources to transform the
planet and its system into a workable mining
colony. While the effort was extraordinarily
expensive, as the first crews began to mine
Christophsis and its nearby asteroids in earnest,

they discovered deep mineral veins far in excess


of their original projections. The planet had
transformed from a location of interest to
speculators to a seriously prolific mining colony
in just a few short years, and the original
investors efforts paid off handsomely.
The rapid growth in both cultural prominence
and resource output continued up until the
onset of the Clone Wars, at which time it was
notable as one of the largest citizenries in the
whole Outer Rim. This fact didnt escape either
side in the war, both of whom set their eyes on
Christophsis as a critical strategic resource.
Over the course of the war, the planet changed
hands several times, at times even existing in
partial control of both sides. This unstable
allegiance was aided by the collapse of the
planets oligarchical government at the
beginning of the war. This collapse escalated
tensions between the native Christophsian
humans and the native Rodians, Kerkoiden, and
other non-humans, the latter of whom saw the
humans as representative of the oligarchy that
had oppressed them for so long.
After the end of the war and the transformation
of the Republic into the Galactic Empire,
Christophsis saw a return to its pre-war form. It
fell under the loose control of the Empire, and
its mercantile oligarchy was reinstated under
direction of Moff Grinak, governor of the
Savareen sector.

The majority of Christophsiss thirty-five billion


inhabitants are humans, although non-humans,
chiefly Rodians and Kerkoidens, represent
nearly a third of the population. Humans also
made up the largest part of the merchant ruling

class, although that group represents fewer


than ten percent of the population.
Despite its shining appearance from space,
Christophsis is a world marred by class conflict.
The majority of Christophsians lives on the
planet to support its massive mining endeavors
in some way, shape, or form, and they make up
a laborer underclass that sees little of the vast
prosperity Christophsiss oligarchs possess. This
results in a perpetual undercurrent of
dissatisfaction with the ruling merchant class,
which often comes to the surface in times of
instability, as seen during the Clone Wars.
However, none of the citizens of Christophsis
sink into the depths of poverty that one might
see in Coruscants Invisible Sector, for example.
The reason for this is twofold. Primarily, this is
because the expansionistic nature of mining in
the Christoph system requires frequent new
workers, and wages must be kept high enough
to attract miners and laborers from out of the
sector. Secondarily, as the wealthy of
Christophsis have expanded across the surface,
driving the creation of its massive cities visible
from orbit, theyve abandoned older areas in
favor of new ones, allowing second-hand
cities to be repopulated by the lower classes.
This has prevented, or at least slowed, the
descent of poorer neighborhoods into slums.

Most travelers to the Christoph system rarely


see more than the impressive approach into
Chaleydonia or one of its sister cities, since all
business is conducted in the metropolitan
areas. However, naturalists and geologists see
an entirely different world Christophsiss

unique environment provides habitats for


several rare cave-dwelling species, and there
are truly remarkable sights to behold below the
surface of the planet.
Christophsis also isnt without its share of
fortune-seekers looking to strike it rich the way
the daring often did before the arrival of the
major mining companies. Although most of the
surface mines are kept under tight control,
some spacers still manage to slip into the
asteroid thickets and harvest valuable cargo
from the ground there.

Chaleydonia, the teal-hued capital of


Christophsis, is the largest major city on the
planet and center of commerce and social life.
Because of the giant crystals harvested as
construction material for the vast majority of its
structures, its known to residents simply as
Crystal City.
Despite being the site of multiple major ground
battles during the Clone Wars, Crystal City saw
very little in the way of long-term harm to its
growth. Because of the use of local crystals as
the backbone for construction, Chaleydonians
were able to use a special re-seeding process
to grow back most of the wars damage within
months.

The New Tagge Mercantile Hall is the dual seat


of government and economic power on the
planet. Built immediately after the founding of
the first Christophsian mining concern, the Hall
is mostly occupied by high-volume materials
traders managing sales and acquisitions for the
industrial and commercial interests of
Christophsis.

While most offworld business matters are


handled discreetly in high-altitude or orbital
facilities, the Mercantile hall is one of the few
places on the planets surface where
offworlders are at least as prevalent as natives.
Consequently, this is one of the few places
where a fixed Imperial garrison is assigned,
given that billions of credits change accounts in
here each day.

On the very fringes of Crystal City sits


Christophsiss
densest
population
of
Kerkoidens, the third-most-represented species
on the planet. While the residents call it Hiren
Maldine, Kerkoidese for Maldinians Hope,
most of the non-Kerkoiden residents of the city
simply know it as Little Kerkoidia.
Little Kerkoidia is notable for being the only
spot in the city where arboreal life flourishes, as
the Kerkoidens erected a large savannah-styled
arboretum in the center of the neighborhood.
The arboretum is also kept stocked with a small
supply of Kerkoiden Farrabeasts, a grassland
animal featured prominently in Kerkoiden
cooking.

The subterranean city of Deep Mooritona


stands out among the numerous cities of
Christophsis for being a real experiment. As
surface mines became less and less profitable,
many of the mining facilities moved deeper and
deeper underground. While this opened up
access to richer sources of materials, it also
presented logistical challenges, as planetside
supply lines became crowded and slow.
Deep Mooritona was a proposed solution for
that. Sitting at the junction of several core mine

access tunnels, Deep Mooritona started as the


management facility in charge of directing
traffic to the core mines. As technology and
processes improved, supply line issues abated,
but Deep Mooritona was still well-placed to
make an impact on the larger and larger
underground mines. Since deep delves into the
mines took increasingly long periods of time, it
became convenient to add to Deep Mooritona
the resources necessary to support a long-term
settlement, primarily to house miners and
support personnel.
Today, Deep Mooritona remains a busy hub of
activity for miners working long tours of duty in
the core mines. While few make permanent
homes here, preferring to stay for only months
at a time, the city is central enough to all the
mines that it maintains a year-round population
in the hundreds of millions, making it one of
Christophsiss largest cities.

The Mooritona Canal is jokingly referred to by


the miners of Deep Mooritona as that big
mistake. Connected to a vast underground
water system, the Mooritona Canal encircles
Deep Mooritona and heads off in one direction
into what appears to be a core mine access
tunnel.
The first mining groups to tap into the surface
at the location that would become Deep
Mooritona attempted to branch out first in the
direction of the Mooritona Canal. Believing the
already-partially-bored route along the
waterway would save effort, the miners bored
the tunnel for about three kilometers before
work abruptly halted and all the miners
disappeared. Follow-up investigative crews
found no remains of the miners, and in the
interim, other mine access tunnels had been

started. After the fact, geological surveyors


determined that it would be potentially
dangerous to keep building along a waterway
the size of the Mooritona Canal anyway, and
the effort there was abandoned with little
fanfare.

Not really a sea in the traditional sense, the


Great Crystal Sea is a collection of constantlyshifting crystal shards in the southern
hemisphere of Christophsis. Located on top of
the intersection of several major fault lines, the
Sea is thought to be caused by a naturallyoccurring seismic event that breaks down
crystal growths after a certain amount of time.
The crystals of the Great Crystal Sea are highly
prized by both artists and engineers, for
obviously different reasons. The crystals from
the Sea are extraordinarily resilient, and they
are ideal for shaping and cutting into jewelry
pieces. Additionally, the crystals react
sympathetically to multiple forms of energy,
and Christophsian scientists have been working
for years to adapt them into power generation
devices. These dual facts have been the cause
of at least one notable incident where a
Christophsian noble was hit by a stun shot and
then subsequently vaporized.
Even though the crystals from the Great Crystal
Sea are potentially valuable, few venture to the
sea to harvest them. The terrain is notoriously
unsteady and dangerous, being known to
swallow excavating parties whole. Crystals in
the sea have also been known to cause strange
feedback loops in the repulsorlifts of certain
types of vehicles, compounding the issue.

One of the first regions on Christophsis turned


to a profitable resource-gathering site is the
Farinom Impact Zone. Fifty kilometers south of
Crystal City sits this large scarred plain, the site
on the planet where asteroids most frequently
fall. Believed to be caused by gravitational
eddies in the gravity well of Christophsis, the
Farinom Impact Zone sees over three hundred
asteroid impacts every year.
Although the danger posed by an asteroid
falling onto someones head cant be
overlooked, the Impact Zone is rich with
minerals ready-extracted from the broken
asteroids that pockmark the surface. A global
sensor net currently tracks the movement of
the asteroids, and most of the large mining
companies schedule resource retrieval around
those warnings.
While that information is kept proprietary, its
not unheard of for individuals to venture out
into the Impact Zone in an attempt to strike it
rich. Fottari Zubo, one of the first Kerkoidens to
manage a mining company, is said to have
made his first hundred thousand credits by
rolling the dice at the Farinom Impact Zone and
turning his profits into a business. How true the
story is remains unknown, as most scavengers
in the Impact Zone rarely have the resources to
gather much in between the trips the larger
companies make.

The very first thing that drew speculators into


the Christoph system was its picturesque and
unusually dense asteroid belt system.
Composed of three different asteroid belts,
orbital positions at various points in the system
are thick with asteroids, providing on the one

hand quite a collection of resources, but on the


other, a massive navigational hazard.

function effectively as another tool in the


mining companies toolbox.

The Barren, the asteroid belt located closest to


the star in the middle of the Christoph system is
the most dangerous to access and
consequently, the least profitable and least
used. Orbiting at a relatively short distance
from the star, these asteroids move unusually
quickly. As such, collisions over the years have
ground the belt down to very small microasteroids.

At the very edge of the Christoph system,


beyond the orbit of its outermost planet,
Erodsis, sits the largest asteroid belt in the
system, the Halo. The Halo belt is the most
accessible to newcomers in the system, as its
farthest from the monitored spacelanes.

Few would even consider the Barren as more


than a curiosity but for the fact that the star
Christoph has an unusually high rate of coronal
mass injection activity. Every few hours, a wave
of energy from the star surges over portions of
the Barren, exciting some of the material
contained within. These asteroids glow for days
at a time, during which radioactive fuel material
can be extracted. It also provides for an
observable spectacle; visible from high orbit as
far out as Christophsis.

The Hammers are so named for two reasons.


They were originally called the Hammers
because they represented an enormous
navigation hazard to light freighters and
exploration vessels trying to make it to
Christophsis.
After the planet was popularized as a center of
mining, the mining corporations tried
rebranding the belt as the Tepasi Hammers of
Christophsis because of their unique
interaction with Christophsiss gravity well and
its Farinom Impact Zone. While the new name
didnt stick, its undeniable that the Hammers

Unfortunately, its accessibility also means that


its the most picked-through of the resource
mines. Its not uncommon for a prospective
miner to set down on a promising asteroid in
the Halo and find several deep tap shafts
already dug into its core, with abandoned
mining equipment simply left there.
The Halo was the very first of the asteroid belts
in the Christoph system to be noticed, and it
was inspection of this belt by crews plotting the
Corellian Run that originally drew visitors into
the Savareen sector.

While the vast skyscrapers of Christophsiss


large cities might lead one to think Christophsis
has few mysteries left, the vast caverns
underground would give that assumption the
lie. The mining corporations of Christophsis
have made themselves masters of the surface,
but what lies below is its own world.

A common sight in the underlevels of many


large metropolises and ecumenopolises,
duracrete slugs are large silica-consuming
parasites. Believed to have originated in the
Core Worlds, probably Coruscant, these large
mollusks feed off of building materials,
especially duracrete. They rarely interact with
people, but they can be very destructive to
property.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Skills: Resilience
Talents: None
Abilities: Silhouette 2
Equipment: Consume [Resilience, Damage 10,
Critical -, Range: Engaged, Breach 2, Prepare 2]

This leathery-winged avian predator makes its


home in high aeries wherever there are strong
wind currents, and as a result, theyre
commonly found in cities and mountains alike.
Hawk-bats are most often found in large
groups, and theyd hunt their prey duracrete
slugs among them by mobbing it and tearing it
to pieces. Hawk-bats are not threatening to
people or other large animals, although they
can be dangerous especially in a group if
they are adequately provoked.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics, Coordination, Survival


Talents: None
Abilities: Flyer (Hawk-bats are excellent flyers,
see EotE core rulebook p.202)

Equipment: Fell Swoop [Coordination, Damage


3, Critical 3, Range: Engaged, Vicious 1]

Of all the creatures that make their homes deep


underground the surface of Christophsis, this
one is perhaps the most commonly seen, as
reported by the miners of Deep Mooritona. The
aquanid is a large, water-dwelling spider. These
spiders are known to be fiercely individualistic,
rarely coexisting with even their own kind.
Capable of growing up to a meter in length, the
aquanids will prey on anything they can isolate
and attack, even other aquanids.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

1
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 1, Brawl 3, Cool 1, Deception 2,


Perception 1, Stealth 2, Vigilance 1
Talents: None
Abilities: Amphibious (aquanids may breathe
underwater without penalty and never suffer
movement penalties for traveling through
water), Paralyzing venom (targets hit by the
aquanids bite attack must make an Average
(
) Resilience check or be immobilized for
one round)
Equipment: Bite [Brawl, Damage 5, Critical 3,
Range: Engaged, Pierce 1]

Also referred to as tunnel wraiths by the few


who have been unlucky enough to see them,
these large, vole-like creatures dwell in the
near-total-darkness of Christophsiss vast
underground caverns. Fiercely territorial,
subterrics live in large dens of dozens or more
reports from surviving miners only report
experiencing several. Subterrics rarely hunt
people or large animals as prey; theyre only
aggressive when confronted in their nests.
Unfortunately for most who dwell below the
surface, though, subterrics are nearly invisible
to the naked eye, possessing a gland that
enables the subterric to absorb energy on the
electromagentic spectrum, including visible
light.

BRAWN

AGILITY

INTELLECT

CUNNING

WILLPOWER

PRESENCE

SOAK VALUE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Skills: Athletics, Brawl, Stealth, Survival,


Vigilance
Talents: None
Abilities: Energy Leech (Subterrics have +1
defense against any energy-based weapons),
Imperceptible (Subterrics are effectively
invisible to the naked eye; sensing them
requires a Hard (
) Perception check)
Equipment: Rip and tear [Brawl, Damage 5,
Critical 4, Range: Engaged, Vicious 2]

Christophsian miners come from all over the


galaxy and all walks of life, although many of
them are humans, Rodians, or Kerkoiden.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

PRESENCE

W. THRESHOLD

S. THRESHOLD

M/R DEFENSE

0 0

Skills: Athletics, Brawl, Discipline, Knowledge


(Education), Mechanics, Ranged (Light),
Resilience, Survival
Talents: Strong Arm (treats thrown weapons as
if they had one greater range)
Abilities: None
Equipment: Light blaster pistol [Ranged (Light),
Damage 5, Critical 4, Range: Medium, Stun
setting], Mining equipment (breath mask,
mining laser, glow rods, scanner goggles)

The near-total hold that Christophsian mining


enterprises have over the planet means that, no
matter what you think youre doing, youre
always doing business with someone. Those
individuals in high positions with a corporation
or very successful individual businessmen have
a huge degree of control over the life of the
average Christophsian.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

S. THRESHOLD

3
PRESENCE
M/R DEFENSE

0 0

Skills: Charm 1, Computers 1, Cool 1, Deception


1, Knowledge (Core Worlds) 1, Knowledge
(Education) 1, Negotiation 3, Streetwise 1
Talents: Nobodys Fool 1 (May upgrade
incoming Charm, Coercion, or Deception checks
once), Smooth Talker 2 (May spend to add
to Negotiation checks), Natural Negotiator
(Once per session, may reroll any Cool or
Negotiation check)
Abilities: None
Equipment: Holdout blaster [Ranged (Light),
Damage 5, Critical 4, Range: Short, Stun
setting], Datapad, 1000-credit credit chip

Astronavigation Data: Koobi System, Savareen


Sector, Outer Rim Territories
Orbital Metrics: 349 days per year/24 hours per
day
Government: Tribal
Population: 23 million (Nelvaanian 96%, Bothan
3%, Other 1%)
Languages: Nelvaanese, Basic
Terrain: Glaciers, Mountains, Rivers, Forests
Major Cities: Rokrul settlement
Areas of Interest: The Mothers Breath, the
Frozen Weald, Tsurey Monitoring Post, Otthont
Az rdg
Major Exports: Water

Until the transformation of the planet during


the Clone Wars, Nelvaan was only occasionally
visited by outsiders, and no civilization ever saw
fit to establish a long-term colony or settlement
there.
In recent years, Nelvaan has become more
frequently visited, although by and large its
natives still exist outside the sphere of influence
of the galaxy at large.

Major Imports: None


Trade Routes: None
Special Conditions: None
Background: Nelvaan is a world that has only
recently been considered part of the general
astronavigational corpus of the Savareen sector.
For thousands of years the world existed as a
quiet, temperate world, although in recent
years, the world has been effectively
terraformed into an arctic globe.
The primary inhabitants of Nelvaan are the
native Nelvaanians, an undeveloped people
who live in small tribal groups scattered over
the face of the planet.

Nelvaanians, despite existing in a pretechnological culture, are not ignorant of


the world beyond. As far back as the
galactic Cold War, Nelvaanians had been
contacted by alien cultures, but since no
effort was made by the people of the
galaxy to maintain long-term contact, the
meetings were largely ignored or
forgotten.
Even today, when the impact of the
galaxy at large is impossible for the
Nelvaanians to miss, the usually choose
to ignore those who visit from offworld,
perhaps because of the harm they saw
visited on them by the last large group to
arrive.

Once a beautiful, peaceful planet if somewhat


out of the way Nelvaan has long been home
to the isolated, primitive Nelvaanians. Today
the world is a frigid world with a people no
longer blissfully isolated from the advanced
galaxy around them.

Nelvaan was originally a pleasant, temperate


world, ignored by most outsiders, and the
Nelvaanians have lived there for thousands of
years in a relatively unchanging state.
Despite being visited on occasion by alien
powers, Nelvaan escaped the fate of so many
other worlds, that fate of figuratively being
ground into fuel for the vast machines that
power the galaxys great civilizations. The only
things that Nelvaanians saw with any
consistency were the occasional visits by
Bothan traders using the planet to load their
freighters holds up with water.
This calm was shattered, though, midway
through the Clone Wars. A Techno Union
science team, working for the Confederacy of
Independent Systems, decided that Nelvaan
was the perfect, out-of-the-way planet to use as
a laboratory for several experimental
technologies.
The first and greatest change to Nelvaan was
brought by a massive power generation device
known as a siphon generator. Constructed deep
underground, the Techno Unions siphon
generator tapped into the thermal energies of
the planet and converted it directly into
electricity used to power the entirety of a CIS

ground base and all its experiments. The


generator was effective in its task but
inefficient, as it drained excessive amounts of
geothermal energy and caused a climatological
crisis on Nelvaan. Mere weeks after the
generator was first activated, the planets
average temperature had dropped nearly thirty
degrees, resulting in a global ice age.
Amidst the drastic changes to Nelvaans
environment, the laboratory had a secondary
purpose creating a new breed of cyborg
soldiers to aid the Confederacys all-droid army.
The Techno Union tapped the Nelvaanians
themselves as the base biological component,
capturing male Nelvaanians and subjecting
them to experimental genetic and cybernetic
modifications.
Ultimately, the lab was destroyed in an attack
by a strike team from the Republic, but the
effects of the Techno Unions presence
reverberated far into the future. Nelvaans
climate appears to be permanently changed
into its current state, a frozen, icy land.
Similarly, the changes made to the small group
of male Nelvaanians have persisted while the
cybernetics were eventually removed, the
genetic modifications seem to have passed
down through male lines, appearing in the sons
and grandsons of the affected Nelvaanian
males.

Nelvaan has a fairly small global population, the


majority of which are Nelvaanians, a tribal
people spread out into small communities over
the face of the planet. They use little-to-no
technology, existing instead as partially
nomadic hunter-gatherers.

The Nelvaanians have a shamanistic tradition


that centers on worship and communion with
the spirit of the planet, known to them as the
Great Mother. This belief manifests itself in a
careful tending of the land out of deference to
the planets well-being. The tribes spiritual
leaders ritualistically commune with the Great
Mother, passing on prophecy and direction to
the clans. Some outside observers believe this
shamanism to be connected to Forcesensitivity, as records from the Clone Wars
indicate that a shaman from Rokrul village
predicted with some degree of specificity the
environmental calamity and the subsequent
resolution that their planet saw.
Nelvaanian societal responsibilities are split
along gender lines. In alignment with their view
of the planet as the Great Mother, Nelvaanian
women were given roles central to the tribes
day-to-day
life,
including
construction,
entertainment, and education, while the men
were given roles in the periphery of the tribes
life, including tribal defense, scouting, and
hunting.
Very few Nelvaanians ever leave the planet or
interact with the larger galaxy, although ever
since the transformation of Nelvaan during the
Clone Wars, Nelvaan has seen more visitors.
Occasionally, this leads to a curious Nelvaanian
working with alien species and, in rare cases,
leaving the planet with them.
For more information on the Nelvaanian
people, including character creation rules, see
Chapter II: Player Options.

It is a rare traveler that makes it to Nelvaan,


given its population and lack of activity.
However, for hundreds of years, Bothan traders
have recognized the world as rich in natural
resources, especially water, and theyve made it
a stopping point on their trading routes.
Additionally, since the transformation of
Nelvaan from a temperate to a frozen world,
many naturalists from the Mid and Outer Rim
have made their way to the Koobi system to
investigate the new normal on Nelvaan.

At the heart of the destroyed, Clone-Wars-era


Techno Union laboratory sits what the locals
call The Mothers Breath. The Mothers
Breath is a massive, stationary ice cyclone
whipped up from the geothermal energy taps
made by the now-ruined siphon generator deep
underground.
The cyclone spins at speeds varying between 30
and 130 kilometers per hour both day and
night. Its responsible for a number of strange
weather phenomena in the area, not the least
of which is the fact that the surrounding thirty
square kilometers never see precipitation.
Nelvaanians who live nearby consider this to be
the act of their Great Mother blowing away the
clouds.
Initially, researchers who made it onto Nelvaan
after its ecological cataclysm attempted to use
the icy vortex as a controllable means to
harness wind energy, although several efforts
proved fruitless. Ultimately, the output from

the winds there was too inconsistent, resulting


in overstressed turbines.

Rokrul settlement is one of the few settlements


of Nelvaanians that has any regular contact with
the outside galaxy. As the settlement most
directly affected by the Clone Wars incursion
they were located a mere seven kilometers
from the Techno Union lab they were among
the first to establish a rapport with off-world
visitors coming to investigate the worlds
changes.
Rokrul is unusual in its more permanent nature.
By the dictates of their belief system,
Nelvaanians
rarely
make
permanent
settlements, choosing instead to make minimal
impacts on the land out of respect. Rokrul,
however, was built into a natural cavern system
underneath a mesa, and very little in the way of
excavation has actually taken place. The locals
consider it to be a blessing provided by the
Great Mother to allow them to care for their
people in the face of hardship.
Rokrul is also notable as being the epicenter of
a genetic offshoot in the male Nelvaanian
population. It was the males of Rokrul that were
captured and experimented on by the Techno
Union during the Clone Wars, and many were
able to return following the destruction of the
Techno Union laboratory. It was this effort,
made by a Republic strike team led by what the
Nelvaanians refer to as a Holt Kazed, that
inclined Rokruls population so much towards
off-worlders. Those returning males were still
able to father children, and their male
descendants inherited the genetic modifications
made to their fathers.

Today, Rokrul is still a small, primitive village by


galactic standards, although with a population
in the thousands, its one of the largest
gatherings of Nelvaanians in one place on the
whole planet.

Situated in high orbit above Nelvaan, Tsurey


Monitoring Post was established nearly a
decade ago by a group of Bothans as a small
relief station for spacers arriving in the Koobi
system and a place for scientists to gather
planetary information on Nelvaan.
It was constructed piecemeal after a Bothan
trader, Lon Tsurey, took off from a water run
on Nelvaan. After exiting the atmosphere, his
sublight engines failed, and he was unable to
clear the planets gravity well to make the jump
to hyperspace. He might have been stranded
there for a long time, however, within a week a
research team from Rishi arrived to perform a
planetary survey. Tsureys ship was
unsalvageable, but the researchers purchased
his ship and left it in orbit with a permanent
sensor package attached, making it a makeshift
listening post.
The use of Tsureys freighter became a
tradition of sorts for visitors to the system, and
over the years, arrivals have added to the ship
as theyve seen necessary. Today, the ship is
entirely encased in modular components,
looking more like the small space station it acts
as than like the ship that it was.

While the crowd that visits Nelvaan has grown


more eclectic since the end of the Clone Wars,

the majority of visitors are still probably water


freighters, as Nelvaan became a more popular
stop as word of its existence has started making
its way across the Savareen sector. The most
popular place on the planet to fill up on water is
a massive submerged plain known to the
Nelvaanians as Otthont Az rdg.
Otthont Az rdg is the seafloor plain that
surrounds a large, low shield volcano set in the
middle of one of Nelvaans largest freshwater
lakes. Following the icing-over of the planet,
the rift zone surrounding the volcano and its
magma flows have broken up the surface ice
floes, making the lake surrounding the volcano
one of the few sources of freshwater that
doesnt require extra effort to access.
Visiting Otthont Az rdg is not without its
dangers, though. The same rifts that keep the
ice melted do occasionally vent lava, and they
vent it explosively, causing large steam geysers
on the lakes surface. These geysers are massive
in scale more than one freighter sits at the
bottom of the lake, having had its repulsorlifts
knocked out completely by a sudden jet of
heated water.

On a large archipelago near Nelvaans equator


sits the Frozen Weald. So named for the thin
layer of frost that sits on the leaves of the trees
here, the Frozen Weald is, ironically, one of the
last places on Nelvaan not completely given
over to ice or snow.
The Frozen Weald is an area on Nelvaan where
no Nelvaanians are believed to have ever lived,
but its been noted by visiting naturalists as a
place of great interest, given the relatively high
level of biodiversity there. Because of its high
temperature, compared to the rest of the

planet, the Frozen Weald is able to support


species that scientists have theorized may be
the last of their kind on the whole planet.

Although Nelvaan has almost entirely frozen


over, its life forms are a hardy bunch, and many
of them have thrived in the change, especially
its larger creatures more able to retain body
heat. Nelvaan boasts a wide variety of largerthan-normal animals, given its slightly lower
gravity eighty-five percent the Coruscant
standard than most other planets.

While not technically related to its namesake,


the beast of burden so commonly seen around
the galaxy, the white-furred bantha is indeed
similar. A four-legged creature with a dense,
white hairy coat, the white-furred bantha is
found both in the wilds of Nelvaan as well as in
Nelvaanian camps around the planet. As one of
the few creatures that can be reliably tamed
and trained, the white-furred bantha is used as
both a food source and riding creature for the
native inhabitants of the planet.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

15

S. THRESHOLD

3
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 1, Brawl 2, Cool 1, Resilience 2,


Survival 2
Talents: None
Abilities: Silhouette 3
Equipment: Pointed Horns [Brawl, Damage 7,
Critical 4, Range: Engaged, Pierce 1, Vicious 1],
Trample [Brawl, Damage 8, Critical 2, Range:
Engaged, Knockdown, Disorient 1]

One of the most dangerous creatures on


Nelvaan, the horax is not actually a large-scale
predator. Instead, this massive territorial reptile
uses its curved tusks to dig through thick layers
of snow and ice to reach and consume the
nutritionally-rich burrows of small creatures
beneath. While the horax never has to fight for
its food, it is still very aggressive to any
creatures it finds in the territory it makes as its
home, including others of its species. Native
Nelvaanians would run into a lone horax on
occasion as they moved from one home to the
next, and theyve become very proficient at
recognizing the marks left by a foraging horax,
knowing that it usually indicates that the tribe
should keep moving. However, there is one
exception to the Nelvaanians avoidance of
horaxes young Nelvaanian males, as part of a
rite of initiation with a tribes warriors, might
have to face a horax and live to tell the tale.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

22

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 1, Brawl 3, Perception 1,


Resilience 3, Survival 1, Vigilance 1
Talents: Adversary 2
Abilities: Silhouette 4
Equipment: Wicked Tusks [Brawl, Damage 12,
Critical 2, Range: Engaged, Pierce 3, Vicious 2,
Defensive 2], Bone Club Tail [Brawl, Damage 6,
Critical 4, Range: Short, Concussive 1,
Knockdown, Disorient 2], Fanged Bite [Brawl,
Damage 10, Critical 1, Range: Engaged, Pierce 4,
Vicious 1]

The nixorr is well-known in Bothan water


freighter hands circles as a great way to break
in new crew members. Amphibious and
gigantic, the sight of an eight-legged nixorr
breaking through an ice sheet and climbing
onto the land is enough to turn neophyte
traders as white as the snow outside. Other
than the shock of seeing one for the first time,
nixorr are usually very docile. While quite agile
underwater, where they dine on fish, they
move ponderously slow on land. Nixorr spend
most of their waking hours underwater,
although they emerge onto land to sun
themselves or to sleep.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

17

S. THRESHOLD

3
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 3, Brawl 1, Cool 2, Perception


1, Resilience 1, Survival 2
Talents: Adversary 1
Abilities: Silhouette 4, Amphibious (Nixorr may
breathe underwater without penalty and never
suffer movement penalties for traveling
through water)
Equipment: Trample [Brawl, Damage 16, Critical
4, Range: Engaged, Blast 8, Knockdown,
Inaccurate], Toothy Bite [Brawl, Damage 12,
Critical 3, Range: Engaged, Pierce 1]

Few of Nelvaans creatures are as strange as the


mimarin floater. Nearly ten meters in length,
the first thing most notice about the creature is
its giant gas bladder, a large, red, balloon-like
sac on the creatures rear. The mimarin floater
biologically synthesizes a lighter-than-air gas
that fills its gas bladder, allowing the large
creature to float several meters above the
ground. Found in small colonies living on top of
Nelvaans mesas, the mimarin floaters are

herbivorous and use their hovering to reach the


tops of Nelvaans hardy conifers as well as
evade predatory creatures. Mimarin floaters are
able to manipulate their gas bladders to expel
gas at will, acting as a kind of ballast system to
control their flight as well as a defensive
measure.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

22

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 1, Coordination 2, Perception 2,


Survival 2, Vigilance 2
Talents: None
Abilities: Silhouette 3, Hoverer (Mimarin
floaters do not have to spend additional
maneuvers when navigating difficult terrain,
additionally, they may hover at extreme range
from the ground)
Equipment: Expelled Gas [Ranged (Light),
Damage 2, Critical 2, Range: Short, Burn 5,
Breach 1, Disorient 2]

Nelvaans natives usually keep to themselves,


living as semi-nomadic wanderers with their
tribes. While it is generally the men of the tribe
who will explore into the wilderness, all the
Nelvaanians are quite resourceful in the face of
a planet thats suddenly changed form on them.
They dont have any innate distrust of or
preference for offworlders; as a people, theyve
seen them appear on their world on occasion
but usually have no particular affinity for
interacting with them. Very few of the
Nelvaanians, outside of those in the Rokrul
settlement and their immediate neighbors, are
aware of the reason for the sudden change in
their planets climate. Most view it as a portent,
and see the increased presence of aliens as
simply another part of the changes that the
Great Mother is bringing to them.

BRAWN

AGILITY

SOAK VALUE

INTELLECT

CUNNING

WILLPOWER

W. THRESHOLD

12

S. THRESHOLD

2
PRESENCE
M/R DEFENSE

0 0

Skills: Athletics 2, Brawl 2, Coordination 1, Cool


1, Discipline 1, Medicine 1, Melee 1, Perception
1, Ranged (Light) 1, Resilience 1, Survival 2,
Vigilance 1
Talents: Keen Eyed 1 (Remove from
Perception and Vigilance checks. Decrease time
to search a specific area by half.), Outdoorsman
1 (Remove from checks to move through
terrain or manage environmental effects.
Decrease overland travel times by half.), Hunter
1 (Add to all checks when interacting with
beasts or animals. Add +20 to Critical Injury
results against beasts or animals.)
Abilities: Unlearned (Nelvaanians have little
cultural experience with technology or the
intellectual advancements of the galaxy. All
Astrogation, Computers, Mechanics, and
Piloting checks are automatically increased in
difficulty by one.)
Equipment: Obsidian Spear [Melee, Damage 7,
Critical 3, Range: Engaged, Pierce 2], Obsidian
Spear, thrown [Ranged (Light), Damage 7,
Critical 3, Range: Short, Pierce 1], Hide Shield
[Brawl, Damage 3, Critical 5, Range: Engaged,
Cumbersome 2, Defensive 2]

Although the Savareen sector is in the galactic


frontier, it certainly has more systems than the
three aforementioned. Below is a set of
descriptions for the remaining major systems of
the Savareen sector, highlighting places players
might visit on their adventures in the sector.

A small system at the edge of the Savareen


sector, the Apatros system is likely one of the
cosmologically oldest systems in the sector. All
the planets in the system are tiny rocky planets,
while the single star at the center is a fading
orange-red sun.
The only notable world in the Apatros system is
its namesake, Apatros. The second planet in
orbit from its star, Apatros is a barren world
that nevertheless caught the eye and effort of
the Outer Rim Oreworks Company for being a
valuable source of cortosis ore.
Apatros, both the planet and the system, have a
very small population that exists entirely to
service the single mining colony located there.
Very few arrive in or out of the system,
excepting, of course, the occasional mine
company vessel picking up shipments of
cortosis ore.

The Fordon system is considered a red system


to the people of the Savareen sector. This
otherwise unassuming system is surrounded by
a large ring of nebular clouds, and inside the
clouds sit at least one large pirate shadowport.

Records are not specific about the location of


the shadowport, as the location is believed to
be kept a closely guarded secret by several
Outer Rim shipjacking crews.
Sector law enforcement patrols, what few there
are, tend to avoid the Fordon system as well.
While some attribute this to evidence of a
massive pirate fleet hidden in the sector, many
simply believe it is more likely that the pirates
have established terms of a quid pro quo with
the Sector Rangers.

The Korness system is home to the planet


Gellefon and, in fact, many also know it as the
Gellefon system. Gellefon is the sole inhabited
planet in the system, home to a large colony of
humans under the governance of the Galactic
Empire one of the few planets in the sector
controlled as such.
Gellefon was founded by a group of human
settlers nearly fifty years before the Clone
Wars, and the colony has expanded healthily
since then. The Gellefonians have carved a pair
of large cities, Kig Dannen and Mir Farrakan, out
of the rocky world.
The human settlers have also forged a unique
relationship with the intelligent, near-sentient
gellbeasts of the planet, a large, four-legged
canine species. The original settlers were met
by the cautious gellbeasts, who led the settlers
from their landing site to the site of the future
city of Kig Dannen. Ever since, the gellbeasts
and humans of Gellefon have been inseperable.

Like many first discoveries of planets, the planet


Redcap was first discovered by enterprising
miners looking for a place to land their
excavators. Although initial system scans
suggested that Redcap would indeed suit their
needs, the miners had to change tack when
they realized their excavation droids were
getting stuck.
Redcaps surface, as the miners soon found out,
is nearly entirely covered in muddy, wet plains
and swamps. While there were indeed rich
veins of ore deep beneath the crust, access was
a tricky endeavor. Soon, though, with more
eyes on the problem, the miners discovered
whats now known as Tyma Canyon, a gigantic
rift along the southern edge of the equator on
the largest continent. This split far into the
crust, and more importantly, provided a dry,
deep access to resources below.
Today, Tyma Canyon supports multiple
spaceports and miniature settlements, while
other settlements have sprung up around fault
lines mountains and canyons all along the
planet. Many of its population are still involved
in mining, but in recent years strides have been
made towards development of aquaponic
technology that allows the mud lakes of Redcap
to be used for agriculture.

The Ruhe systems planet Ruhe is an interesting


case. A temperate world, Ruhe has a broad
variety of vegetation and animal life, although
the geology of the planet would indicate
something very different. Underneath its
verdant cloak, Ruhes surface is marked by
several large craters, scars of ancient asteroid
or meteor impacts.

It is believed that Ruhe once possessed no


atmosphere and at some point before the
foundation of the Republic was terraformed
into the world it is today. However, the first
recorded humans to have colonized the world
found a green world with no other sentient life
forms dwelling on it, so the mystery of who
transformed Ruhe remains to this day.

The namesake of the Savareen sector, the


eponymous planet is a lush, misty world filled
with rolling hills and dangerous seas. The planet
is one of the most established in the sector,
third most populous, following Christophsis and
Rodia.
Savareen is best known for its spirits, which are
considered a luxury even as far into the galactic
core as Coruscant. Perhaps the most famous of
its spirits is Forsoms Stellar Green, known to
most simply as Savareen brandy.
Besides several famous breweries Forsoms,
Maladars, and Ithopteps, to name a few
Savareen is also known for producing top-ofthe-line sensor equipment for land vehicles.
Since the first arrivals to Savareen, industrial
production of planetary exploration craft have
been important, and that industry has
transformed to produce some of the best
repulsorcraft sensing and detecting packages in
all of the Outer Rim.

While Nelvaan and the Koobi system could


consider itself fortunate to have avoided the
ravages of industry and exploration for so long,
the neighboring Tythe system and its namesake
planet cannot consider itself so lucky. Originally
a flourishing, grassy world, an industrial power
company, LiMerge Power, beset the world and
stripped it of its resources.
Once full of life, the planet today is little more
than a wasteland, having been long ago
abandoned by LiMerge Power, whose facilities
on the planet imploded due to failing safety
standards and overwork. The LiMerge facilitys
wreck remains today, but having survived both
its original use and use as a stronghold in the
Clone Wars, there is little left for even
scavengers to pick through.

A system only recently discovered, Zaadja is the


primary planet in a system with a dying sun. It
sits in a far orbit, and consequently,
temperatures rarely exceed freezing anywhere
on the surface.
Zaadja was most recently discovered during the
course of the Clone Wars. Geonosians, allied
with the Confederacy of Independent Systems,
decided to try and make inroads into the
Savareen sector from the neighboring Arkanis
sector and established a base on the planet.
Few can guess and even fewer might know why
Zaadja, given the Geonosian environmental
preferences of hot and dry, but the facility
built on Zaadja was of enough concern that it
was the site of a minor battle in the war.
Following the war, no records indicate any
inhabitants remained on the planet.

The Savareen sector, despite its size, shares


many commonalities with its neighboring
sectors, given their shared position
cartographical and sociological in the galaxy.
The following section highlights some of the
major details about those sectors adjacent to
the Savareen sector.

Perhaps the best-known of Savareens


neighbors, the Arkanis sector is home to such
worlds as Geonosis and Tatooine. The Arkanis
sector is often seen through the lens of its role
in the spice trade, part of the sector making up
a large majority of the Spice Triangle, those
worlds most involved in the trade.
The Arkanis sector is also just at the periphery
of the Hutts grasp located far outside Hutt
space, but active enough in the underworld that
several prominent huts, including Gardulla (the
Hutt) Besadii and Jabba (the Hutt) Desilijic
Tiure, who found reason to exert influence over
the world of Tatooine.
The Arkanis Sector, likely because of its visibility
in both enterprise and crime in the Outer Rim,
is one of the few sectors heavily controlled by
the Empire. Most of their efforts are exerted in
the so-called Regency Worlds of the sector,
including Arkanis, Issor, and New Ator, although
Imperial garrisons of some size can be found on
most planets in the sector.

Daimar, Savareens neighbor to the galactic


north, sits just over the border in the Mid Rim.
The Daimar sector was known for being the

home of a number of spacefaring species,


including the Radnorians and the Yuzzem.
Unfortunately, Daimar was also a hotbed of
slave trading. Few of the races of the sector
represented major powers in the galaxy, but
some of those races made excellent slave labor
for those willing to pay, including the Hutts and
the Galactic Empire.
One notable recipient of this treatment was the
Yuzzem species, who were enslaved on a scale
only comparable to the Wookiees of Kashyyyk.
Extraordinarily physically gifted, the Yuzzem
were often forced into manual labor, including
work on several major construction projects of
the Empire although surviving Yuzzem, when
asked to provide specific details, were unable to
identify exactly which.

The Dalchon sector, home of the Pacithhip


people, was a major trading sector. Located
along the routes of both the Corellian Run and
the older-but-still-trafficked Old Corellian Run,
It saw vast movements of interstellar cargo
move through its spacelanes. Some of this cargo
was legally legitimate, but the vast majority was
cargo being shipped in and out for extralegal
businesses, including the spice and slave trades.
Skirted on one edge by the Triellus Trade Route
and split down the middle by the Corellian Run,
nearly half of the Dalchon sector was right in
the middle of the Spice Triangle, a major
shipping zone and center of business for
(primarily) ryll spice, harvested from Ryloth.

It also played a significant part in slave trade


shipping, facilitating shipments from the Arkanis
and Daimar sectors into its neighboring Gaulus
sector as well as farther travel into Hutt Space.

The Karthakk sector finds itself largely under


the sway of one group, and its not the Empire.
A group of pirates, the Lok Revenants out of the
Karthakk system, have styled themselves as
freedom fighters of a sort. While originally
founded as a militia-type organization in
support of the Galactic Republic, the Lok
Revenants have formed themselves into a small
pirate fiefdom in the Outer Rim.
Today, the Lok Revenants hold little sway
outside their home sector, although inside, and
especially on their home planet of Lok, they
hold absolute control. The Empire has never
exerted massive amounts of resources to seize
control over the sector, likely because of the
desolation of the worlds therein while the
Revenants hold their territory, its a constant
effort to keep resources flowing in, and most of
the time fall back into piracy on any vessels
unlucky enough to stop in.
Fortunately for the other residents of the
Karthakk sector, including the aquatic Mere of
Maramere, the sons of Lok have not yet made
any moves to exert ruling control over other
planets. So exists a tenuous, tacit alliance
between the unaligned people of the sector and
the pirates who call it home.

The Tolonda sector, despite being far out into


the Outer Rim, was an Imperial sector throughand-through. Placed directly under the iron fist
of Grand Moff Ravik along with the half-dozen

other sectors of the Tolonda Oversector, the


sector was quickly reorganized into his center of
command for his management of the Outer Rim
worlds.
Few of the native peoples of the sector resisted
the rule of the Empire, and consequently, the
systems of the Tolonda sector were nearly as
crime-free as many Core sectors which is to
say that they were at least better than most
other Outer Rim sectors.

Neighboring the Savareen sector to the galactic


north alongside the Daimar sector, the TransNebular sector is so named for the massive
nebular zone at its core, making the whole
sector a dangerous astronavigational hazard.
For many thousands of years, the sector
remained dark to galaxy charts simply
existing as a blank spot where so many other
sectors were filled in with star systems and
planets. It wasnt until the Republic pushed its
borders far out into the Mid Rim that the sector
really began to be explored in earnest.
What was discovered at the center of the sector
was a powerful neutron star, the Vestor Pulsar,
which radiated its intermittent signal across
entire sectors. Consequently, the pulsar has
been used as a navigational beacon. However,
because of the nature of the star its gravity
well is orders of magnitude larger than most
stellar bodies the large nebula in the center of
the sector remains unnavigable for direct
hyperspace jumps.

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