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FAR HORIZONS
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CREDITS
FAR HORIZONS
TABLE OF CONTENTS
Colonizing the Edge 5 C h a p t e r II: L a w a n d O r d n a n c e 38
"I want that no-good ghhhk-oil salesman strung up Horgon and his hired hands responded with a volley
for the murder of my boy!" Solk Horgon shouted. of blaster fire that lit up the night sky, blew in the rest
of the windows, and set the door on fire.
I leaned against the doorframe of the marshal's office.
"Solk, you may be king nerf baron 'round here, but we've "You missed!" I hollered, and sent a shot through the
got law and order in this town, same as any other." window into the darkened street. Malisan crouched in
the corner of the office. He had returned to spend
"I didn't see no 'law and order' when they found my time with Alchibi, and, like me, was trapped when
Seth behind the theater with his neck broke!" HorgOn Horgon and his crew returned for some mob justice.
snarled. "Now you hang that Chevin, or step aside
and let me." From his cell, Alchibi shook his head somberly.
"Marshal Sterne. The situation seems dire. I would
I none too subtly tapped my hands on the holsters of rather surrender than see you and Malisan dead."
my twin pistols. "Alchibi'll stand trial, and if he's guilty,
he hangs. Not before. Now get on back to your ranch." I opened my mOuth to tell him not to be an idiot,
but Mali beat me to it. "No, you can't!" He stared at
Horgon's face got even darker. "You haven't heard me, fear and guilt running across his face. "Marshal,
the last of this, Marshal!" He turned on his heels and you can't let him do that."
stormed down the street.
I looked at Mali for a long moment, then groaned.
I sighed and walked back inside my office. From "Ah, hell. Alchi, you were meeting with Mali at the the-
the containment cell in the far corner, my prisoner ater last night, weren't you?"
watched me soberly.
Mali looked guilty, but also relieved. "He was going
"I appreciate you not 'stringing me up,' Marshal to buy out my indenture contract from Horgon. Spon-
Sterne," Alchibi Des said in his booming, rumbling voice. sor my dancing. But he didn't kill Seth."
"Day's not over yet, Alchi." I plopped down at my "No," I shook my head. "I'm guessing you did that."
desk, calling up the crime scene holos. Seth Horgon
stared up blindly from the alley dirt, his neck snapped Mali looked sick. "Seth told Alchi he wouldn't sell my
cleanly. "You still haven't given me an alibi for last contract. He said I'd be stuck herding nerfs all my life. He
night, and you're plenty strong enough to do the said he liked seeing an indenture 'in his proper place.' He,
deed. Plus you and the Horgons haven't been on the he laughed. I just...snapped. I didn't mean to hurt him."
best of terms." The three of us sat there, looking at each other for
"It is compelling, though circumstantial," Alchibi a long moment. Then another blaster bolt punched
replied. "But I was in a confidential meeting." through the wall. "Send him out, Sterne," Horgon bel-
lowed. "Or we'll burn you out!"
"You stick with that story, you might as well tighten
the noose yourself," I grumbled. "Listen, A l i c h i - " "Oh, to hell with it." I scrambled across the floor, hit-
ting the containment cell's control panel. The energy
"Hi Marshal! Hi Alchi!" A young, well-built Twi'lek barrier flickered out as I kicked my desk away from
popped in through the door. the trap door hidden beneath it. Alchibi and Malisan
I grunted. "What are you doing here, Mali?" stared at me.
Malisan held up a basket of food. "Brought Alchi "Well, what are you two waiting for?" I snarled. "It
lunch from the ranch. Better than the reheated leads out of town." I punched in the combination to
Imperial Army rations you eat, Marshal." the office safe, and pulled out the thermal detonator
I'd confiscated from the spice runners three months
A Chevin's face wasn't built for smiling, but Alchibi
ago. "I just need t o cover our tracks."
brightened slightly. "Malisan. You are too kind. But you
should be spending your break practicing your dance
performance, not bringing me food. Besides, if Horgon A half hour later, we stood on the hill outside town
catches one of his indentures bringing me lunch" and watched the townsfolk putting out the last of the
fire that consumed my office. That was good; I really
"Oh, nonsense," Malisan sat the basket on my desk hadn't wanted to burn down all of Main Street
and started pulling roasted nerf and tubers out of it
After a moment, he looked up at m e ^ a n d the crime Alchibi snuffled. "I am sorry about this, Marshal
holos. I saw the worrybehind his cheerful demeanor. Malisan nodded silently.
'They're not going to hang him, are they?' 'Oh, Horgon was a jerk anyway, and his son was
no good trash," I grinned wryly. "On the other hand,
Not if he's innocent, Mali," I replied, and wished I looks like I'm out a job. If you're still going off-planet,
can I tag along?"
COLONIZING THE EDGE
olonists are the galaxy's movers and shakers, from be Colonists. It also adds three new specializations
C true world-builders in the wilds of outer space to
social masters that use their influence and personal
the Entrepreneur, Marshal, and Performeralong with
their requisite talent trees. All Colonist specializations
charisma to advance their own agendas. FAR HORIZONS gain the benefit of two new Signature Abilities, boost-
expands on the Colonist career presented in the EDGE ing Colonists who use them to an elite status.
OF THE EMPIRE Core Rulebook, offering new ideas and
Chapter II: Law and Ordnance introduces new
details for existing specializations while expanding the
career with three new specializations. Whether strug- weapons, a substantial amount of new gear, and a
gling against krayt dragons and Tusken Raiders on the selection of new vehicles preferred by Colonists.
windswept dunes of Tatooine or running a space sta- Chapter III: New Horizons Await provides advice
tion on the darkest edges of Wild Space, players using for creating Colonist-based adventures, ideas con-
this book will find something useful for everyone. cerning how to integrate Colonists in the story, and
ways to build and highlight social encounters. The
Chapter I: Building Better Worlds focuses on the
chapter includes advice for GM and player collabo-
Colonist career itself. It discusses and adds new Col-
ration on Colonist storylines. Chapter III also covers
onist-specific backgrounds, Motivations, and Obliga-
Colonist campaigns, rewards, and advice for Game
tions. It introduces the Arcona, Chevin, and Granthree
Masters wishing to successfully integrate Colonist
new playable species that are especially well suited to
characters into a story.
INTRODUCTION
FAR HORIZONS
THE ALLURE OF A NEW WORLD COLONIZATION VERSUS EXPLORATION
It is often difficult for the non-colonist to understand
olonization of a new world naturally necessi-
the desire to establish a settlement on a new world in
remote areas and under dangerous conditions. With
C tates some exploration. However, there are
many critical differences between the colonist
tens of thousands of civilized planets to choose from,
and the explorer. The most obvious is that the
what exactly is the draw for forging ahead with yet
colonist arrives on a new world expecting to
another settlement on what is likely to be an unre-
make it his permanent home. The explorer, on
markable or inhospitable world? The reality is that
the other hand, is more interested in discover-
age-old reasons still applybreaking with current
ing new places or civilizations, reporting them
society or government, seeking to establish a civiliza-
back to the galaxy at large or to his employer,
tion based on specific ideals, and exploiting resources.
and then moving to the next system.
With the rise of the Galactic Empire, more and more
Though the circumstances vary, a colonist typi-
colonists have sought to escape the authoritarian prac-
cally arrives at a predetermined colonization
tices of Emperor Palpatine. Enslaved species have fled
site. While a few colony ships are sent blindly
to worlds beyond the boundaries of the Empire, trying
into deep space to find their own path and
to escape while they still can. Followers of the Force
destination, it is far more common that they
those few remaining individuals who follow the Jedi
aim for a specific, well studied target. Though
Order or other, lesser known traditionshave escaped
no world is completely known before colonists
Vader's attempts to purge them from the galaxy. No
make it a permanent home, the planet in ques-
matter the reason, most of these types of colonies seek
tion is usually vetted and assessed for livability,
isolation and secrecy to avoid Imperial pursuit. They
cosmic hazards, health threats, native popula-
may number anywhere from a few dozen Force users
tions, and the harshness of the environment.
to several hundred or thousand species fleeing enslave-
ment. Even the Rebel Alliance establishes the occa- Colonists typically do not have the same level
sional secret colony in the form of safe worlds, hiding of wanderlust that drives dedicated explorers.
friends, families, and facilities far from Imperial reach. Colonists are usually out to improve their own
lives and that of their families, as determined
by their personal desires and causes. Many
A LITTLE CIVILIZATION explorers actually prefer the isolation of deep
space and the freedom of movement without
What separates a colony from the wild frontier is more
government, familial, or social interference.
than simply the presence of the colonists themselves,
it is what the colonists bring with them: civilization.
The most successful colonies have a system of gover- ficult than it would be otherwise. Some Core Worlds
nance, law and order, and at least a semblance of a societies are happy to get rid of their malcontents by
functioning economy. After a few generations, some sending them to a colony world, but for every enlight-
colonies become indistinguishable from the Core ened schism on good terms there is an unscrupulous
Worlds from which they sprang. explorer, bureaucrat, or corporation happy to exploit
the desires of ideological colonists for a quick credit.
Civilization doesn't happen by accident. It's hard
work, and requires coordination on the part of the However, not all colonial civilizations are the result
colonistsin fact, it arguably consists exclusively of of planning. In some cases, the transition from wild
coordination between the colonists. Some colonists frontier to colony happens organically and the result-
set out to recreate the society of their homeworld, ing civilization is improvised and often extremely het-
importing the traditions and systems of government erogeneous. In these cases, the nature of the resulting
wholesale to their new planet. These colonists have at civilization is shaped by the men and women who find
least the advantage of a template from which to work, themselves in the position to create it. A single char-
and many successful colonies have flourished along ismatic town leader or a justice-loving marshal can
these lines. Others, however, resolve to build a more transform the lawless frontier into a true colony by
perfect society than the one they left behind. These bringing a little civilization.
optimists tend to gather into ideological groups before
they set out into the frontier, and it's an unfortunate
truth that colonies founded for such ideological rea- THE LIGHT OF KNOWLEDGE
sons are often done so in the least hospitable condi-
The fruits of civilization are many, but arguably its
tions and with inadequate supplies and support. Ideo-
logical colonists often wish to leave their homeworld most important benefit is education and learning.
because they are an oppressed or ignored underclass, Scholars may also claim, biased as they are, that it is
and that status brings with it certain economic hard- education that supports civilization, rather than the
ships that make establishing a colony even more dif- other way around.
INTRODUCTION
FAR HORIZONS
In any case, colonies can benefit greatly from a few
learned individuals. Doctors, teachers, and skilled
A COLONIST'S LIFE
technicians are always in short supply outside of the Other careers may be better suited to keeping the
Core Worlds, and their presence or absence in a col- peace, but the Colonist is best suited to enjoying it.
ony can make a profound difference to that colony's Some Colonists may be a part of a small community,
health and quality of life. Some accomplished special- helping to lead it toward growth and prosperity. Oth-
ists take on a semi-nomadic existence, traveling from ers might be more interested in escaping civilization
colony to colony to spread the benefits of their exper- altogether. These brave Colonists stay far afield of the
tise as widely as possible. Others find communities nearest settlements, living off the land and going into
springing up wherever they choose to settle, as local town only a few times per year. However, the majority
colonists are more successful with access to the spe- of new arrivals to a colony buy or build a shop tied
cialist's expertise. to their trade and as close to a popular cantina as
possible. Other Colonists may perform house calls, or
Given the high demand, there's also a certain free-
work out of their homes or a local trading post.
dom to colony life for specialists. A struggling colony
cannot afford to turn away a doctor who may not Despite their best intentions, not all Colonists live
have exactly finished medical school, or one whose out their lives on their adopted homeworld. Some
medical license may have been revoked by the eth- become swept up in events and find themselves
ics board of his homeworld. Capabilities matter caught in interplanetary adventures. On other back-
more than credentials in the colonies, and an expert water worlds, the Colonist is able to quickly adapt and
sawbones, scholar, or spanner-monkey can shine fit in, presuming the climate and culture aren't too
free of the stifling bureaucracy and requirements of different from what he is accustomed to. Most colo-
the Core Worlds. nies share enough similarities that Colonists can make
themselves at home quickly. However, on ecumeno-
polis worlds like Denon or Coruscant, or extreme
BUILDING A LIFE, environments that are complete opposites of their
BUILDING A NAME home colonies, the Colonist tends to come off as a
wide-eyed tourist at best, and an easy target or igno-
Life on the edge of the galaxy is more free than life in rant hayseed at worst. Fortunately, earnest farm-boy
the Core, and it's easier to get a start in a wide vari- innocence goes a long way to charm even the most
ety of trades or lifestyles. Colonies can't afford to turn cynical city-dweller, and most trespasses are forgiven.
away skilled help, and there's also less competition
crowding out those who might not make the cut in the
Core Worlds.
T h e galaxy is a big place, and getting bigger all the to galactic-scale corporations. They may also work for
I time. Every time a habitable planet is discovered, these businesses as clerks, researchers, bookkeepers
some intrepid souls volunteer to leave behind every- and accountants, public relations personnel, and even
thing they know in favor of the new world. These brave private security. Colonists also include most beings in
individuals are called Colonists. The Colonist is gen- arts or entertainment, food production, raw material
e r a l l y educated or skilled in a particular trade and collection, and healthcare. In addition to making up
travels to a sparsely populated world on the fringe of the bulk of the private sector, Colonists account for
the galaxy to start over. Some Colonists are motivated many government employees, including administra-
by greed, others want to forge a legacy on the new tors, executives, lawyers, educators, and even some
world, and some seek an escape from their meaning- members of the military and law enforcement.
less lives. Many settlers have only ever lived on the
Generally speaking, most pioneers were born some-
frontier, born generations after the original colony
where in the Core Worlds, and for various reasons
ship landed. Some of these restless souls look toward often economic or politicalthey chose to leave
the Core with dreams of escaping their rustic backwa- everything behind and travel to the Outer Rim to start
ter world, never truly understanding what made their a new life. These beings can be anyone, from the most
ancestors flee in the first place. destitute and homeless who leave in search of work,
The galaxy turns on the prevalence of Colonists, to retiring politicians or election night losers looking
as they make up much of the galaxy's labor force. to start fresh or field test new ideas in government.
Colonists are the cogs that keep the galaxy spinning, In between, there are physicians unable to procure
and they account for an overwhelming majority of the residencies and researchers seeking to study frontier
galactic economy. In the private sector, these individu- life or new species of flora and fauna. There are law
als represent most business owners, from local shops enforcement officers weary of high-risk spice busts
who want to retire to a life of tracking down shaak Someone who sought life as a humble farmer could
tippers, and artists looking for inspiration by the find himself elected mayor. A former biology stu-
unspoiled, grand vistas of an untamed world. There dent might be forced to replace the colony doctor,
are criminals under new aliases, trying to escape their or asked to use his expertise to feed the entire com-
crimes and start over, and there are respectable busi- munity. When populations are small, social pressure
nesspeople, launching new ventures far away from the can be intense for those even marginally qualified to
corporate-dominated markets of the Core. perform skilled work. Everyone has a responsibility to
the well-being of all, or else the colony isn't likely to
Still, no matter what plans someone might make survive long after initial supplies run dry.
on his way to a colony, everything changes dirtside.
A GALAXY TO SETTLE
hapter I: Building Better Worlds presents a professional lifestyles, there are always exceptions. In
C wealth of options and advice for players and CMs
regarding the creation and advancement of Colonist
any case, these species are excellent choices for play-
ers creating a Colonist character.
characters. This chapter offers expanded backgrounds,
The chapter also contains three new Colonist spe-
Obligations, and Motivations for Colonist characters.
cializations. The Entrepreneur is a credits-obsessed
Chapter I also offers three new species to players character with a nose for opportunity. The Marshal
at character creation. The Gran, Chevin, and Arcona can track a suspect through every cantina and bolt-
are naturally suited to the socially focused work of hole on the planet, and is a quick hand with a blaster.
Colonists, but can succeed in any career. The noto- Performers are used to having their way, and can
riously social and communal Gran have established charm or distract the opposition equally well.
a number of successful colonies on worlds like Hok
Additionally, two Colonist signature ability trees add
and Malastare, not to mention their contributions
powerful new abilities for any Colonist character. Each
to countless others. The selfless "we" mentality of advance taken on the tree improves the effectiveness of
Arconan society has given them a reputation as easily the already-powerful signature ability. For a knowledge-
duped rubes when off Cona, but their willingness to able professional, Insightful Revelation allows a Player
work toward what is best for the group makes them Character to learn or realize a valuable piece of informa-
valued additions to any colony ship. The Chevin have tion that would have otherwise gone unnoticed at a criti-
an earned reputation as slavers across the galaxy, a cal time. Some call it adrenaline, or being in the "zone"
practice not all Chevin off Vinsoth approve of or par- or a "flow-state." Others liken it to divine intervention.
ticipate in. However, Chevin are hard-nosed, competi- Meanwhile, Unmatched Expertise allows a Player Char-
tive traders, no matter what commodity they might acter to function as a master of his chosen field, putting
trade. While these three species are all associated on a skillful display of his trade long enough to overcome
with peaceful and challenges that would normally be beyond the party.
COLONIST
BACKGROUNDS
olonists can come from almost any walk of life,
C as there are as many reasons a colonist might
decide to move to a new world as there are colo-
nies in the known galaxy. Anything from the lure
open spaces and fresh air to desiring to escape
e Empire or the law can drive a Colonist to vol-
unteer for a one-way trip to the Outer Rim, Wild
Space, or even the Unknown Regions. Still, what
a Colonist's life was before boarding the colony
ship and what it becomes when he makes plan-
etfall can often be two very different things. It is impor- a bureaucrat offworld might send in new leadership
tant to take all of this into consideration to create a that has minimal experience. Opportunists are, at
Colonist character who is multifaceted and interesting. their core, enthusiastic and willing to take any risk,
but often lack a key understanding of the beings they
The romanticized image of the Colonist might be
intend to influence. In truth, this understanding can
that of Core World aristocrats and tradespeople
only come with time.
unloading supplies from a colony ship, but not every
Colonist books passage on the very first ship to a new Doctors may be some of the most welcome oppor-
world. Many join more established colonies, some tunists since their skills are so vital to a colony's suc-
settled centuries or even millennia before. Even long- cess. A doctor might be a naive youngster moving out
standing, successful colonies are usually in need of to a colony to make his fortune and gain vital experi-
skilled professionals in the fields of medicine and edu- ence before returning to the Core, or an older physi-
cation. Freighter pilots usually pass the word along the cian with a modest skill set who figures he might be
hyperlanes, though colonies sometimes hunt skilled able to make more money in a place where demand
individuals through professional recruiting services. for doctors outweighs supply. In either case, their cal-
Qualified professionals answering the call of those in low attitude or eccentricities may be tolerated by
need often arrive to a grateful town willing to provide their new neighbors, who are just happy to have a
a home, a place of business, and an almost endless doctor join the settlement.
supply of hot meals and courtship opportunities.
On the other hand, Entrepreneurs are seldom wel-
While the backgrounds for some Colonist charac- come in a colony. Many Entrepreneurs see some aspect
ters might detail their lives just before boarding a of a colony's successa profitable mine, a good loca-
colony ship, many colonist families have lived several tion for trade, or a local product that could generate
generations without ever leaving the colonized world. off-world demandas their chance to get rich quickly.
Tatooine has been settled multiple times over thou- Since Entrepreneurs work in the world of finance,
sands of years, but because life on the desert world investments, and asset acquisition, most locals have a
is so difficult, the population has struggled to grow hard time following what they do and distrust them as a
beyond a loose collection of settlements. Of the thou- result. That many Entrepreneurs don't have the locals'
sand-thousand worlds, many still fit this description. best interests at heart doesn't help the situation.
Those born on these perpetual backwaters still live
the hardscrabble life of the Colonist, and while that Performers generally earn a cautious welcome
life can be tough and unforgiving, they seek to make from the colonies they visit. The Performer gives the
life just a little bit easier for the next generation. locals an entertaining evening to brighten their drab
lives. However, a Performer can easily outstay his wel-
During character creation, players should spend come. The locals tend to see Performers the same
some time thinking about how their characters got to way that they see boisterous relatives: fun for a few
the starting point in their campaigns. Everyone comes days, but increasingly tiresome during long visits.
from somewhere, and a being that ends up living on
A Politico may be sent to a new colony as a repre-
a rustic backwater when he was born in a Core World
sentative of a larger political or commercial interest.
commercial high rise might well have an origin story
Many colonies are founded by established govern-
more captivating than most. The following are various
ments or corporations, and those governments and
concepts for the background history of a Colonist in
corporations tend to want to ensure the colony stays
EDGE OF THE EMPIRE. These are meant to be starting
loyal and profitable. Thus, they often pack the colo-
points for character creation, and only represent a
nial administration with their own appointees. These
small facet of who a character is and what matters
appointees may be receiving the task as a reward for
to him. In order to create layered, three-dimensional
loyalty or previous services rendered, or as the next
characters, players may seek to shape their choices
step in a promising career. Generally, however, they
in skills, equipment, and Obligations based upon a
are chosen from outside the colony they will be run-
background narrative such as those provided here.
ning. Most colonists react to these off-world adminis-
trators with suspicion and resentment, seeing them as
THE OPPORTUNIST outside overlords sent to keep them in line.
Founding a colony is hard work, but a generation or Marshals who end up as opportunists may be in
two later, when the hardest work is done but opportu- a similar position to that of the Politico. A Marshal
nity still abounds, the opportunist moves in with fresh who arrives in a colony may be sent by a larger law
resources. These characters are often looked down enforcement agency to bring law and order to a wild
upon by already established families, especially those frontier. In that case, the locals are likely to respond
opportunists seeking a leadership position before the with mistrust and resentment. However, sometimes
landing ramp is even fully extended. There are also a Marshal is brought in by some local community
colonies with corporate or Imperial interests, where members who want to hire a professional to keep the
This character usually began as a young idealist, per- Years of watching patients succumb to local illness,
haps newly married. He decided the best opportuni- accidents, and even violence could leave a Doc-
ties for his family were in starting over somewhere t o r with a grizzled and bitter outlook. He could be
new, where the sweat off his back could build some- especially frustrated because he knows many of his
thing lasting. Unfortunately, life patients would have survived had he possessed bet-
on the frontier is hard, ter tools and medicines than
and what starts a% K^^^KA could be found on a backwa-
a dream for the - - ^ ter colony.
Likewise, a Marshal
may have spent his
entire career fight-
ing against lawlessness and banditry, only to eventu- an unwilling colonist as he traveled from one poorly
ally realize that his fellow citizens didn't appreciate paying gig to another. Finally he settled down as the
his efforts. Perhaps he watched his town descend permanent entertainment of a local cantina. Now
into violence over some sort of feud, or the colony he spends his nights performing for the same, unap-
lynched one of his prisoners before the prisoner could preciative crowd while knowing in his heart that he
be put on trial. In any case, this left the Marshal with could have been a star given half a chance.
a pessimistic view of his fellows, and the depressing
A Scholar may be a colonist with a deep love of
realization that his life's work may have been in vain.
learning and knowledge. However, given his finances
Entrepreneurs may have become colonists hoping and resources, a proper education and career in aca-
to establish thriving businesses (or even full corpo- demia was always out of reach. Thus he became a
rations) "from the ground up" in a new colony. They self-taught researcher or historian, but without the
spent countless credits on their enterprise, only to credentials that establish him as a "proper" Scholar in
see it fail due to disasters and ruinous cost overruns the eyes of the larger galaxy.
beyond their control. Now they're left with nothing,
stranded in a colony they've come to loathe. T H E FUGITIVE
For every entertainer who
The galaxy is full of those on the run from something
makes it big, there are
or someone. Some people may be pursued by
thousands who can
bounty hunters, while others may be
barely scrape by
in the galaxy. A
Performer could
have ended up
fleeing local governments, corporations, or even the doing what they can to keep their community running
Empire. Many of these people are guilty of their smoothly. Beyond the obvious occupations characters
accused crimes, while others are innocent victims of a with Colonist specializations could have occupied in a
miscarriage of justice. In either case, colonies provide small community, here are some further possibilities.
a safe haven where a person can hide, reinvent them-
Most colonies put their children to work on farms
selves, and start over in life.
and ranches at an early age, but colonies with hopes
An Entrepreneur may be a fugitive after engineer- of expanding their little town into something resem-
ing a major scam or fraud in some of the large galactic bling the civilization of the Core benefit greatly from a
markets. He could have made millions of credits before schoolmaster. A Scholar may have served the educa-
the authorities discovered his crimes. His accounts fro- tional needs of the youth in a community or collection
zen, his assets stripped, he fled to the furthest colony of far-flung hamlets.
he could find before he could be arrested.
Religion can be a powerful motivating force in a
A Politico or a Performer could be a dissident. colony, where people find faith a comfort in the face
Perhaps they stood up for what they believed in, and of hardship. A Politico may start life as a preacher
that put them in opposition to the Empire. They may for one of the galaxy's many faiths. He might be from
have used their status as a known public persona to the bantha-worshipping Dim-U monks, the trendy,
spread a message of defiance. Now they're on the run, female-empowering Zealots of Psusan, the frontier-
marked for arrest (or even execution) by the Imperial minded Children of Mani, the serious Order of the
authorities. Since they may have been a prominent Ffib, or one of the chaste Priests of Ninn. Whatever
figure in their previous life, their defiance is even more his beliefs, however, he must serve as a shepherd for
galling to the Empire. his flock, and often must deal with more secular prob-
lems than spiritual ones.
A Scholar could have been a respected researcher
for a corporation, until he made a terrible discovery Many frontier colonies rely on livestock to survive,
in the course of his work. He realized that his inven- and use animals as means of transport and beasts of
tion or research could cause terrible harm, and he burden. Some colonists keep animals as faithful and
doubted his employer could resist the temptation of useful companions. In these cases, a Doctor may
using it. His only recourse was to flee, vanishing from have gotten his start as a veterinarian. Tending to the
galactic society as best he could. In this case, the cor- health of the animals in a community may have even
poration doesn't just want the Scholar, they want the led to practicing medicine on the actual colonists, if
highly valuable knowledge he possesses. the need was great enough.
Sadly, not all Doctors are motivated by idealism and An Entrepreneur may have developed his love for
the desire to help others. Some are disturbed, quacks, wealth and desire for quick riches as a prospector.
or even amateur researchers who view their patients Precious metals and gems are always in demand, as
as little more than the subjects of their "experiments." are any number of gases and liquids used in industrial
Such an individual could have become a wanted man in processes for creating ships, droids, weapons, and
many star systems, and decided to flee to a minor col- machinery. Finding a rich pocket of Tibanna gas or
ony. There he could avoid bounty hunters and resume a lode of Corusca gems is a surefire way to amass
his experimentation with a new batch of subjects. enough wealth to buy a retirement island on a resort
world. Perhaps the character managed to make some
In a similar vein, a Marshal could have been
initial money, and has now used it to invest in his con-
a crooked cop in his prior life. Accepting bribes,
tinued success and prosperity.
demanding "protection" money, or using his position
to eliminate anyone in his way could have led a law- The Marshal could have gotten his start as the
man down a dark road. Forced to flee or face justice foreperson of a mine or ranch. In this position, he
for his actions, he now finds himself with a new start, would have to direct and lead his employees, investi-
and a stark choice. Does he resume his old habits, or gate problems amongst the workforce, and even keep
attempt to rise above them? the mine or ranch safe from bandits or marauding wild-
life. In this case, the character would have to be tough,
T H E LOCAL L E A D E R resourceful, and able to command fear and respect.
D i s g r a c e d : The Colonist did s o m e t h i n g shameful, often some social t a b o o that isn't quite illegal. The shame
a n d sideways glances from peers have forced the Colonist t o seek a new life where he can start over free of
01-08 embarrassment. The isolation of some colonies and cultures makes for some strange t a b o o s not observed by t h e
rest o f the galaxy. Thus the t a b o o can be something terrible, o r s o m e t h i n g as benign as d r i n k i n g from a public
fountain o r showing a bare b u t innocuous body part.
Exiled. Going up against politically connected members of the Galactic Empire is a good way t o become exiled
from the m o s t civilized of the Core Worlds. The Colonist is not allowed t o set foot in the Core, o r o n any Imperial-
17-24 controlled worlds, b u t is desperate t o remove the stain o n his r e p u t a t i o n . While possible, t h e smallest misstep can
be disastrous, setting progress back m o n t h s o r even years. There is also the trouble of bureaucracy and last minute
filing deadlines that can draw the character away.
C o n t r a c t e d The Colonist has entered into a long-term contract with a corporation o r government related t o his
work at a colony. In many cases, these contracts are how colonists pay their passage t o the new w o r l d a form of
25-32
indentured servitude. Colonists might be contracted t o provide bookkeeping, labor, or any o t h e r number of services.
Failure t o live u p t o a contract can result in financial penalties, imprisonment, deportation, or earning a bounty.
Bounty: This is a variant o n the standard Bounty Obligation. The bounty m a y only be issued locally, w i t h o u t the
weight of the Empire behind it. These bounties are technically illegal, and attract ruthlessly c o m p e t e n t hunters
33-40 independent of any guild o r government. By changing their identity and hiding out in some obscure backwater colony
world, Colonists with this Obligation can avoid detection for years. However, the level of violence these individuals can
bring upon their town when the truly skilled bounty hunters finally track them down can endanger the whole colony.
D e b t Aside from the running d e b t most Colonists have a t the local cantina, unforeseen financial setbacks are a
regular part of life o n a newly colonized w o r l d . All the expensive lessons for dealing with restless natives, flora,
41-48
fauna, o r environmental conditions o n that particular planet have yet t o be learned. Most times, the only way t o
stay afloat is by going t o the deepest pockets in town a n d begging for a loan.
Favor- A colony often begins life as a small c o m m u n i t y of a few thousand o r even just a few hundred individuals.
W h e n the only sentient life o n an entire planet is t h a t sparse, everyone d e p e n d s o n each o t h e r and favors are as
49-56 valuable as credits. T h i r t y fellow Colonists might have helped t o build a school in t o w n for a Scholar for n o t h i n g
more than a hot meal, some w a r m caf, a n d a favor. This might mean helping get the herd in the pen before a storm,
loaning credits, o r any n u m b e r o f o t h e r o d d jobs.
Family: Colonists often book passage t o a colony world t o start life anew for themselves a n d their families. For
these individuals, m a k i n g certain their family is safe, healthy, a n d p r o v i d e d for t r u m p s all o t h e r concerns. A c o m m
57-64 from home is just as likely t o inspire as it is t o devastate a Colonist riding herd away from t h e homestead. Some
Colonists have already lost m e m b e r s of their family, a n d instead are beholden t o a final promise, b e it t o keep the
ranch going or take on t h e role of family protector.
R e s p o n s i b i l i t y Colonists, especially those founding a new colony, each have a responsibility t o the rest of their
fellow settlers. A character w h o is t h e only d o c t o r on an entire planet cannot simply leave. Even going away for a
65-72 m o n t h could result in dozens of preventable deaths. A m o i s t u r e farmer's nephew might have a responsibility t o
keep condensers in the South Range operating, a n d runaway droids o r not, if the units aren't w o r k i n g by midday,
there will be hell t o pay. The colony only has a chance of survival if everyone does his part.
Witness Protection Some Colonists never would have chosen life on a distant backwater, but authorities have deemed
it necessary t o hide them in the witness protection program. The Colonist is being hunted by the Hutt Cartels, Black Sun,
73-80
the Tenloss Syndicate, or some other galactic-scale criminal organization as a material witness. The Colonist was given a
new identity and sent to an obscure planet to safely await trial, but the syndicate won't stop looking for him.
Pacifist: This Colonist abhors violence, either out of a sense o f m o r a l i t y o r cowardice. Witnessing a violent act can
incense o r fluster a character so m u c h that he is unable t o think straight o r c o n t r o l his shaking hands, o r simply
disgust him t o t h e point that he can't interact with his fellows. If this obligation triggers and the PC participates in a
81-88
violent act, the G M m a y a d d to any skill checks he makes for the remainder of the session. (This m a y b e avoided
through good roleplaying o n t h e player's part, such as having his character always try t o talk his way out of a fight,
a n d if he's forced t o d o battle, only use weapons that stun o r incapacitate his opponents)
Frontier J u s t i c e : Life o n the frontier is harsh, cruel, and unfair. Bandits a n d outlaws can get away w i t h murder
a n d more if t h e local sheriff is t o o weak t o s t o p t h e m . Some p e o p l e are able t o let that g o and move past it. W h e n
89-96 the dead are loved ones, however, some can't just move on. The need t o get even is so strong it d o m i n a t e s the
Colonist's thoughts a n d dreams, causing him t o obsess a b o u t the m o m e n t of exacted vengeance. The Colonist
gladly betrays, abandons, o r hurts anyone if it brings him closer t o settling the score.
Roll twice o n this chart. Starting Obligation is split into two different origins (this does not increase the Obligation's
97-00
magnitude; divide the s t a r t i n g Obligation into two equal parts, each with a different type).
SALT ADDICTION
n general, Arcona count restraint among their This is a risky business, as salt traders caught on
I virtues, but sodium chloride brings out the worst Cona lose more than just their cargo. Arcona who
in them. Often referred to simply as "salt," this are not already addicts often react vehemently if
compound is the one weakness of an otherwise offered salt, as this hated substance has caused
strong-willed species. The biology of the Arcona so much trouble on their homeworld.
predisposes them to crave it. Salt consumption
Salt only affects an Arcona if the salt is relatively
causes vibrant hallucinations as well as irreparable
pure, so an Arcona can consume salted foods
damage to the addict's body, and is ultimately fatal.
by mistake and not risk any ill effects. If he con-
The Arconan weakness for salt is common knowl- sumes at least two to three grams of pure salt,
edge. The golden eyes and unruly behavior of he is disoriented for the remainder of the current
addicts makes them easy to identify. Their addiction encounter, and the following encounter. He must
makes them easy to manipulate, and ruthless crime also make a Hard ( O O O ) Discipline check If
lords employ addicts as expendable underlings. he fails, he gains 2 Addiction Obligation, if he did
not already have an Addiction Obligation.
For an Arcona, salt is more potent than any spice,
and an addict requires up to 2 5 grams daily to An addicted Arcona's eyes change to a reflec-
avoid withdrawal. Since salt is common through- tive, golden hue. If the Arcona loses his Addiction
out much of the galaxy, trading in salt is only lucra- Obligation, his eyes return to their natural green.
tive for smugglers willing to deal illegally on Cona.
Arcona Gran Chevin
Cona is as hot and dry as any desert planet. It is abun- also struggle sometimes with personal pronouns, using
dant in vegetation that leaches oxygen and ammonia "we" rather than " I . " This reflects their community-
from the surrounding environment, breaking it down to based outlook, rather than grammatical inaccuracy.
create water. This phenomenon is essential to the sur-
Life on the Fringe: The Arcona travel extensively,
vival of the Arcona. The atmosphere of Cona consists
driven by an innate curiosity and love of discovery.
of nitrogen, hydrogen, and high levels of ammonia.
They have spread across the galaxy, often traveling
Most species require a breathing aid to visit the sur-
in large family groups. However, since the trouble
face, and even then the stink of ammonia is prevalent.
caused by traders visiting Cona, they have become
Cona is also rich in minerals and metals, which more wary of other species and fearful of exploitation.
has been a mixed blessing for its inhabitants. These
resources attracted prospectors and traders who origi-
nally exchanged water for mining rights, but then dis-
covered the Arconan susceptibility to sodium chloride
addiction. This compound acts as a hallucinogen to
the Arcona, and addiction is ultimately fatal. Unfor- Wound Threshold: 10 + Brawn
tunately, traders found it easier and cheaper to trans-
Strain Threshold: 10 + Willpower
port than water, so they imported it, putting the whole
of Arconan society at risk. Swift intervention by the Starting Experience: 100 XP
Republic and the Arconan government became neces- Special Abilities: Arcona begin the game with one
sary to prevent a complete breakdown of society. rank in Vigilance. They still may not train Vigilance
above rank 2 during character creation. When mak-
Language: The Arcona are more practical than proud.
ing skill checks, Arcona may remove imposed
Offworld, many teach their children Basic first, even
due to arid or hot environmental conditions.
before their own language of Arconese. While most
adult Arcona speak both fluently, their snake-like Mood Readers: Arcona add O to any Charm or
tongues add a hissing resonance to their speech. They Negotiation checks they make.
GRAN OF MALASTARE
A
lthough the Gran species originated on
Wound Threshold: 11 + Brawn Kinyen. there are now many Gran who think
of Malastare as their homeworld. Their history
Strain Threshold: 11 + Willpower
is quite different, and more turbulent, than
Starting Experience: 8 0 XP that of their relatives on Kinyen.
Special Abilities: Chevin begin the game with Once Malastare became part of the Hydian Way,
one rank in Negotiation. They still may not it became a key planet for trading and attracted
train Negotiation above rank 2 during character many visitors, including some Gran colonists. For
creation. these Gran. Malastare was a bustlingand lucrative
Advanced Olfaction: Though it originally devel- planet where they could make a living and meet
many spacefaring species without even leaving
oped to track prey, a Chevin's keen sense of smell
their new home. However, until their arrival, the
can be valuable in many situations. Add to Per-
sole sentient native species of Malastare had
ception checks involving the sense of smell.
been the Dugs. The Dugs did not take kindly to
Thick Hide: A Chevin's hide is thick and tough what they saw as an invasion. Unfortunately for
enough to absorb some damage, so they start the them, the Gran settlers had the support of the
game with one rank in the Durable talent. Republic, while the Dugs did not. War ensued,
from which the Gran emerged the victors.
GRAN Eventually the Gran population on Malastare
exceeded that of the Dugs, who became sub-
The humanoid, three-eyed Gran are a familiar sight
servient to their conquerors. The principles of
throughout the galaxy. Frequenting trade routes and
Gran on Kinyen meant they could not approve
spaceports, traveling in groups as merchants or tour-
of the apparent slavery of the Dugs, or the war
ists, the Gran seem to be everywhere. While they can
that had been necessary for the colonists. They
hold their own if forced to fight, these self-proclaimed
consider the Gran of Malastare to be almost a
pacifists are natural talkers. Whether Gran are friendly
different species.
OBTAINING NEW
SPECIALIZATIONS
Acquiring a new specialization is a major event in a
character's life, and should represent more than spend-
ing the required experience points. A second or third
specialization represents a shift in a character's focus,
and the development of a new set of skills and abili-
ties. Obtaining a new specialization is a great oppor-
tunity for roleplaying, and the choice to acquire a new
specialization may be because of events that happen
within the ongoing narrative of the game.
Mechanically, purchasing a
new specialization happens
during one specific moment within a game. Once he
spends the XP, the player has added the new spe-
cialization to his character. Narratively, however,
adding an additional specialization can happen
over a long period of time. A character can
gradually become interested in a new
set of skills that fits into his new
specialization, and over the
course of an adventure,
grow into his new abilities.
Eventually the character may evolve
into a new role (changing from a
research-focused Scholar into a ruth-
less Entrepreneur who sells the fruits
of his previous research for cash), or
adopt a role that is a hybrid of his multi-
ple specializations (an aspiring Politico who
becomes the elected Marshal of a small
town, combining his leadership and law enforcement option if the group is weak on combat capability,
abilities to rally his community and clean up corrup- since this specialization offers a tougher Colonist than
tion). It's even possible that a new specialization sim- most. His very presence can boost the social checks of
ply adds an additional facet to an already existing an ally and he is vigilant and hard to fool. If the group
character concept (a Trader takes on the Entrepre- needs information, he gets it one way or another.
neur specialization to further represent his business
acumen and success at commerce). The Marshal is the sort of character who goes
where the need is greatest, and he thrives on a chal-
In either case, the player and the GM should discuss lenge. The fringe is on the edge of civilization, where
how the character adopts this new specialization, and civilized laws mean the least. It is the perfect place
how this may change how the character acts narratively for him to make a difference. Wherever he ends up,
and plays mechanically. These changes may happen in the Marshal is likely to find trouble. He just can't
play as the story progresses, or may happen as part of help himself. A Marshal probably gets involved in
narrative "down time" between sessions. situations involving injustice or corruption, and likely
drags the rest of his group along.
SELECTING A N O T J U S T A P R E T T Y FACE
SPECIALIZATION
Using skills gained as a dancer, singer, or other cen-
Selecting a specialization can represent a major ter of attention, the Performer uses distraction tactics
investment in a character; both in XP spent and other in both social and combat situations. The Performer
opportunities lost. After all, each specialization the is not very tough, but is agile and athletic enough
character acquires makes the next specialization that to avoid damage in a fight. He works best in a party
much more expensive in spent experience points. where there is at least one other PC with a bit of fire-
Therefore, selecting a new specialization can be a big power, and helps the group as a whole by distracting
decision for a player. and taunting the enemy.
Presented here are brief overviews of the three spe- Performers go anywhere there are clients to pay them
cializations this book adds to the Colonist career, and and audiences to appreciate them. Settlers on the Outer
some of the benefits and abilities each can offer to a Rim value entertainment as highly as anyone else in the
player's character. galaxy, though their tastes may not be the most refined.
The life tends to be somewhat rougher than working
IN IT F O R T H E C R E D I T S closer to the Core. However, if a Performer needs a fresh
start for any reason, or is unable to find work elsewhere,
The Entrepreneur's motivations and strengths are he might well end up in some seedy cantina or working
both monetary. A player must be prepared to play for an up-and-coming crime lord on the fringe.
a little ruthlessly to gain credits, but also spread the
wealth since this character won't do his own dirty The Performer could be on the run with the Criminal
work. What he lacks in combat skills, he makes up for Obligation, or he might be working to pay off a debt.
in contacts, knowledge, and the ability to buy himself Perhaps he is just obsessed with obtaining success in
out of trouble. There are many opportunities out on his chosen art form, and the fringe offers him an audi-
the fringe and the Entrepreneur willingly has a finger ence that's starved for entertainment.
in every pie, though he often risks losing his whole arm
to do so. He brings wealth to the group, along with all NARRATIVE BOOST
the resources and shortcuts that credits can buy. The
Entrepreneur also has a unique attitude towards Obli- The GM can use the three new specializations to cre-
gation, since he has unique talents for dealing with it. ate new and exciting plot lines within a game. The
Entrepreneur is a risk-taker, likely to owe lots of money
An Entrepreneur cannot resist traveling to the far and get in over his head. He may find it necessary to
side of the galaxy if he perceives an opportunity there. gather other adventurers around him for protection,
Perhaps he has heard that it is easier to make a quick or to help obtain the credits needed to pay off his
credit out on the Outer Rim. The lawlessness, while debts. The Marshal might need a party to help keep
adding to the danger, can also suit him if his business the peace or restore order in a particularly trouble-
ventures are less than legal. Or he might make his liv- some colony. The Performer might be on the run from
ing surreptitiously among the Core Worlds, employing a creditor or troublesome fans, and looking for an
the likes of scoundrels and thieves to line his pockets. escort or bodyguard. By writing adventures for these
characters as PCs, or even using them as inspiration
LAW A B I D I N G for NPCs, the GM can open up a game and give it
plenty of potential for non-combat-based encounters.
Out on the edge of the galaxy, some people do what-
ever it takes to keep order. The Marshal is a good
m
A/hen recovering strain af- Cain + 1 strain threshold.
At the start of each session, Remove per rank of ter an encounter, recover 1
gain 100 credits for each Plausible Deniability from additional strain per rank
rank of Sound Investments. Coercion and Deception Df Rapid Recovery.
checks.
1
P When selling goods legally, When selling goods legally,
When recovering strain af- gain 10% more credits per At the start of each session, gain 10% more credits per
ter an encounter, recover 1 rank of Wheel and Deal. gain 100 credits for each rank of Wheel and Deal.
additional strain per rank rank of Sound Investments.
of Rapid Recovery.
I IHJUJJU'im. ^^^^^^
Before making a social Instead of making a Knowl-
check, may spend up to 5 0 At beginning of session, edge check, may take a At the start of each session,
credits per rank of Creased spend 100 credits to ignore Bought Info action; spend gain 100 credits for each
Palms to upgrade the abili- strain threshold penalty credits equal t o 5 0 times rank of Sound Investments.
ty of the check once for ev- due to triggered Obligation. the difficulty of the check to
ery 5 0 spent. pass with one #
I A
ft
w
Perform an Intense Focus Cain + 1 to a single charac-
Once per session, may re- maneuver; suffer 1 strain teristic. This cannot bring a At the start of each session,
roll any 1 Streetwise or and upgrade the ability of characteristic above 6. gain 100 credits for each
Negotiation check. the next skill check once. rank of Sound Investments.
Permission granted to print and photocopy this page For personal u s e . 0 L F L 2 0 1 4 . 1 3 FFG Z 0 1 4
caacsscfm
riminals might run and criminals might hide, but the shal is equally adept at talking criminals into a pair of
C Marshal won't rest until he drags them back to town
in binders. The presence of a strong Marshal is often
binders or blasting them into oblivion.
p
When staggered or disori- Cain + 1 strain threshold. Remove per rank of Cain + 2 wound threshold.
ented, perform the Hard Street Smarts from Street-
Headed action; make a wise or Knowledge (Under-
Daunting + + Dis- world) checks.
cipline check t o remove
status. Difficulty reduced
per rank of Hard Headed.
P
May reduce any Critical Inju- May spend O O from a May spend O O from a Once per round, draw or
ry suffered by 10 per rank of Charm or Negotiation Deception or Coercion holster a weapon or acces-
Durable to a minimum of 1. check t o upgrade ability of check to upgrade ability of a sible item as an incidental.
a single ally's subsequent single ally's subsequent So-
Social Interaction check cial Interaction check against
against the target a number the target a number of times
of times equal to ranks in equal to ranks in Bad Cop.
Good Cop.
P
When staggered or disori- Cain + 1 strain threshold. May spend O O from a Add 1 damage per rank of
ented, perform the Hard Charm or Negotiation Point Blank t o damage of
Headed action; make a check t o upgrade ability of one hit of successful attack
D a u n t i n g ( ) Dis- a single ally's subsequent using Ranged (Heavy) or
cipline check to remove Social Interaction check Ranged (Light) skills at
status. Difficulty reduced against the target a number close range or engaged.
per rank of Hard Headed. of times equal to ranks in
Good Cop.
jjjgjjg p P
May reduce any Critical Inju- May spend O O from a Add 1 damage per rank of
ry suffered by 10 per rank of When targeted by a Decep- Deception or Coercion Point Blank t o damage of
Durable to a minimum of 1. tion check, the character check to upgrade ability of a one hit of successful attack
automatically adds T to single ally's subsequent So- using Ranged (Heavy) or
the check equal to ranks in cial Interaction check against Ranged (Light) skills at
Vigilance. the target a number of times close range or engaged.
equal to ranks in Bad Cop.
P
Gain + 1 to a single charac-
When incapacitated due teristic. This cannot bring a Once per session, may re-
to strain exceeding thresh- When targeted by a Decep- characteristic above 6. roll any 1 Ranged (Light)
old, may take a more dif- tion check that fails, may or Ranged (Heavy) check.
ficult Hard Headed action spend 1 Destiny Point t o
to reduce strain to 1 be- add @ to results.
low threshold.
May suffer a number of When targeted by combat Once per round, may stanc
Make a Distracting Behav- strain to downgrade difficul- check, may perform a from seated or prone as ar
ior maneuver and suffer ty of Charm or Negotiation Dodge incidental to suffer a incidental.
strain no greater than ranks checks or upgrade difficulty number of strain no greater
in Cunning. Until beginning when targeted by Charm or than ranks of Dodge, then
of next turn, equal number Negotiation checks, by an upgrade the difficulty of the
of NPCs suffer <> on equal number. Strain suf- check by that number.
checks. Range increases fered this way cannot ex-
with additional ranks. ceed ranks in Congenial.
Spend 1 Destiny Point to
Once per encounter, may
Make a Distracting Behav- recover strain equal to Once per session, may re- use Second Wind inciden-
ior maneuver and suffer Presence rating. roll any I Athletics o r Co- tal to recover strain equal
strain no greater than ranks ordination check. to ranks in Second Wind.
in Cunning. Until beginning
of next turn, equal number
of NPCs suffer on
checks. Range increases
with additional ranks.
When first acquired, choose Gain + 1 strain threshold. Gain + 2 wound threshold.
1 skill; Charm, Coercion,
Deception, or Negotiation. The Distracting Behavior
When making checks with maneuver inflicts on
that skill, spend 0 t o gain NPCs' checks when NPCs
additional & equal to ranks target character's allies.
in Smooth Talker.
Once per session, may take Once per session, may Gain + 1 to a single charac-
a Biggest Fan action; make a make Deceptive Taunt ac- When targeted by a com- teristic. This cannot bring a
Hard + + + Charm tion. Make opposed De- bat check, may spend 1 characteristic above 6.
check to turn one NPC into ception check. If success- Destiny Point to a d d T
the character's biggest fan. ful, one adversary must equal to ranks in Coordina-
attack the character dur- tion to check.
ing adversary's next turn.
COORDINATION DODGE
Activation: Active (Incidental, Out of Turn)
Ranked: No
Trees: Performer
When targeted by a combat check, the character
may spend one Destiny Point to add T equal to
his ranks in Coordination to the check.
DISTRACTING BEHAVIOR
Activation: Active (Maneuver)
Ranked: Yes
Trees: Performer
The character may make a Distracting
Behavior maneuver and suffer a number
of strain no greater than his ranks in
Cunning. If he does so, an equal number of adversaries the same target in the same encounter. Upgrade the
or NPCs he is engaged with suffer <> on checks they ability a number of times equal to the character's
make until the beginning of the character's next turn. ranks in Good Cop. A single check may only benefit
The range of this maneuver increases by one band per from one use of Good Cop.
rank of Distracting Behavior.
NATURAL ATHLETE
The character selects who is affected by Distracting Activation: Active (Incidental)
Behavior and can choose to have this talent not affect Ranked: No
NPC allies. It may be that he explains his tactics to the Trees: Performer
NPCs beforehand, or that they know him well enough Once per game session, the character may reroll any
to be used to his antics. one Athletics or Coordination check.
DISTRACTING BEHAVIOR (IMPROVED) NATURAL MERCHANT
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Trees: Performer Trees: Entrepreneur
When affected by Distracting Behavior, NPCs suffer Once per game session, the character may reroll any
<) <> when making checks targeting the character's one Streetwise or Negotiation check.
allies, instead of <>.
SOUND INVESTMENTS
DECEPTIVE TAUNT Activation: Passive
Activation: Active Ranked: Yes
Ranked: No Trees: Entrepreneur
Trees: Performer At the beginning of each game session, the character
Once per session, the character may make a Deceptive gains credits equal to his ranks in Sound Investments
Taunt action. The character makes an opposed Decep- times 100. How this money is earned is up to the
tion check targeting one NPC within medium range. If player and the GM, and could be actual investments,
he succeeds, the NPC must attack him during its next business dealings, or even a small legal or illegal side
turn. If the NPC cannot do so, it must spend all subse- business. The GM can also decide that the current
quent turns maneuvering into position until it can make events of the adventure may make these funds tem-
a melee or ranged attack against the character. Once it porarily unavailable.
has made a melee or ranged attack against the charac-
ter, the NPC is no longer affected by Deceptive Taunt. If THROWING CREDITS
the character is incapacitated or leaves the encounter, Activation: Active
the NPC is no longer affected by Deceptive Taunt. Ranked: No
Trees: Entrepreneur
If used outside of combat, at the GM's discretion At the beginning of the session (after the GM has
the NPC can choose to perform a non-lethal attack if rolled to trigger Obligation), the character may
the situation warrants it. If the encounter takes place choose to spend 100 credits. If he does so, he ignores
at a party, for example, the NPC may choose to punch any penalties to his strain threshold due to Obligation
the character rather than using a knife or blaster. being triggered (if his own Obligation is triggered, it
may still have plot complications, but he ignores the
GREASED PALMS
mechanical penalty). This may represent the charac-
Activation: Active (Maneuver)
ter temporarily dealing with the Obligation via a few
Ranked: Yes
credits, or simply indulging in some sort of diversion
Trees: Entrepreneur
that takes his mind off his problems.
Before making a Social Interaction check, the character
may perform a Greased Palms maneuver and spend up
UNRELENTING SKEPTIC
to 5 0 credits per rank of Greased Palms. For every 50
Activation: Passive
credits spent, the character upgrades the ability of the
Ranked: No
skill check once. How the money accomplishes this can
Trees: Marshal
be up to the player and GM, but could take the form of
When targeted by a Deception check, the character
bribes, buying gifts, or even purchasing information that
automatically adds T to the check equal to his ranks
gives the character an advantage in the interaction.
in Vigilance.
GOOD COP UNRELENTING SKEPTIC (IMPROVED)
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: Yes Ranked: No
Trees: Marshal Trees: Marshal
The character may spend O O from a Charm or When targeted by a Deception check that fails, the
Negotiation check to upgrade the ability of a single character may spend one Destiny Point to retroac-
ally's subsequent Social Interaction skill check against tively add ^ to the pool results.
H o m e s t e a d : Independence a n d self-sustainability are t h e quiet goals of those who seek t o create their own homestead.
13-24 These Colonists aren't interested in m a k i n g a fortune. For the homesteader, it is enough t o know t h a t his success o r
failure is d e p e n d e n t o n n o t h i n g but his o w n hard work. He desires t o build his own home, a n d run it as he sees fit.
Legacy: Most species in the galaxy are acutely aware of their own mortality. Some come t o grips with this by creating a lasting
legacy that lives on long after their passing. O n a new world, where there are new challenges to rise up against and the planet's
25-36
early history is in the process of being written, there is a much greater chance of creating or doing something that will live on.
Characters with the Legacy motivation j u m p at any chance to d o something that helps their name and deeds outlive them.
Family: M a n y Colonists c o m e to a new world as eligible single people, eager to learn a t r a d e a n d attract a mate so they
37-48 can settle d o w n a n d have children. This is a h u m b l e m o t i v a t i o n w h e n c o m p a r e d t o most, but f i t t i n g for many characters
w h o find it hard to care a b o u t events b e y o n d their life o n a simple b a c k w a t e r w o r l d .
Art: Artists are inspired a n d influenced b y their surroundings, a n d w h a t inspiration could b e b e t t e r than a newly
discovered planet? The open horizons, clear skies, a n d undiscovered species of flora a n d fauna can spark the creative
49-60
impulse in anyone. Some of those o n t h e frontier may seek to bring some art a n d culture into the new w o r l d . Others
might seek to s u p p o r t the creation of art by acting as a p a t r o n .
C u r e : Far from the c u t t i n g edge medicine of the Core, the fringe can seem an unhealthy place to live. But m a n y seemingly
61-72 worthless worlds may hold the key to wiping o u t deadly diseases. This might be the entire reason a character has chosen
to be a Colonist; t o save a colony, a planet, o r simply a friend o r loved one from disease.
Understanding: Many Colonists take an interest in their adopted world, seeking to gain a greater knowledge of their
73-84 new home Characters who seek to create a better understanding of the world have an insatiable curiosity about anything
pertaining to the planet. This motivation can also refer to creating a peace between settlers, or between settlers and indigenes.
Business: Creating a new business to serve an untapped market is a dream shared by many Colonists. Most of those traveling
85-00 to a new world hope only to open up a shop where they can ply their trade, but some think bigger. A business started on a
small colony may eventually grow to be an enterprise that rivals Kuat Drive Yards or Corellian Engineering Corporation.
overcome a challenge in his path. These abilities Many fringers may scoff at the highly educated indi-
are powerful tools that allow the players and GM vidual, mocking him as an ivory tower academic with
to work together to tell a more collaborative, no experience in the real world. What most people
cinematic story. However, they can also pose a don't realize is just how effective the academic can
challenge to the GM as the character circum- be when he applies his formidable intellect and
vents sections of his planned narrative. lengthy education to the task at hand. When con-
fronted with an impossible quandary, the Colonist
Because of these potential challenges, when a can use his vast store of knowledge to analyze the
player wishes to use a signature ability with a problem and arrive at a solution nobody else could
narrative effect, he must first consult with the have even begun tofigureo u t .
GM Together, the player and GM decide on
the effect the ability should have, fitting it into BASE ABILITY
the narrative of the game. However, as with
all things, the GM is the final arbiter as to the Once per game session, the character may spend two
effect of the ability. Destiny Points to perform the Insightful Revelation
action. If he does so, he makes a Hard Knowl-
edge (Education) check. If he succeeds, he learns some
Once per game session, the character may perform an Insightful Revelation action a n d spend 2 Destiny points to make a H a r d ( + ^ Knowledge
(Education) check If he succeeds, he learns some valuable information t h a t he did not previously possess pertaining to his current situation. What he
learns is up t o the G M . but it must be valuable t o the player overcoming his immediate encounter or situation, a n d the information cannot be obtain-
able by any other immediately available means.
Remove from skill check to Insightful Revelation costs 1 Reduce the difficulty of the When making the Insightful
activate Insightful Revelation. Destiny Point instead of 2. skill check t o activate In- Revelation action, the char-
sightful Revelation to A v e r - acter may replace Knowl-
age ( ) edge (Education) with any
other Knowledge skill.
Add to skill check t o ac- Remove from skill check to If the check is successful, the The character may perform
tivate Insightful Revelation. activate Insightful Revelation. character may spend ($) to the Insightful Revelation ac-
gain one additional piece of tion one additional time per
equally useful information. game session.
UNMATCHED E X P E R T I S E B A S E ABILITY
Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks he makes by one to a minimum
of Easy for the remainder of the encounter.
Remove from career skill Activate Unmatched Exper- Activate Unmatched Exper- Remove from career skill
checks made while Un- tise as a maneuver instead of tise as a maneuver instead of checks made while Un-
matched Expertise is acti- as an action. as an action. matched Expertise is acti-
vated. vated.
T ypically, Colonists are the characters least likely to instruments. Doctors require a great deal of surgical
embrace violence when other means may suffice. equipment and medical supplies. Even Politicos need
However, it would be a mistake to assume Colonists access to information, and Traders and Entrepreneurs
have no need of arms, armor, and other sundry equip- need business aids. And of course, on the fringe of the
ment. In fact, due to their somewhat specialized pro- galaxy, violence (and the need to protect against it) is
fessions, most Colonists may desire very specific items all too commonplace.
to complement their skills. Marshals need access to a
wide variety of weapons, many of which are designed This chapter presents a wide array of equipment
for riot suppression or non-lethal takedowns. Per- appropriate for Colonists of all specializations, includ-
formers must have all manner of amplifiers,.props, or ing those presented in Chapter I.
Concussive 1, Slow-
Sonic Rifle Ranged (Heavy) 8 6 Long 4 3 1,200 6
Firing 1, Stun Damage
Other Weapons
Accurate 2, Ensnare 4 ,
Spray Stick Ranged (Heavy) 0 Long 4 0 2,500 8
Slow-Firing 1, Stun 8
synthesized by Merr-Sonn. When fired, the Suppres- by the Stokhli to hunt the large, incredibly aggressive
sor shoots a high velocity, concentrated stream of megafauna of their homeworld, the Spray Stick is a
Brix-C that quickly aerosolizes as it travels. Effective meter long metal rod with a tightly focused spray
at short and medium ranges, the stun fluid deals its nozzle at one end and a stun pad equipped butt-
damage either through inhalation or skin contact and stock at the other. Fired from the shoulder like a
causes nausea, impaired vision, difficulty breathing, blaster rifle, these weapons shoot a highly concen-
burning pain, and unconsciousness. trated spraynet mist. The mist condenses into a liq-
uid, then into a solid web while in flight, enveloping
While highly effective against sudden riots or other
and immobilizing its target. In addition, as the net
disturbances, the stun fluid is easily countered by envelops its target, it delivers a powerful electrical
breath masks and heavy clothing. This makes it less charge. Extremely rare and finely made, each Stokhli
effective against determined, well organized targets Spray Stick comes equipped with an accurate range
expecting such weapons. At the GM's discretion, char- finder and a fine aerosol control system that allows
acters wearing breathing gear or sealed armor may take the user t o more easily hit targets at long range.
no damage or suffer no effects from the Suppressor. Despite their rarity and steep price, Stokhli Spray
Sticks are always in demand.
STOKHLI S P R A Y STICK
When using the stun pad on the butt-stock, the
Designed ages ago by the Stokhli, a non-human Stokhli Spray Stick can be used as a melee weapon with
nomadic race from the Inner Rim world of Manress, the following profile (Skill Melee; Damage + 2; Critical
these long-range non-lethal weapons are perfect for - ; Range [Engaged]; Inaccurate 1, Stun Damage)
crowd control and riot suppression. Used primarily
S W E / 2 Sonic Rifle
Melee Weapons
Molecular
Melee + 0 2 Engaged i 1 500 1
5 Pierce 5, Vicious 1
Stiletto
Cumbersome 3,
Riot Shield Melee + 0 6 Engaged 5 1 300 4 Defensive 2 . Deflection
2, Disorient 1
Concussive 1,
Thunderbolt Melee 5 3 Engaged 2 2 875 6
Stun Damage
T H U N D E R B O L T SHOCK P R O D
NEW ARMOR
n espite its popularity, body armor is occasionally wear stylish, subtly armored clothing and expensive
U considered outmoded by some military thinkers designer armor jackets. Most colonists rely on tough
in the current era of high-intensity blasters and dev- clothing and environmental gear to protect them-
astating micro-explosives. However, armor is still as selves on untamed planets.
effective today at saving lives and reducing mortal
The following is a selection of common types of
wounds as it ever has been. Law enforcement officers
armor worn by colonists and the people who support
don specially designed riot armor when dealing with
and protect them and their livelihoods.
unruly crowds. Merchants and popular entertainers
K A M P E R D I N E CUSTOM T A I L O R E D
ARMORED JACKETS
Communications can be one of the most important The X-500 Portable HoloNet Relay allows the user to
challenges a colony faces. Being able to contact the communicate with the HoloNet (although at the GM's
rest of the galaxy in the event of a serious problem discretion, the signal may be interrupted by jamming,
can often be the difference between a successful col- environmental factors, or Imperial interference).
ony and a dead world.
HERZFALL COMMUNICATIONS COLLAR-AMP
CHEDAK COMMUNICATIONS X - 5 0 0
The Collar-Amp is a deceptively simple and
PORTABLE HOLONET RELAY
useful device that is essentially an unob-
The HoloNet is one of the crowning trusive and very small amplifier. It can
be mounted on the user's collar or the
achievements of galactic civilization;
front of his clothing, where it looks like
a nearly
an innocuous silver button. There, the
instantaneous
Collar-Amp detects the user's voice and
galaxy-wide
amplifies it, filtering out ambient noise.
communications
Politicians and law enforcement officials
network. By
often use the Collar-Amp to address
arge crowds, while some entertainers
hook the device into a larger sound
system for concerts or performances
at large venues.
Musical Instrument
50-100 1-5 2
(Common) A 9 9 CUSTOM B I O M E G E N E R A T O R
Musical Instrument
500-1,500 1-5 4 Tri-Planetary Atmospherics (TPA) is a small atmospheric
(High Quality)
research and engineering firm based in the Outer Rim
Musical Instrument territories. Specializing in atmospheric synthesis tech-
20,000 + 1-5 10
(Legendary) nologies, TPA is the go-to company for custom tailored
environments. Their most popular product is the A 9 9
Thunderhead PES 2.500 10 4
Custom Biome Generator, a relatively small, sophisti-
cated device used to create specialty environments in
their organic colleagues. When deployed to a new col- starships, space stations, and buildings. Equipped with
ony, these processors commonly form the core of the powerful chemical analyzers and synthesizers, the A 9 9
initial settlement, and many a sprawling city through- can produce comfortable, safe environments for even the
out the Outer Rim has a decommissioned or repur- most stringent biological requirements. When installed,
posed Model 2 somewhere in its borders. they are commonly integrated into existing ventilation
and temperature regulation systems, allowing the A 9 9
GX-8 W A T E R V A P O R A T O R to replicate nearly any biome in the universe.
M E D T E C H MINI-MED (MINION)
Skills: None.
S D M N S E R I E S S E S S I O N D R O I D [RIVAL]
Talents: None.
Abilities: Surgeon's Aid (When a minion group of one The SDMN "Side Man" series entertainment droids
or more Mini-Meds performs the Assist maneuver to were designed by Cybot Calactica to be the ultimate
help a character with a Medicine check, that charac- entertainer's sidekick. Designed by focus group and
ter counts as having + 1 rank in the Surgeon talent committee, the Side Man droids are built to be as
per Mini-Med in the group.) Silhouette 0. inoffensive and engaging as droid technology allows.
Equipment: None. They can be ordered from the factory with a num-
ber of add-ons and special programs tailored to their
G Y R O W H E E L 1 . 4 2 . 0 8 - S E R I E S owner's particular needs, from an illusionist's assis-
RECYCLING D R O I D (MINION) tant to a wail band's percussionist. A Side Man has
an obsequious, eager to please personality that pro-
A relatively common sight aboard colony ships and in fessional entertainers tend to find incredibly irritating.
the streets and alleys of countless settlements, Veril As such, most SDMN droids working throughout the
Line Systems' Cyrowheel series recycling droid is. in galaxy, especially those owned by musicians, have
its way, perhaps the most useful and important droid been reprogrammed to be both more enjoyable to
a colony can possess. Using a powerful cocktail of be around and better suited to operating in the often
natural and artificial enzymes contained within their seedy, disreputable trenches of the galactic enter-
bodies, these droids turn garbage, food scraps, and tainment industry. Despite their built-in personality
other organic refuse into a nourishing nutrient sludge flaws. Side Men are quite competent and are in high
that can make up the large part of many a colonist's demand by professional and aspiring entertainers.
daily caloric intake.
AIRSPEEDERS
Many Colonists find airspeeders extremely useful
especially those involved in law enforcement. A patrol
officer in an airspeeder can cover wide swaths of ter-
ritory, which is a particular advantage in rural or wil- Vehicle Type/Model: Airspeeder/Mauler TR.
derness areas. In addition, most airspeeders have the Manufacturer: Sienar Fleet Systems.
speed to chase down even the fastest malcontents. Maximum Altitude: 2 0 0 kilometers.
Sensor Range: Short.
MAULER TACTICAL R E S P O N D E R Crew: One pilot, one co-pilot/gunner.
Encumbrance Capacity: 1 2
Sienar Fleet Systems' Mauler airspeeder is a fast, Passenger Capacity: 24.
lightweight troop carrier and gunship marketed to law Price/Rarity: 7 6 , 0 0 0 credits/(R)6.
enforcement agencies and private security com- Customization Hard Points: 2.
panies. Based on the design of the rugged Weapons: Two Forward Turret Mounted Light Blaster
Republic Police Gunship, itself a stripped Cannons (Fire Arc Forward and Port or Forward and
down version of Rothana Heavy Engi- Starboard; Damage 5; Critical 3; Range [Close]).
neering's LAAT/i Attack Gunship, the
Mauler is designed to carry two squads
of law enforcement officers or an equiv-
alent amount of cargo into a conflict
then retreat to altitude and provide
air support to officers on the ground.
Maulers are popular in the Outer
Rim. In addition to law enforcement,
they are also used as search and
rescue vehicles, heavy pursuit,
board sides of the SuperHaul II are small, low powered
LANDSPEEDERS magnetic cargo lifters, similar in operation to tractor
As common in the Outer Rim territories as they are in beams, that are controlled from the operator's station.
more civilized places, landspeeders are perhaps the These cargo lifters allow a single individual to load,
hardest working, most versatile vehicles in the gal- organize, and unload cargo without additional help,
axy. From heavy hauling to cargo shuttling to chasing thus streamlining and speeding up work flows.
down lawbreakers, landspeeders are nearly always Lifting power is provided by a UB-911 Sampson
the answer to the question, "How do we get there?" Heavy Cargo Lift repulsor drive powered by a high-
output power generator. The SuperHaul ll's maneu-
V-35 C O U R I E R L A N D S P E E D E R verability, such as it is, is provided by a number of
small, variable vector maneuvering thrusters scat-
The sleek and angular V-35 Courier is one of Soro- tered about the hull, along with two stabilizers located
Suub's more popular landspeeders. This small, coupe- at the aft of the vehicle. Along with a respectable
styled speeder seats three in relative comfort in a cargo capacity and a reputation for solid construc-
sealed, well-appointed cockpit. The forward hull is a tion, the SuperHaul II is also easily modified to better
sharply tapering, wedge-shaped compartment domi- cope with local planetary conditions. Foreign object
nated by a seven section, auto-tinting transparisteel filters for air intakes, rain shields, light armor, environ-
canopy that offers outstanding visibility for both mentally sealed decks, and light mounted weapons
driver and passengers. The rear of the vehicle houses are all offered as options directly from Ubrikkian or
one of SoroSuub's SS80 Dynamo power generators from numerous aftermarket suppliers.
driving a MagLift repulsorlift engine. Forward thrust
is provided by three M k . 4 LoFlow cluster turbines
mounted in dorsal nacelles at the very rear.
HUNCHBACK C O N S T R U C T I O N S T R I D E R
SHORT ON TIME
ing short on time is similar to
eing in a dangerous location,
s both force the character to
urry. The character must finish
the healing attempt, surgery, or
other aid before something else
happens to the character or the
patient. For this to add pressure
to the scene, there must be an
unwanted result of failure. Usu-
ally, it is effective enough to
k simply add one or more to
the character's skill checks. In
extreme circumstances, the
GM may call for a Cool check,
with the difficulty set based
on the seriousness of the cir-
cumstances (the default can
be Average ( 4 ) . but a
Hard 4k ) check may be
warranted). If the PC fails the
check, increase the difficulty
of subsequent Medicine checks
by one. On a ^ result, upgrade
e difficulty of subsequent Med-
icine checks once. This penalty
t should persist for the encounter.
^ T h e PC may be able to eliminate
this penalty if he spends a ($) from a
subsequent Medicine check.
OUTSIDE INCOME
M o l d i n g a position outside of the adventuring are plenty of places on any world or in any sys-
l l group normally provides a source of income tem that don't have access. Income is typically a
for the Player Character. While much of this extra set amount of credits that are deposited at con-
income could be consumed by the character's sistent and predictable times.
everyday needs, such as rent and other ser-
Beyond the credits themselves, the characters
vices on his world of employment, easy credits must also be concerned with making it back to
can derail deliberately credit-starved campaigns work on time, or otherwise maintaining their pro-
without some planning. fessional career. EDGE OF THE EMPIRE storylines
Before play begins, the player and C M should typically deal with unsavory characters and situa-
discuss how the outside income might work with tions that, if made public, might be looked down
the campaign. Additionally, the GM should review upon by employers, administrators, and possibly
the Entrepreneur talents and try to avoid granting the public. The GM should consider what might
characters of other Careers any benefits through happen if stories about the Player Character's
story means that would diminish the Entrepre- exploits get back to his employer. Would he be
neur character's advantages and talent choices. fired or reprimanded? If the character comes
Of course, another thing to consider is that the from a highly civilized planet, is there a board of
Entrepreneur character can take on outside work ethics or similar organization that could call the
character in to justify his actions? These threats
in addition to his Sound Investments talents; thus
to the character's livelihood make good opportu-
gaining the added benefits of his XP investment
nities for new adventures. Long absences or sur-
while still allowing all of the PCs to earn an income.
prise disruptions to the character's normal work
Income is usually deposited directly into the schedule should negatively impact him, from a
character's bank account. While such accounts reduction in pay to a loss of a job.
are typically available in civilized space, there
Thanks to the career and bonus career skills, the Determine which PCs or NPCs have helpful infor-
Entrepreneur is likely to be the negotiator in the mation, and who is willing to share it (and why or
party, with secondary support in Knowledge skills. why not).
With the Entrepreneur front and center, it enables When the PCs use the good cop/bad cop routine
him to use his social skills to creatively deal with during questioning, the GM should determine how
allies and enemies alike. GMs can prepare by thinking the NPC reacts, and to whom. Some NPCs might
about the NPCs' approach to negotiation, and making cave immediately to a bad cop, while others tough
some notes about their likely positions and how they it out, only to respond to the good cop. The GM
respond to the PC's dealings and skill checks. should also prompt the PCs to discuss ahead of
time which approach they think will succeed.
MARSHAL: E D G E O F T H E LAW
Is there a cover up? If there is, who's behind it?
The Marshal uses a combination of investigative tal- Local law enforcement is an obvious choice, but
ents and pure toughness to keep the peace and take corporate interests, government authorities, or
down the bad guys. He fits a variety of overlapping even celebrities could be behind the cover up.
rolessometimes as a leader, other times as an inves- Is the investigated crime one of many similar
tigator, and often as a combatant. He is able to oper- events, or is it one-time action?
DROID S U P P O R T
One Scholar talent that players might overlook is
Speaks Binary (see page 6 7 in the EDGE OF THE
EMPIRE Core Rulebook). This talent grants
a per rank of Speaks Binary on
checks to direct droids. While this
might most naturally occur with
research-related droids, there
is no limitation on the type
of droid undei the Schol
/ ar's command. This
gives the PC an advan-
tage when working
with most any droid,
including droid pilots,
gunners, and battle
droids. For a party with a medical droid, the scholar's TABLE 3 - 3 : INSTITUTIONAL PERSONALITY
direction can be a nice boost on any healing check. AND SITUATION MODIFIERS
The C M should remember a few points about
Institutional Personality Situation Modifier
Speaks Binary. One, it only works on NPC charac-
ter droids, not PCs. Two, while simply pointing to the Arrogant Upgrade difficulty twice
droid and saying "do this thing for me" is technically
Egotistical AddB
enough to activate the talent, the CM should encour-
age the player to be specific and say something spe- Frightened A d d !
cial about the direction to improve the roleplaying
Desperate AddD
and creativity of the situation. Since Speaks Binary
is passive and doesn't require an action, any such Grounded AddD
direction shouldn't interfere with the Scholar's normal
actions in combat rounds. Threatened Upgrade difficulty once
releases the notes in a specific order, he can help PCs know him by. For a more significant reveal, the
guide the conversation. This essentially gives the NPC might reveal a PC's actual name to his unaware
player a heads-up as to the direction the encounter companions. However, the GM should maximize the
could go, with each revelation pushing the negotiation drama with multiple consequences for the name's rev-
or the discussion in a particular direction. This can elation, especially if the player (and PC) are hiding it
increase a scene's drama considerably. for a good story reason.
G
iven the nature of roleplaying games, there a person, a vehicle, a culture, or an ideal. Once selected,
are often times when a PC should know much the GM then works out how the NPC might view the
more about a given situation or subject than the same thing. Even if the NPC isn't particularly interested
player knows or could learn by playing out a in the selected subject, he might become interested to
scene. There is a natural temptation for the CM challenge, thwart, or simply irritate the PCs.
to simply explain the situation or describe the
details for the character's use. Unfortunately, Once the scene begins, the GM should encourage a
this can lead to long narratives that leave the serious tone to the conversation and actions. Humor
characters with little to do other than listen. A isn't banned, and in fact can add to the drama and
better way is to divide up the information, so tension when used well (see Using Humor in Social
the characters can learn it from several sources, Encounters on the next page). However, the NPCs
or refer to it over the course of the adventure. should return to a serious tone after any attempts at
This allows them to learn the information closer humor. The more critical or important the situation,
to when they need it. Details that are described the more serious the NPCs should act, and the more
too far from their point of usage often get lost responsive they should be.
in a longer adventure or v campaign.
During the scene, the NPCs emotions should
usually be apparent.
Unless the characters
happen to already be
USING DRAMA established as unemo-
IN SOCIAL tional, they should show
ENCOUNTERS their feelings on their sleeves
to help communicate their
While any encounter might responses. Emotional characters
include drama, specifically are generally more interesting
designing an encounter and give the PCs more oppor-
to be dramatic without tunities to react and inter-
resorting to combat act appropriately.
or violence can take
some work. While
a dramatic socia
encounter certainly
could lead to fight-
ing, and often does,
there is plenty of
excitement to be
had without blaster
fire and lightsaber
clashes. This sec-
CONFLICT IS DRAMA Some extend beyond the social encounter and into
encounter design in general.
D
rama is derived from conflict. When setting Droids: Droids are traditional and natural sources
up a social encounter, the CM should keep of humor in Star Wars. Droids are created and pro-
in mind that most involve some sort of under- grammed to succeed at specific tasks. Any situation in
lying conflict. It might be as minor as drawing which they are attempting a task they are ill suited or
information out of a reluctant informant, but not programmed for means they are likely to struggle
sometimes, the two parties are bitter enemies and make mistakes. Droids with unexpected clever-
with little reason to trust each other, let alone ness, such as R2-D2, also ramp up the humor as they
talk something out. CMs should determine the
turn their limitations into unexpected assets. Mal-
underlying reasons why there is conflict in a
functioning droids also add to the humor, as they do
given scene or discussion, and use that under-
unexpected things or expected actions very poorly.
current to help drive NPC motivations and reac-
Some examples of droids providing humor are pre-
tions to PC negotiating tactics and attitudes.
sented here:
Malfunctioning translatorperhaps the droid
USING HUMOR IN SOCIAL speaks every few words in an obscure, unknown
language, suddenly forgets a language, uses the
ENCOUNTERS wrong dialect, or gets stuck on an unbearable
Humor is among Star Wars' greatest traits. When used accentor even switches between accents.
effectively, it adds great entertainment value at the PersonalitiesDroids with over the top personali-
gaming table. A lot of humor occurs naturally, with ties or personalities counter to their function, size,
players and characters exchanging quips or barbs at or abilities are often amusing. Examples include
each other's expense, or at the situation in general. arrogant protocol droids, medical droids afraid
Interaction between the GM and the players can have to conduct surgery, and overly aggressive mouse
equally amusing moments as their characters antago- droids. Such personalities can go too far, so the
nize each other and build on each others' comments. GM should be ready to rein them if it begins to
wear on players' nerves.
Creating a scene with a mix of humor and drama
requires careful pacing. This can be hard to achieve Malfunctions and other disruptions: A sudden
when the GM doesn't control every character in the mechanical malfunction at just the wrong moment can
encounter, unlike a movie scene or written story. How- interject humor into many social encounters. While
ever, it is possible to plan some shifts between drama these can cause a variety of emotions and conditions,
and humor through pre-generated read aloud text, malfunctions that turn a bad situation into something
or for the GM to trigger certain events or comments impossibly worse are often good fun. Cascading mal-
based on predetermined actions and expected dis- functionswhere one thing after another goes bad in
cussion points. Two common scenarios are: some related fashioncan ratchet up the humor and
Build tension, build tension, build tension, drama of a situation at the same time. Continually
introduce unexpected humor, then suddenly failing lights or power, quirky computers, and glitchy
increase tension! holographic projectors are easy targets for creating
small moments of amusement and frustration.
Build tension, build tension, then break tension
(with humor). Humorous species: Though bumbling Gungans are
not the norm for their species, any species' physical
The GM should also determine when not to inten- or cultural quirks can become the source of humor
tionally use humor. While he cannot keep the PCs from when combined with the need for negotiation and
interjecting their idea of fun into an encounter, dra- discussion. Imagine an enormous Gamorrean, famous
matic moments are usually best used without laugh for their dim-wittedness, trying to navigate the oddi-
out loud humor. Some villains in the Star Wars movies ties of buying items from a quick witted Toydar-
share in the occasional amusing moment at their own ian with questionable goods. Jawas provide humor
expense, but most major villains do notespecially through their deeds (taking apart whatever they can
those using the dark side of the Force. Darth Vader get their hands on at any moment) and their nego-
never laughs. When the Emperor laughs, it is strictly at tiations (when their trade goods suddenly fail or fall
his own cleverness and superiority, never at himself or apart at just the wrong moment). This pits extreme
at his own expense. Everyone else should be terrified differences of personality, cunning, culture, size, and
at the thing he finds so amusing. more against each other.
DARKLIGHTER ESTATE
J uff Darklighter, father of rebel hero Biggs Dark- and even nomadic bands of Tusken Raiders and
1 lighter, manages the most powerful homestead Jawas long before they arrive. That no disaster
on Tatooine. the Darklighter Estate. Sprawling has arrived unannounced has been the differ-
across over a thousand square kilometers and ence between zero losses and financial ruin more
located just southwest of Anchorhead, the home- than once for the Darklighters.
stead primarily deals in hydroponic farming. The Like many homesteads on Tatooine, most of the
estate also includes dozens of moisture farms run Darklighter Estate is underground, with a large,
by sharecroppers, which allows the Darklighters to open-air courtyard. There are upwards of four
acquire water for their hydroponic farms at cost. dozen hands and family members on the estate
Huff is always looking to expand his operations, at any given time, and including sharecroppers,
and currently has his eyes on the Lars Homestead, Huff has well over one hundred able-bodied
which borders his territory. beings under his care. The Darklighter patriarch
One of the biggest advantages the Darklighter takes pride in his reputation for throwing lavish
Estate holds over other homesteads on Tatoo- feasts, where all his hands leave full and con-
ine is its ownership of a weather satellite dedi- tented. It is a saying amongst moisture farmers
cated to monitoring its region. This orbital assis- that on Tatooine. only Jabba's rancor eats better
tant allows Huff to detect incoming sandstorms than those on the Darklighter Estate.
BASE QF OPERATIONS OBLIGATION THE COLONIST BASE OF
OPERATIONS
T
he Obligation earned when improving a
base of operations is group Obligation, When the base of operations is first purchased, the
which means it is Obligation belonging to all party gains the basic base of operations. The base of
the Player Characters in the party. This means operations also has a series of upgrades the party can
that when this Obligation triggers, each PC suf- purchase for additional credits or Obligation. Each
fers the effects of his Obligation triggering. additional Obligation increases the magnitude of the
Generally, when the base of operations Obli- original Obligation taken to pay for the base of opera-
gation triggers, the narrative events should tions, instead of becoming a "new" Obligation.
relate to the base of operations. This could be The upgrades are presented on Table 3 - 4 :
as simple as unexpected bills or an afternoon Homestead Upgrades and Table 3 - 5 : Business
of repairing moisture vaporators on the South Upgrades. Each upgrade has a description of the
Ridge. Alternatively, it could involve a rampag- upgrade, and a cost in credits or Obligation (the play-
ing gundark breaking into the pastureland or a ers select how they would like to pay for the upgrade
rival mining baron deciding to execute a hos- when they select it). These upgrades may be pur-
tile takeover of the PCs' land. The GM is free chased in any order at the beginning of any session,
to make the narrative effects of the Obligation as long as the GM says the purchase makes narra-
triggering minimally invasive, if it would dis- tive sense (purchasing a new garage while the party
tract from an important ongoing plotline, or an is in the midst of a protracted combat with bandits
unexpected and major issue for the PCs to deal wouldn't make sense, for example, since the garage
with immediately and personally. may take a week or two of uninterrupted work to
build). If it makes sense that the upgrade would take
One possibility the GM can keep in mind is that
time to install, or involve adding a new NPC to the
a prominent upgrade for a base of operations
base of operation, the GM handles this narratively.
is profits for the PCs. If the base of operation's
Obligations triggers (and particularly if it rolls
doubles), the GM might decrease the amount HOMESTEAD
of money the PCs make off their base of opera-
tions that month due to the unexpected costs To start a homestead, the party chooses the location
or slumping profits. where they would like the build the homestead and a
core function they would like to serve: ranching, farm-
ing, mining, or something similar. Ranches focus on rais-
nesses instead select an entertainment venue, a retail ing animals for pets, food, or labor. Farms grow crops
store, or a service shop. In both cases, the chosen focus for food or industrial purposes. Mines extract natural
determines a specific skill that becomes a career skill resources from the environment. The particular animal,
for all party members (representing their familiarity crop, or resource can be determined by the players and
with the type of work the homestead focuses on). The the GM. The party might have a nerf ranch on Delaya, a
party can then spend credits or undertake additional hydroponic farm on Tatooine, or a tibanna gas mine on
group Obligation to improve their base of operations. Bespin. It is also possible to use the homestead rules to
The various abilities can provide a steady stream of represent a small commercial space station run by the
credits for players, or make new resources or services party. In this case, the station usually sells consumables,
available to the party between adventures. repairs, and entertainment to passing ships (although
this could also be considered a business, its self-suffi-
The headquarters can be more than just a mechani-
ciency makes the homestead rules more appropriate).
cal benefit to the party. Many improvements add an
NPC to the base of operations that the party can get
Basic Homestead: The basic homestead includes a
to know between adventures. These NPCs can then main house, kitchen, power generator, water well, and
be used to help kickstart new adventures and encoun- a living quarters. It also attracts one NPC employee
ters. Perhaps the children of the homestead's mining per party member, and includes an area up to ten
foreman have gone missing, and the PCs must form a square kilometers that is suitable for the selected
search party to locate them. A regular customer at the focus of the homestead. In the case of a space sta-
party's cantina was mugged after leaving the previous tion, it includes a hangar bay as well as quarters for
evening, and it is up to the party to investigate and the crew, and instead of ten square kilometers, it has
make sure their patrons are safe. A customer brings accommodations for ten visitors and two docking
in a blasted-up droid into the party's droid shop, but tubes that can connect to visiting spacecraft.
during repairs, the party discovers the details of a plan
to begin spice refining and distribution near town. Basic Homestead Cost: 5 0 , 0 0 0 credits and 5 Obli-
gation. These costs are waived if the homestead is
selected in lieu of a ship at character creation.
The size and scope of the h o m e s t e a d grows, increasing the scale of operations a n d t h e
profits for those invested in it. If t h e h o m e s t e a d is a ranch o r farm, the land area may
increase, mines may d i g a d d i t i o n a l tunnels, a n d a space station may e x p a n d in size.
Increase Core Alternatively, the h o m e s t e a d m a y hire more employees o r invest in b e t t e r technology
2 , 5 0 0 credits or
Focus and infrastructure. O n c e a m o n t h , each PC in the p a r t y receives 100 credits in profits
+ 2 Obligation
from the h o m e s t e a d .
This upgrade may be taken u p t o four a d d i t i o n a l times, each t i m e increasing the profits
received b y 100 credits.
All buildings (or doors w i t h i n the space station) gain electronic locks that can only
be broken with a H a r d Computers check
The homestead gains a security droid (See EDGE OF THE EMPIRE Core Rulebook page 412). 1 0 , 0 0 0 credits or
Improve Security
+ 2 Obligation
The h o m e s t e a d gains reinforced fences around the main buildings, o r if it is a space
station, it gains shields granting it defense 1.
The homestead gains security cameras that can be accessed from a central control room.
The homestead includes an NPC ally who can help the party with certain tasks. This may
be an employee of the party, o r a wandering merchant o r d o c t o r who decides to settle at
the homestead for a time. When this upgrade is selected, choose one of the following.
A NPC merchant w h o can o b t a i n items (some of d u b i o u s legal value) for the party.
The merchant has a Presence of 3, Cunning o f 3, 2 ranks in N e g o t i a t i o n , a n d 2
ranks in Streetwise. He can obtain a n d sell any legal o r Restricted i t e m with a m o d i -
fied rarity of 5 o r lower to the party.
A n NPC pilot w h o can p i l o t ground o r space vehicles for the party. The p i l o t has an
Agility of 3, an Intellect of 2 a n d 2 ranks in Piloting (Planetary), 2 ranks in Piloting
(Space), a n d 2 ranks in A s t r o g a t i o n .
If the C M needs a full profile for these NPCs, he should assume they have a 2 in all other
characteristics, 1 rank in the party career skill determined by the homestead (unless it
would be higher due to their selected profile), and no ranks in any additional skills.
This upgrade may b e taken three a d d i t i o n a l times, with a different NPC being chosen
each time.
The h o m e s t e a d includes a landing bay able t o hold starships o r vehicles. This may be
an open landing bay, an enclosed hanger, o r a pressured d o c k i n g bay with a mag-con
field for a space station.
r
career skill.
BUSINESS
Not all campaigns work thematically with the
solated and insular nature of a homestead. An
alternative is to open a business in town, where
the party can regroup between adventures
and be a part of a larger community. To create
a business, the party chooses both a location and a
focus for it. The different business focuses are enter-
tainment, retail, and service. Entertainment venues
include cantinas, nightclubs, casinos, and restaurants.
Retail shops stock and sell a single category of gear,
such as ranged weapons, melee weapons, armor,
communications, detection devices, medical, cyber-
netics, recreational entertainment, security, survival,
tools, droids, ground vehicles, airspeeders, or star-
ships. Service businesses might include a repair shop,
medical clinic, gym, adventure travel firm, consult-
ing firm, a taxi stand, or countless others.
The business gains a security droid (See EDCE OF THE EMPIRE Core Rulebook page 412).
1 0 . 0 0 0 credits o r
Improve Security
The business's main buildings are c o n s t r u c t e d of heavily reinforced materials, giv- + 2 Obligation
ing it an a r m o r value of 2 (weapons unable to d o more than 2 planetary scale d a m -
age c a n n o t d a m a g e the buildings).
The business gains security cameras that can be accessed from a central control room.
This u p g r a d e may b e purchased three a d d i t i o n a l times, each t i m e s e l e c t i n g a
different option.
The business increases its ability to obtain hard to find items relating to the business's focus.
When a t t e m p t i n g to find an item that relates to the business (how this applies exactly 2 . 0 0 0 credits o r
Special Orders
is u p to the CM), the item's rarity decreases by 2 (in a d d i t i o n t o o t h e r modifiers). + 1 Obligation
This upgrade can only b e purchased once.
The business gains the ability t o purchase items in bulk with a discount.
IMPERIAL AGENT GALWAY Enemy Forces: Only the ones the party makes along
the way.
Agent Galway is an Imperial special agent in charge
of rooting out illegal enslavement of sentient beings Starting amount for payment negotiation: 100
according to Imperial law. More often than not, Agent credits per party member, negotiable up to 150,
Galway finds himself protecting enslaved humans. He though each job is worth progressively more.
is young, idealistic, and believes all of mankind should
Campaign Objectives: Turn disaster into destiny
be free. Of course, he hasn't given much thought to
and grow a dying shadowport into a thriving center of
the slavery of non-humans. However, he is a hero to
trade, illicit or otherwise.
many freed former slaves on the fringes of Imperial
Space, and both a gifted investigator and combatant. Episode I: The PCs arrive on Gandanta Station to
Agent Galway is not ready to consider the hypocrisy meet with a Toydarian fence named Flummot, only
of Imperial-sponsored enslavement of the Mon Cala- to discover their planet of origin recently reported
mari, Wookiees, and others, and confronting him on an outbreak of Sangi Fever. The quarantine protocols
this issue pushes him to anger. require immediate isolation and testing of the PCs
and a decontamination sweep of their ship. However,
when the PCs return from medical, they find the ship
I M P R O V I N G STATION
has been stolen. Flummot arrives in the docking bay.
The PCs travel to Gandanta Station, an obscure shad- takes pity on the PCs. and offers them a job. Flummot
owport and home to thousands, to meet with a Toy- needs some stolen artwork validated before he buys
darian fence to sell a recently acquired item. Unfor- it, as well as some extra muscle for the transaction.
tunately, the PCs' ship is stolen almost immediately, The PCs negotiate the terms of the job, and Flummot
leaving them stranded. The PCs are forced to do o d d gives them a general rundown of the station and a
jobs for the Toydarian until they get back on their brief tour. The deal is with some Black Sun agents,
feet. The work presents opportunities for the PCs to who allegedly "acquired" the
make contacts within Black Sun, which eventually co- artwork from the Tion
opts the party into taking over the station in its name. Hegemony.
Of course, being a Black Sun asset comes with its own
problems. The PCs must decide if they want to stay
with Black Sun, ally with the Hutt Cartels, go indepen-
dent, or turn legit.
T
tain agreed upon specifications. he pay rates set in Table 3 - 6 are kept
broad and simple for ease of use. However,
Of course, full time work does not make a very
some groups may want to modify those pay
interesting game. Therefore, if the PCs decide they
rates based on other factors. For example, jobs
want to hold down full time jobs, the GM can take
on the Core Worlds tend to pay more, but jobs
one of the following approaches. He can determine
on the Outer Rim planets tend to offer more
that the PCs work at their full time job during cam-
autonomy Another issue PCs and the GM
paign "down-time," and have the actual game ses-
should consider is cost of living. Realistically,
sions represent a few days out of every month. In
some of the money PCs earn in their jobs has to
this case, the PCs can be assumed to be working a
go towards food, shelter, and other expenses.
regular job in the interim.
If the GM wants to account for location when
On the other hand, the GM can weave the PCs'
determining pay rates, he should increase the
jobs into the ongoing narrative. This may not work
pay rate for jobs on a Core World by 2 0 per-
for some jobs, however other jobs lend themselves to
cent and can decrease the pay rate for jobs on
entertaining and interesting plots. For example, if the
an Outer Rim (or other uncivilized planet) by
PCs are working as the mayor, sheriff, and doctor of a
2 0 percent.
small town, they could have plenty of adventures just
keeping the small town prosperous and safe; fighting If the GM wants to account for living expenses,
off bandit attacks, surviving dangerous storms, nego- he can also deduct 2 5 percent of the PCs' pay
tiating with the local Imperial garrison, and driving rate to go toward food, living quarters, and so
off local predators. Plenty of police procedurals, doc- forth. This is easier than trying to track individual
tor dramas, and other episodic television shows use expenses, although if the PC in question is liv-
the formula of the characters being confronted with ing particularly frugally or extravagantly, the GM
extraordinary circumstances in their everyday jobs. can adjust this percentage as he sees fit.
Mechanic A mechanic w o r k i n g in a small repair business for vehicles a n d items. M o n t h l y salary 1.000-2,000
Town Doctor A d o c t o r providing t r e a t m e n t of injuries o r illness t o a small town. House call 100-300
Single Live e n t e r t a i n m e n t for a single evening by jugglers, acrobats, artists, Single event,
500-750
Performance musicians, puppeteers, actors, or comedians. group rate
Weekly salary,
Cantina Band Live m o o d music for a cantina o r restaurant, w i t h a long t e r m contract. 1,000-1,500
group rate
Street Tips earned by jugglers, acrobats, artists, musicians, puppeteers, actors, O n e day's
25-75
Performer or comedians. w o r t h of tips
Lecturer Teaching students a particular topic in an institute of higher learning. M o n t h l y salary 1,500-3.000
ROLEPLflVlflC CHfTlE
A long time ago in a galaxy far, far away....
On I he edges of the galaxy, limitless possibilities unfold. With the vistas of new
horizons reflected in their eyes, Colonists set out to create societies through hope,
perseverance, and hard work However, even on the fringe galactic turmoil can
upend their new lives, forcing Colonists to put their skills to different uses...
Forge new civilizations amongst the wilds of the Outer Rim with FAR HORIZONS
This rulebook expands upon the EDGE OF THE EMPIRE ROLEPLAYING GAME, adding
new content for Colonist characters as well as any other characters interested
in building new lives for themselves. Construct a personal base of operations,
become the hottest name in galactic entertainment, or enforce justice with a
cool eye and steady hand.
This supplemental rulebook includes:
Fxpanded character options including Motivations, Obligations, species
and specializations.
New signature abilities that allow Colonists to excel in their chosen profession.
Equipment and vehicles, valuable for nearly any venture.
Useful guidance for GMs looking to challenge their players with interesting
social encounters r i n d to integrate Colonist characters into larger campaigns.