Professional Documents
Culture Documents
David McGregor
Andrew Brownell
Stoney
Comomojoe
David Eno
Chris Sloanstein
JB Venier
Ben B.
Tommy "VerdantSF" Roddy
James C.
Ben B.
Tommy "VerdantSF" Roddy
James C.
Steve Jaspor Orr
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Exploration
Planetside
Justice be Served
Combat
Planetside
Socialization
Planetside
A journey into the deep jungle to rescue a scientist and recover her
work.
A search for a piece of critical evidence in the face of a murder
accusation.
A gala heist in a high-rise museum to steal an invaluable artifact.
Exploration
Outer Space
Nowhere to Run
Socialization
Space Station
A Chance of Turbulence
Combat
Outer Space
Devros
Nelvaanian
Family (10)
Explorer (Scout)
14
12
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)
0
1
0
0
0
1
0
0
0
0
0
1
0
1
0
0
0
1
0
0
2
0
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)
0
0
0
0
1
0
0
0
0
0
1
0
Blaster
Ranged
6
Medium
Pistol
(Light)
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental
Adverse
Env. Gear
Backpack
Climbing
Gear
Crash
Survival Kit
(-
Comlink
Stimpack (2)
Credits
(-
Keen Eyed
Outdoorsman
Natural
Hunter
Quick Strike
Stalker
Ignore one
imposed by the
environment.
Increases encumbrance threshold by 4
Contains cable, hooks, pitons, and other
climbing equipment
Contains distress beacon, emergency
comlinks, rations, emergency medpac,
respirator, glow rod, flare gun, etc.
Allows communication between other
characters with comlinks
Use this with a maneuver to heal 5 wounds
125 Credits
Remove
from Perception or Vigilance
checks. Decrease time to search an area
by half.
Remove
from checks to move through
terrain or manage environmental effects.
Decrease overland travel times by half.
Once per session, may reroll any one
Perception or Vigilance check.
Add
to combat checks against targets
that have not acted yet this encounter.
Add
to all Stealth and Coordination
checks.
Taral Jetho
Human
Enthusiasm (50)
Mystic (Seer)
13
13
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)
0
1
0
1
0
0
1
0
1
0
0
0
0
1
0
0
0
0
0
0
1
1
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)
2
0
0
0
0
0
0
0
0
0
0
0
2
1
Shock
Brawl
3
Engaged
Boots
Inflict a Critical Injury on hit for
Disorient for three rounds on hit for
Deal an additional 3 strain on hit for
Add
to Perception checks to notice that the boots
are a weapon
Syntherope
Comlink
Stimpack (2)
Credits
Uncanny
Reactions
Add
Misdirect
Misdirect:
Control
Appearance
Misdirect:
Control
Illusion
Roona Davudo
Rodian
Personnel (5)
Ace (Pilot)
12
12
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)
1
0
0
0
0
1
0
0
0
0
0
0
0
1
1
1
0
0
0
0
1
0
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)
0
1
0
0
1
0
0
0
0
0
0
0
HL-27
Ranged
5
Medium
Pistol
(Light)
Add to attacks made with this weapon
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental
((-
)
)
Catch
Vest
Anti-Grav
Chute
Utility
Belt
Extra
Reload
Comlink
Hand
Scanner
Credits
Dead to
Rights
Full Throttle
(Improved)
Lets Ride
Skilled
Jockey
Jako Ondarafaro
Rodian
Support (5)
13
12
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)
0
0
0
0
0
0
0
1
0
1
0
0
0
1
0
0
0
0
0
1
1
0
Heavy
Ranged
7
Medium
Blaster
(Light)
Pistol
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)
0
0
0
0
2
Grit
Quick Draw
0
1
0
0
0
1
0
Breath
Mask
Military
Pack
Entrenching
Tool
Military
Field
Manual
Comlink
Credits
Expert
Tracker
Resolve
Second
Wind
Basic
Combat
Training
Remove
from checks to find tracks or
track targets. Cuts time to track a target by
half.
Gain +1 Strain threshold.
Once per round, draw or holster a weapon
or item as an incidental.
When involuntarily suffering Strain, reduce
it by 1 (to a minimum of 1).
Once per encounter, use the Second Wind
incidental to heal Strain by 2
Brawl and Ranged (Light) become career
skills.
Honwil
Pacithhip
Recruiting (5)
Diplomat (Ambassador)
13
13
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)
0
0
2
0
0
1
0
1
1
1
0
0
2
0
0
0
0
0
0
0
0
0
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)
1
0
0
0
0
0
0
0
0
0
1
0
(-
(-
Tusks
Brawl
4
Engaged
Inflict a +10 Critical Injury on hit for
This attack ignores one point of Soak
Holdout
Ranged
5
Short
Blaster
(Light)
Inflict a Critical Injury on hit for
Can be set to Stun as an incidental
Restraining
Bolt
Disguise Kit
Stimpack (3)
Credits
Grit
Indistinguishable
Kill With
Kindness
Nobodys
Fool
Enduring
Silhouette
HoloMessenger
Comlink
Aric Linepa
Siniteen
Criminal (10)
Technician (Slicer)
13
14
Astrogation (Int)
Athletics (Br)
Charm (Pr)
Coercion (Wil)
Computers (Int)
Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Wil)
Leadership (Pr)
Mechanics (Int)
Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot (Planet) (Ag)
Pilot (Space) (Ag)
Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Wil)
1
0
0
0
2
0
0
0
0
0
2
1
0
1
0
0
0
1
1
0
0
0
Brawl (Br)
Gunnery (Ag)
Melee (Br)
Ranged (Heavy) (Ag)
Ranged (Light) (Ag)
0
0
0
0
1
0
1
0
1
0
0
0
ASP-9
Ranged
4
Autopistol
(Light)
Inflict a Critical Injury on hit for
Inflict an additional hit on hit for
Slicer Gear
Backpack
Datapad
Toolkit
Comlink
Stimpack (2)
Emergency
Medpac
Credits
Codebreaker
Defensive
Slicing
Grit
Natural
Programmer
Astrogator
Savant
Short
Remove
from checks to break codes or
decrypt
communications.
Decrease
difficulty of checks to break codes or
decrypt communications by 1.
When defending computer systems, add
to opponents checks.
Gain +1 strain threshold.
Once per session, may reroll any 1
Computers or Astrogation check.
Before making an Astrogation check, may
spend a Destiny Point to be granted an
automatic (additional) on the check.
The swamps and jungles of Rodia are no place for the timid. While the great cities of Rodia belong to the
Rodians, the vast tropics of the planet remain wild and untamed.
When an anthropologist and her team, trekking into the very heart of the swamplands, fail to check in
for three days, her colleagues can only suspect the worst. Her employer knows that chances for the
team grow slimmer with each passing day, and so he turns to offworlders mercenaries, wanderers,
and soldiers of fortune to venture out and see what they find across the river
The players have been hired by a businessman1 of significant influence in the local system2 to find an
employee of his, a missing anthropologist3 and her team. The scientist has gone missing in the jungles
far outside any city, and the players are asked to find this scientist, help her complete her task(s), and, if
possible, bring as many of the team back alive.
Their employer will be able to provide them with a general area of interest, but nothing more specific
than a direction from the nearby city. Knowing this, the players will need to use whatever resources
they can find to locate the scientists likeliest location.
Once the players manage to locate the scientist, they will find the scientist and her assistant4 in the
hands of a primitive tribe5 of jungle-dwellers. There they will need to save whoever they can, or failing
that, at least retrieve their notes.
Whatever is recovered from the tribe the scientist, assistant, or notes will give the players direction
to the goal of the scientists research a lost starship development facility. Immediately prior to being
captured, the scientist and her team were en route to the lab to copy the data from its computer core.
The players will need to find their way through the facility to the computer core, copy the data, and
escape the facility to deliver the data back to their employer.
(Substitute as necessary)
1
The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Tyrius System, home to the planet Rodia
3
The scientist: Dr. Gena Tan
4
The assistant: Tora Ninn
5
The primitive tribe: the Longspine clan, a group of isolated, primitive Rodians
2
An Average (
) Perception check
may point out one or more of the below
clues to the players, with
+ or
allowing the player to notice a
shadowy figure (one of the primitive
Rodians see Longspine Clan Rodian
below) observing them from the
treeline.
An Average (
) Computers check on
an abandoned holocam, left with a pile
of electronic equipment, will show a
recording of a large group of primitive
Rodians attacking the research team
with spears and blades, killing or
wounding most, and dragging all the
7-10 hours:
Depending on how long the players took to
reach the camp, they may find one of several
different situations.
If the players took:
0-7 hours:
Through a clearing in the jungle, you can
see a cluster of thatched-roof huts sit near a
river a river widening into the sheer drop
of a waterfall!
Several Rodians clad in leathers of various
hues mill around campfires, and just at the
edge of the light cast by one, you can see
two wooden cages, each holding a Rodian
woman wearing a ragged blue jumpsuit.
10+ hours:
Through a clearing in the jungle, you can
see a cluster of thatched-roof huts sit near a
river a river widening into the sheer drop
of a waterfall!
Several small fires dot the village, and by
the fires glow, you can see the occasional
Rodian, garbed in what seems to be some
kind of animal hide.
Standing out, near the back of the camp,
you can see two cages one empty, one
containing a young Rodian woman wearing
a tattered blue jumpsuit.
A Simple ( ) Knowledge (Outer Rim) check will
allow the players to understand what the
Rodians are saying; theyre speaking in an
offshoot of the widely-understood Rodian
language.
If the players reach the camp in the 7-10 hour
bracket, they have arrived just as the Longspine
clan is making a sacrifice to the Mothers
Mouth, the cascading waterfall near which
they made their settlement.
The Rodians believe that Dr. Tan and her team
have, by virtue of their work, desecrated their
Swampmother, the river they worship. They
are carrying out a sacrifice to the Swampmother
to avert her retribution. In doing so, theyve
forced Dr. Tan to inhale the incense of burnt
local flora, with the end result of her being in a
waking-dream-like state, unaware of her
surroundings.
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
11
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
-1
SILHOUETTE
SPEED
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
ARMOR
0
3
SS. THRESHOLD
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
The farther one gets from the bright center of the galaxy, the further one gets from the truly organized
rule of law. It often falls to those with the most wealth, the most strength, or the most cunning to
determine what really passes for right.
When powerful people accuse a top agent of an Outer Rim syndicate of murdering one of the scientists
of that same syndicate, it seems like a foregone conclusion that the agent will be lost. In hopes of
resolving the situation beneficially, the syndicates head reaches out to freelancers to see justice be
served
The players have been hired by a businessman1 of significant influence in the local system2 to meet with
and clear the name of one of his finest agents3. Five days ago, one of the businessmans scientists4 was
murdered, and pressures from the businessmans competitors have directed accusations onto his top
agent.
The players will meet with the agent to hear the details, and hell tell them about a secured datacard
that contains evidence that could clear him. His former employer, the local security force, will have the
datacard being transported somewhere, and the players will have to find that transport.
The players will learn that its about to be transported, via hover-convoy, from a remote security lab
back into the city. The agent is insistent that they recover it before it gets to the city and into the hands
of his enemies. The players will have to steal it from the convoy transporting it.
The recovery of the datacard and the possible inspection of its contents will bring the situation to a
head. A confrontation will be forced between the local authorities and the accused agent at the agents
safe house, and the players will have no choice but to take sides.
(Substitute as necessary)
1
The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Tyrius System, home to the planet Rodia
3
The agent: Lieutenant See Bonuda, formerly of the Rodian Planetside Security Force (RPSF)
4
The victim: Dr. Gena Tan or Tora Ninn, scientists in Tiivs employ (which one if any may depend on
the outcome of Beyond the River if that adventure was played previously)
2
2
SILHOUETTE
3
SPEED
+1
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
ARMOR
0
3
SS. THRESHOLD
3
SILHOUETTE
1
SPEED
-1
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
-3
SILHOUETTE
SPEED
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
22
ARMOR
5
18
SS. THRESHOLD
ARMOR
0
7
The Ambush:
SS. THRESHOLD
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
12
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
12
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
The Heist:
If the players wait long enough that the convoy
makes it all the way back to the PSF
headquarters in Karsteeku, the players will
either have to break into the PSF or give up on
retrieving the datacard entirely (in which case,
the police will track down Bonuda, forcing the
final confrontation anyway).
Breaking in to the PSF headquarters will be a
challenge, only aided by the fact that its
located in the busy Administrative District, near
the Government Seat. Civilians are in and out of
the large police building frequently, as theyre
there to report as witnesses, be interviewed as
suspects, or work as civilian contractors.
Access to the police station beyond the firstfloor lobby is funneled through a security
checkpoint, ensuring that no one (besides onduty police) is armed.
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
15
S. THRESHOLD
14
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
12
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
12
S. THRESHOLD
M/R DEFENSE
0 0
Wealth. Power. Many dream of the situation in life that they afford. They yearn for the glitz and the
glamour of the lifestyle. However, one never makes it to the top of the heap without accruing a few
enemies often very substantial nemeses.
Theres a certain dance that must be done, though. Powerful people rarely meet each other face-toface; they employ intermediaries to do the dirty work. When one such man finds that an opponent of
his has stolen something precious, its up to a group of hired hands to recover it from on top of the
world
The players have been hired by a businessman1 of significant influence in the local system2 to purloin (or
otherwise acquire) an item stolen from him by a rival. The businessman knows the approximate location
of the item and has identified an advantageous time to make a move a gala hosted by the rival3.
The players will know the location and time of the gala, an evening affair in a high-rise building in the
middle of town. The target of their heist4 will be on display during the party, and the players will have to
finagle a way to either sneak in to the gala or get to the item behind its security.
If and when the players make it into the party, theyll have to use their wits and cunning to take the lay
of the land and figure out the best way to steal it and escape the party.
If the players manage to escape unhindered with the item, theyll be handsomely rewarded, but theyll
have a huge number of party guests, security, building staff, and other distractions that could get in their
way.
(Substitute as necessary)
1
The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate (depending
on the outcome of Justice Be Served, this may be switched with Bollin the Grey)
2
The local system: Tyrius System, home to the planet Rodia
3
The rival: Bollin the Grey, owner of Rodian Interfreight (depending on the outcome of Justice Be
Served, this may be switched with Ranem Tiiv)
4
The item: A data cylinder, originally stolen (in Justice Be Served) from the murdered Dr. Tan
(depending on the outcome of Beyond the River)
Legal Entanglements
If the players have made trouble with the
Karsteeku authorities, this step may be further
complicated. While Bollin the Grey manages his
own security, he like most successful
entrepreneurs manages a fairly amicable
relationship with the planets police force as a
matter of course.
Sneak In
Very little in the way of advance preparation
can be done for simply sneaking in completely
undetected (versus entering by visible
subterfuge).
Redswamp Terrace, the building in which the
gala is being held, is 64 stories tall, the top floor
of which is the site for the gala. The gala floor,
home to an observation deck and Bollin the
Greys private restaurant (Skyfloor Caf), is
located immediately above his personal
museum, and both are closed to the public.
RODIAN INTERFREIGHT
Rodian Interfreight, owned and managed
by Bollin the Grey, is a large shipping and
manufacturing corporation in the Tyrius
system and the chief business rival of
Tyrius Sysworks Syndicate.
While they maintain a headquarters in
parts unknown, they do have a
substantial presence in the Market Sector
of Karsteeku, a shipping hub on Rodia.
In addition to widely-available cargo
hauling services, they specialize in the
development of auxiliary ship systems for
niche users, including such products as
specialty sensor packages, slave circuitry,
and communications jamming devices.
BRAWN
AGILITY
SOAK VALUE
2200 hours
2300 hours
2315 hours
2500 hours
2630 hours
2800 hours
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
3
PRESENCE
M/R DEFENSE
0 0
2900 hours
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
11
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
Hired through various security or securityrelated postings, they supplement the buildings
security for the night of the gala.
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
10
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
3
PRESENCE
M/R DEFENSE
0 0
W. THRESHOLD
16
S. THRESHOLD
14
M/R DEFENSE
0 1
The void of interstellar space holds innumerable secrets. Despite the thousands of years of travel in the
stars, the galaxy has remained unsearchably vast and many mysteries have remained impenetrably
sealed.
When a group of researchers make a breakthrough in the study of a historical artifact, one of these lost
treasures seems to be within reach. Their employer reaches out to a group of space travelers to enlist
their aid in recovering this prize from beyond the veil
The players have been hired by a businessman1 of significant influence in a nearby system2 to hunt down
a lost starship3 hidden in deep space. A research team employed by the businessman has deciphered the
purpose of a historical artifact, and it should be able to lead the players to the vessel.
The players will take the artifact and perform a series of hyperspace jumps to reach the location of the
ship. Once there, the players will need to navigate an asteroid field home to several large creatures to
reach the ship itself.
To recover the vessel, a large capital ship, the players will have to land and attempt to slave the ship to a
control program created by their employer. However, to do this theyll need to navigate through the
ships defenses to reach the bridge, the location the control program needs to be used from.
As the players attempt to leave, a gigantic creature, the predator to the creatures encountered earlier,
will attempt to attack the ship. The players will need to defeat or flee this creature to exit the asteroid
field and make it safely to hyperspace.
(Substitute as necessary)
1
The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Tyrius System, home to the planet Rodia
3
The starship: The Shadows Wing, a Rendili StarDrive Dreadnaught-class heavy cruiser
2
the
lost
-1
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 0
19
HT. THRESHOLD
ARMOR
SS. THRESHOLD
13
BRAWN
AGILITY
ARMOR
INTELLECT
CUNNING
WILLPOWER
HT. THRESHOLD
26
SS. THRESHOLD
PRESENCE
M/R DEFENSE
0 0
1-8
9-16
17-25
26-33
34-41
42-50
51-58
59-66
67-75
76-83
84-91
92-100
Similar Encounters
If a challenge is rolled thats too similar to the
previous one (e.g. Electrified Surfaces
followed by Carbonite Mist), or if a challenge
is rolled thats already been used, pick the next
challenge nearest to it on the table, or simply
pick a challenge that seems interesting.
As the players travel through the ship, they may
see the desiccated remains of the previous
occupants of the vessel.
Extensive searches through the ships logs may
reveal the details of the Shadows Wings
maiden voyage:
She took off from Rodia under cloak, and only
ever decloaked to change course. They
proceeded to a deep space monitoring station
to confirm how they appeared on long-range
sensor readings. From there, they jumped to a
thick nebula to conceal the direction of their
final jump, which was to a secret Rendili space
dock for final analysis and tuning, after which
they would proceed to Christophsis for delivery
of the prototype.
They never reached the Rendili space dock,
though. They were pulled out of hyperspace by
an anomalous gravitational mass the asteroid
field they now sit in.
The Shadows Wing would have resumed its
course after clearing the fields gravity well,
though, were it not for another unfortunate
coincidence the crew was slowly becoming
very erratic and hostile.
For the whole duration of the voyage, the crew
had gradually been growing weaker and
weaker, and with the weakness arose a sense of
panic and paranoia. Some of the crew, before
they were fatally incapacitated by their growing
injuries, enabled stringent security measures in
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
-2
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 1 1 1
100
HT. THRESHOLD
ARMOR
SS. THRESHOLD
40
These giant creatures from the Stenness system
are known to be one of the few natural
predators of the exogorth, or space slug. While
they tend to scavenge from a wide variety of
food sources, they will relish the opportunity
for a large meal in the form of a large body.
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
ARMOR
HT. THRESHOLD
37
SS. THRESHOLD
36
M/R DEFENSE
0 0
Every crime ever committed boils down to three things. From grisly, Hutt-contracted assassinations to a
street urchin on Coruscant stealing credits to buy food, every criminal has a means, has a motive, and
has an opportunity.
When the owner of a research lab in space suspects one of his employees is stealing from him, he has to
turn to outside help to flush out the criminal. Hes hired a group of spacers to go undercover, investigate
the situation, and ensure that the criminal has nowhere to run
The players have been hired by a businessman1 of significant influence in the local system2 to investigate
a situation on his orbital facility. He knows that one of his researchers has been selling project details to
a rival3, and hes tasked the players with going undercover and finding out who it is.
The players will need to craft undercover roles and insinuate themselves into life on the orbital facility.
Once in place, theyll need to investigate several suspects to get to know who might and why someone
might turn traitor.
As the players start to apply pressure to the suspects, the guilty party raises the stakes by murdering one
of the suspects in order to steal a critical piece of the project and wrap up his espionage. As the station
goes on lockdown, the players will hone in on the culprit of the crimes.
Once the noose starts to tighten, the murderer will pull out all the stops and attempt to make his
escape. The players will have to stop him and catch him before he can ruin their employers research,
sell him out, and get away with murder.
(Substitute as necessary)
1
The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Rodia
3
The rival: Bollin the Grey, owner of Rodian Interfreight
2
BRAWN
AGILITY
PRESENCE
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
12
S. THRESHOLD
M/R DEFENSE
0 0
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
12
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
PRESENCE
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
13
S. THRESHOLD
M/R DEFENSE
0 0
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
14
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
Suspect Motives
The following section is to help the GM define
clues set out for each suspect.
Each suspect fits an archetype, which should be
the focus of their personality. This will help the
players stay focused on both differentiating the
suspects as well as interpreting their motives.
Because of this, there is a key fact that the
players should know about each character. This
is spelled out in one of the two player handouts
provided on the previous pages.
Finally, each suspect has a list of circumstantial
evidence evidence that establishes they had
motive for the crime. Each set of circumstantial
evidence also lists methods that might be used
to find it: in-person observation, talking to
acquaintances, reading family or friend
correspondence, searching personal effects, or
doing computer research.
Ty Yelliri
Archetype: The Veteran
Motive: Jealousy - Hes been working with
Ranem Tiiv since his operation was very small,
and he feels hes owed more than hes gotten in
all that time.
Key Fact: Hes the most senior off all the lead
researchers
Circumstantial Evidence:
Beema Karada
Archetype: The Mother
Motive: Protection - Her youngest son is
irreconcilably indebted to Bollin the Grey and
Rodian Interfreight.
acquaintances, research
Hes very arrogant and self-assured inperson observation, acquaintances
Hes made a habit of stealing small
items of value from the research lab
and squirreling them away on his
personal ship personal effects,
research
Kal Kesha
Essik Bopal
acquaintances, in-person
Hes pessimistic about the outcome of
the project acquaintances, in-person
Hes pushed hard for deadline
extensions at every project milestone,
to the point of being reprimanded
acquaintances, research
Off-station visits
o The Mother (seeing family)
o The Veteran (he docks and
maintains his own starship at
the station and will often take it
out on trips)
o The Outsider (weekend trips to
get away from her coworkers)
Courier ships
o The
Veteran
(submitting
research to various places for
review)
o The
Outsider
(receiving
packages and communication
from home)
o The Friend (picking up personal
deliveries as a favor to Tiiv)
Communications array
o The Mother (works late at night
in a nearby area when security
is lower)
the
culprit
overpowered and strangled the victim
the marks on the victims neck show
that this was done bare-handed,
indicating a larger or stronger killer
Shooting the culprit shot the victim in
the chest with a blaster anyone can
kill with a blaster
3
SILHOUETTE
3
SPEED
+1
HANDLING
DEFENSE
1 -
- 0
9
HT. THRESHOLD
ARMOR
4
SILHOUETTE
4
SPEED
+1
HANDLING
DEFENSE
1 -
- 1
14
HT. THRESHOLD
SS. THRESHOLD
ARMOR
SS. THRESHOLD
The bigger the venture, the bigger the risk. Pirates and opportunists across the galaxy are drawn to rich
targets like Jawas to a wreck.
When a prominent businessman is chosen from among his peers to host an annual meeting of the same,
he has more to lose than his own assets if he fails. To ensure that the meeting goes off without a hitch,
this power player reaches out to a group of spacers to help protect his venture, but with a road this
dangerous, theres always a chance of turbulence
The players have been hired by a businessman1 of significant influence in the local system2 to protect a
meeting of powerful people hes hosting on board his ship. The meeting includes businessmen from
around the system, including the players employers rival3, and the employer is worried that he might
try something.
The players will get in place for a short cross-system trip to the outer planet4 in the system. En route,
they will have to protect their employers ship from an external pirate attack.
However, while the pirates were attacking, undercover hijackers employed by the rival will have taken
over the vessel from the inside. The players will need to find a way to rescue the passengers onboard,
including their employer.
As the situation turns south for the rival, a series of explosive devices will cause the ship to start to selfdestruct and head for the surface of the planet. The players will need to find a way to evacuate as many
people as possible before the ship hits the surface.
(Substitute as necessary)
1
The employer/businessman: Ranem The Glove Tiiv, owner of Tyrius Sysworks Syndicate
The local system: Rodia
3
The rival: Bollin the Grey, owner of Rodian Interfreight
4
The planet: Taoska, a small ringed icy planet at the edge of the Tyrius system
2
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 0
11
HT. THRESHOLD
ARMOR
SS. THRESHOLD
Hyperdrive: None
Navicomputer: Yes
Sensor Range: Close
Passenger Capacity: 1 Pilot and 1 Co-Pilot
Cost/Rarity: 60,000 credits/6
Customization Hard Points: 3
Weapons: Wingtip Mounted Light Laser
Cannons [Fire Arc Forward, Damage 5, Critical 3,
Linked 3, Range: Close], Concussion Missile
Launcher [Fire Arc Forward, Damage 6, Critical
3, Range: Short, Breach 4, Blast 4, Guided 3,
Limited Ammo 2, Slow-Firing 1]
-1
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 0
12
HT. THRESHOLD
ARMOR
SS. THRESHOLD
Once the players have averted the attack by the
pirates, they should receive a short
communication over their comlinks:
ssshhk was a diversion. Attention,
spacers, the pirate attack was a diversion.
Bollin the Greys Rodian Interfreight legal
team was a commando unit, and theyve
taken over the ship and sliced control of the
droid crew.
He tried to take the ship into hyperspace,
but the navicomputers locked down. I think
hes split up the passengers into multiple
holding areas. Im one of Ranem Tiivs
lawyers, and theyve put us in the brig with
the group from Starline Transport.
I think Bollins got Tiiv with him, though. He
wants to steal the ship, and hell be trying
to interrogate the security passcodes out of
him.
Youre our last chance! Bollin sent some
men down to the hangar, presumably to
deal with you. I hope this warning reaches
you in time.
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
11
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
16
S. THRESHOLD
14
M/R DEFENSE
0 1
As Bollin is incapacitated:
Explosions ring out through the rear of the
ship.
Bollin wheezes, You didnt think cough,
You didnt think Id let you just beat me,
right? If I go down, Im taking you all with
me. We should make a pretty nice divot in
the surface of Taoska.
After the explosions take place
The explosions Bollins detonated blew up
several key systems, and the ship is going to
crash into the surface of the planet theyre
orbiting, Taoska.
Repairing the damage, at this point, is
impossible. Flight control is still active
(assuming the asteroid didnt collide with the
ship earlier) to the point that players could
control the attitude of the ship, although its
still going down.
In addition to his explosive sabotage, Bollin also
ejected all the escape pods simultaneously with
the explosion and he physically locked down the
hangar.
Players have a total of ten actions they can
make before the ship crashes. Every time the
players go up or down a deck (e.g. from deck 6
to deck 5) or every time a player rolls for
something, an action is used.
If the players signaled for help anywhere locally
(i.e. in-system, probably from Rodia) before the
explosions, the help should arrive now, and be
an additional factor in evacuating the ship (and
this will obviously depend on the type of help
summoned).
The
Siniteen on Wookieepedia
Nelvaanians on Wookieepedia
Pacithhip on Wookieepedia
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
) )
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
Energy Weapons
DT-57 Blaster Pistol
Ranged
(Light)
Ranged
(Light)
Ranged
(Heavy)
Ranged
(Heavy)
Ranged
(Heavy)
Medium
1350
Cumbersome 2
Short
500
Short
350
Extreme
2250
Long
2100
Ranged
(Light)
TM-31 Impact Pistol
Ranged
(Light)
HB-4 Hunting Rifle
Ranged
(Heavy)
Explosives and Other Weapons
Repulsor Throwing Razor
Ranged
(Light)
Precision Flame Rifle
Ranged
(Heavy)
Bolt Caster
Ranged
(Heavy)
Smoke Grenade
Ranged
(Light)
Short
450
Superior, Pierce 1
Short
400
Sunder
Long
1250
Prepare 1, Guided 1
Long
1500
Medium
1700
Short
Auto-Fire, Ensnare 1
Short
(R)
1950
50
Limited Ammo 1
Developed by SoroSuub Corporation as a highend consumer sporting sniper rifle, the X-45 is a
precise, lethal tool. Unfortunately for users on
backwater planets, the rifle is finicky and fragile
and requires a high degree of maintenance to
keep in working order. For this reason, the rifle
is transported in parts in a case.
When disassembled, observers must pass an
Easy ( ) Knowledge (Warfare) check to
Cryogen Whip
Rodian Razor-Stick
Hunting Spear
Hunting Spear (thrown)
Snap Baton
Melee
Melee
Melee
Ranged
(Heavy)
Melee
+1
+2
+2
6
3
2
3
3
Short
Engaged
Engaged
Short
2
1
4
-
1
1
0
-
700
450
250
-
4
4
1
-
+1
Engaged
300
Disorient 2
Climbsuit
Combat Wetsuit
Uni-Environmental Survival Suit
0
1
0
1
1
2
400
1150
2700
2
4
5
2
1
1
2
4
5
Communications
Emergency Hypercomm Pulse
Cybernetics
Verifier Monitoring Implant
Tracking Interface
Droids
Seeker Remote
Droid Autoturret
Drugs and Consumables
Pheromone Cocktail
Medical
Antitoxin Patch
Adrenal Stamina Stimulant
Stabilization Gel
Security
Holographic Disguise Matrix
Anti-Repulsor Trap
Survival
EMS-90 Bubble Cloak
Foraging Kit
Dampener Aerosol
Personal Fire Suppressant
Tools
Repulsor Boots
Magnetic Boot Fittings
1150
5000
6300
0
0
6
5
3150
(R) 2300
2
4
2
5
40
100
200
750
0
0
0
3
5
5
2400
1950
1
2
7
6
800
150
130
70
1
1
1
1
3
2
4
2
2200
300
2
2
5
3
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
SILHOUETTE
SPEED
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
ARMOR
0
6
SS. THRESHOLD
+1
SILHOUETTE
SPEED
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
ARMOR
0
3
SS. THRESHOLD
3
SILHOUETTE
1
SPEED
-1
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
ARMOR
0
7
SS. THRESHOLD
-3
SILHOUETTE
SPEED
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
22
ARMOR
5
18
SS. THRESHOLD
-2
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 0
HT. THRESHOLD
ARMOR
2
6
SS. THRESHOLD
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 0
HT. THRESHOLD
11
ARMOR
2
8
SS. THRESHOLD
-1
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 0
HT. THRESHOLD
12
ARMOR
3
8
SS. THRESHOLD
SILHOUETTE
SPEED
HANDLING
DEFENSE
0 -
- 0
HT. THRESHOLD
14
ARMOR
3
11
SS. THRESHOLD
+1
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 1
HT. THRESHOLD
25
ARMOR
3
17
SS. THRESHOLD
4
Developed in response to the popularity of their
Z-10 Seeker scout ship, the ZH-25 was Starfelds
attempt to focus on the areas theyd already
seen the Z-10 be customized for high-speed,
long range delivery. To address the defensive
deficiencies of the Z-10, the ZH-25 was scaled
up in size, offering greater protection at the
expense of just a little speed with no loss of
range.
-1
SILHOUETTE
SPEED
HANDLING
DEFENSE
1 -
- 1
HT. THRESHOLD
30
ARMOR
3
20
SS. THRESHOLD
SILHOUETTE
3
SPEED
-1
HANDLING
DEFENSE
1 -
- 1
HT. THRESHOLD
20
ARMOR
3
14
SS. THRESHOLD
-2
SILHOUETTE
SPEED
HANDLING
DEFENSE
2 1 1 2
HT. THRESHOLD
21
ARMOR
3
20
SS. THRESHOLD
Conner Net
Mag Pulse Torpedo
Launcher
Jamming Beam
Close
Short
12
4
3
1
4-10
3-10
12000
8500
(R) 5
6
Close
3-10
5000
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
15
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
Talents: Adversary 2
Abilities: Bioluminescent Flash (As a maneuver,
may make a Deception check against any target
in Short range; upon succeeding, the target
takes
to its next check against the Kwazel
Maw), Silhouette 3
Equipment: Full-body Tackle [Brawl, Damage 8,
Blast 4, Critical 4, Range: Engaged, Disorient 2]
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
10
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
14
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
NATURAL LIFE
Because of Christophsiss planetary
geology the surface is nearly entirely
crystalline very little in the way of
natural organisms live on the surface. The
few that do are usually imported species
from visitors or immigrants to the planet.
Christophsis isnt without its own
ecosystem, though. Deep beneath the
surface of Christophsis lies a vast,
underground cave system that supports
many different varieties of life.
These life forms rarely interact with the
Christophsians on the surface, having
adapted to living in the dark, dank cave
environments. Miners have reported
occasional encounters with these
creatures, although usually the two
groups know to stay out of each others
way.
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
Skills: Resilience
Talents: None
Abilities: Silhouette 2
Equipment: Consume [Resilience, Damage 10,
Critical -, Range: Engaged, Breach 2, Prepare 2]
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
1
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
INTELLECT
CUNNING
WILLPOWER
PRESENCE
SOAK VALUE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
PRESENCE
W. THRESHOLD
S. THRESHOLD
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
S. THRESHOLD
3
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
15
S. THRESHOLD
3
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
22
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
17
S. THRESHOLD
3
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
22
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0
BRAWN
AGILITY
SOAK VALUE
INTELLECT
CUNNING
WILLPOWER
W. THRESHOLD
12
S. THRESHOLD
2
PRESENCE
M/R DEFENSE
0 0