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Guide to the Errant Venture


for the
STAR WARS� Roleplaying Game
Written and Developed By:
Rodney “Moridin” Thompson

Interior Artwork By:


W. Don “Ghost in the Holocron” Flores

Additional Development By:


Phil "Rigil Kent" Norfleet, Patrick "Jan Tolbara" Stutzmann

Layout and Graphics by:


Derek “Nafai” Jones

With Special Thanks To:


West End Games and Wizards of the Coast
as well as Steve Miller, Michael A. Stackpole, and JD Wiker

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Welcome aboard the Errant Venture, gentlebeings! I am Nawara Ven,
quartermaster and majordomo for Booster Terrik, the owner and operator
of this great spacebound bazaar. Please ignore those burn marks on the wall
of the hangar; I assure you they’re nothing you should concern yourself with.
Allow me to give you the grand tour and perhaps find a place where you can
relax and spend a few credits on yourself. Everything a being could ever want
that can’t be found planetside is found aboard our ship, for a price. Just stay
with me and I assure you that we can help find what you’re interested in.

The Errant Venture is not your typi- Imperial forces away from Thyferra. In a
cal smugglerʼs den, that much is certain in brilliant tactical move, Booster commanded a
the minds of nearly all visitors. The sight of space station armed with the fire-control sen-
an Imperial II-class Star Destroyer is usually sors of over 300 proton torpedo and concus-
enough to send members of the fringe scat- sion missile launchers; an expert at bluffing, 3
tering in all directions, except when Booster Terrik convinced the captains of the Super Star
Terrik is at its helm. Traveling from system to Destroyer Lusankya and the Imperial-II Star
system and never staying in one place for long, Destroyer Virulence that he actually had laid
the Errant Venture has picked up a motley col- a trap, when in reality the fire control sensors
lection of smugglers, gamblers, mercenaries, were without their matching weaponry. Though
information brokers, and countless others who the Lusankya eventually broke free, the Viru-
operate outside New Republic law. With each lence surrendered to Booster who eventually
jump through hyperspace comes new denizens led the ship to aid in the Battle of Thyferra.
of the fringe, black market goods, dangerous Following the battle, Booster insisted
adventures, and countless other rare and valu- that the Virulence belonged to him, since the
able items that keep beings of all kinds coming captain had surrendered the ship not to the
back for more. New Republic, but to Terrik himself. Through
a long series of negotiations, Talon Karrde,
History of the Errant Venture General Airen Cracken, and Booster Terrik fi-
nally came to an agreement that allowed Terrik
The tale of the Errant Venture begins to keep the ship, though stripped of most of its
shortly after Coruscant fell to New Republic weaponry. Booster renamed the ship the Errant
forces at the hands of Rogue Squadron. Ysanne Venture, and hired over 200 Verpine techs to
Isard, then-ruler of the remnants of the Impe- refit and refurbish the damaged and decrepit
rial war machine, had fled to Thyferra where portions of the ship. The refit took over seven
her control of the Bacta Cartel had dealt a months, but once finished Booster had gained
crippling blow to the struggling New Republic command of a massive, floating smugglerʼs
military. In a series of battles, won through den, which had been a dream of his for years.
the cleverness and talent of several members Today, the Errant Venture is a common name
of Rogue Squadron and their associates, Isard on the tongues of most members of the space-
was ousted from her seat of power and Thy- faring fringe. Intimidating to its enemies, but
ferra was free to join the New Republic. a welcome sight for criminals and thrillseek-
During the final stages of the campaign, ers, the Errant Venture has become an icon of
Booster Terrik, a smuggler and information smugglers and free-traders everywhere, and
broker, who spent 5 hard years in the spice serves as a reminder for all members of the
mines of Kessel, cooperated with his future fringe that Booster Terrik outsmarted the New
son-in-law Corran Horn in an effort to draw Republic.
with a massive database of “dataphantoms,” or
The Ship and its Crew identities which can be easily assumed without
scrutiny from public officials, Booster can cre-
Boosterʼs dream of a mobile base of ate a set of documents that no one will ques-
operations and place of business has not been tion their validity. This comes in very handy
everything he dreamed it would be. When the for his under-the-table dealings, as well as
New Republic finished stripping the ship of its making him a good deal of money from those
weaponry, the Errant Venture was reduced to who wish to change lives for a while. Other
ten turbolaser batteries, ten ion cannons, and systems, such as communications and sensor
two tractor beams, a mere shadow of its former
armament. Additionally, interior systems had Maneuverability: 1D
been damaged in combat, and faulty fire-con- Space: 5
trol modules on some of the weaponry have Hull: 7D
been a constant headache for Booster Terrik Shields: 2D
ever since acquiring the vessel. As a result of Sensors:
these problems, the ship takes a –3 Engines Passive: 75/1D+2
4
penalty to Maneuverability, and suffers losses Scan: 150/3D+2
in fire control bonuses and turbolaser damage. Search: 300/5D
Despite repeated breakdowns and sys- Focus: 8/6D+2
tems failures, many pieces of Imperial military Weapons:
technology were left intact aboard the vessel. Turbolasers (60)
One of the big advantages for Booster and his Fire Arc: 4 Batteries Front, 4
crew is that the Imperial document fabrica- Batteries Left, 4 Batteries Right
tion systems are still fully functional. These Fire Control: 2D+2
are excellent for forging legal documents and Space Range: 3-15/36/75
identifications, because rather than being fake Atmosphere Range: 6-30/72/
identification documents, they are real Imperial 150 km
documents with false information. Combined Damage: 4D
Errant Venture
Ion Cannons (60)
Craft: Kuat Drive Yards’ Heavily Fire Arc: 4 Batteries Front,
Modifed Imperial-II Star Destroyer 3 Batteries Left, 3 Batteries
Type: Star Destroyer Right, 2 Batteries Back
Scale: Capital ship Fire Control: 3D+2
Length: 1,600 meters Space Range: 1-10/25/50
Skill: Capital Ship Piloting: Star De- Atmosphere Range: 2-20/50/
stroyer 100 km
Crew: 4,780 Damage: 5D
Crew Skill: Capital Ship Gunnery 4D,
Capital Ship Piloting 4D+2, Capital Tractor Beam Projectors (10)
Ship Shields 4D+1 Fire Arc: 6 Front, 2 Left, 2
Passengers: 30,000 Right
Cargo Capacity: 49,000 metric tons Fire Control: 3D+2
Consumables: 5 years Space Range: 1-5/15/30
Cost: Not for sale Atmosphere Range: 2-10/30/60
Hyperdrive Multiplier: x2 (backup x8) km
Nav Computer: Yes Damage: 6D
The Errant Venture in the
New Jedi Order
During the events that led up to the peace accord between the New Republic and the
Imperial Remnant, Booster Terrik was able to make a deal with the New Republic Navy to
refit the entire ship using the best technicians the government had to offer in exchange for the
shipʼs use during a raid on an Imperial outpost. As a result, the ship was returned to nearly
new condition, with a full weapons compliment and all the shipʼs vital systems torn out and
replaced with state of the art units. Despite the new components, however, modifications to the
ship made by the smuggler prevented the Star Destroyer from being returned to absolutely top
condition, and some ships systems still functional erratically (giving a –1 Engines penalty to
Maneuverability, as well as less effective fire control). Additionally, after peace was made, the
New Republic paid to have the ship painted blood red from bow to stern, a vision that Booster
had planned for the ship but could never quite afford to have done.
With the Jedi on the run from the Yuuzhan Vong (and the Peace Brigade), the Errant
Venture serves as a floating sanctuary for most of the youngest Jedi students. Kam Solusar and
his wife, Tionne, are managing the small cluster of apprentices, while Jedi Knight Corran Horn
5
is remaining onboard in order to lie low following the events at Ithor. While Booster claims to
be put off by having the Jedi students on board, the fact that two of them are his grandchildren
softens his gruff exterior to a certain degree. The ship is making random jumps throughout the
galaxy, never straying close enough to an inhabited system to be spotted, and only staying in
the same place long enough to re-supply. Additionally, due to the increased need for security,
the two house starfighter squadrons have been released to fight independently of the vessel.
Only a select few can find the ship at any given moment, among them Luke Skywalker, Mara
Jade, Han Solo and Leia Organa Solo, and perhaps a handful of others.
equipment, give the ship other subtle advan- X-Ceptor is an X-Wing cockpit with a pair of
tages –- when the systems are functional. TIE Interceptor solar panels in the place of
The ship was redesigned on the interior, the standard S-foils, while the Y-TIE consists
but has always been plagued by technical diffi- of a Y-Wingʼs cockpit, with TIE Fighter solar
culties. The ship is now sectioned off into three panels in the place of the engine nacelles. Of
levels: Black Level, Blue Level, and Diamond Adventure Hook:
Level. These are the three commercial zones of
the ship, which are the most visited by traders
Dangerous Cargo
and merchants, as well as passengers simply As soon as the characters arrive
along for the thrill, and some of the less savory aboard the Errant Venture, they have a
members of Galactic society. Black Level, the chance encounter with Nawara Ven in the
lowest of the three, has been likened to Mos cargo hold. As the characters disembark from
Eisley in many respects, as things there can their transport, astute heroes will overhear a
get a little rough; Blue Level is populated by conversation between the Twiʼlek quarter-
merchants, traders, and thrillseekers, while the master and a merchantʼs representative. The
upper level, Diamond Level, houses the casi- Errant Venture has just unloaded some very
nos and the big spenders. hot cargo, either Imperial command codes,
a cache of Adegan Crystals (used in the
With a decreased armament and peril- creation of lightsabers), or some other item
ously nonfunctional electronic equipment, which coincides with the charactersʼ inter-
Booster keeps several squadrons of uglies, ests. Further investigation reveals that Ven
patchwork starfighters composed of vary- acquired the items through a fellow Twiʼlek
ing parts of different starships, for the shipʼs named Duura, an information broker on
protection from pirates and other raiders. The Black Level.
course, no two uglies are alike, and more often Space: 7
than not even two of the same basic configu- Atmosphere: 350; 1,000 kmh
ration will vary widely in functionality. The Hull: 3D
shipʼs two house squadrons, Glory Squadron Shields: 0D+2
and Honor Squadron, are permanently sta- Sensors:
tioned aboard the Errant Venture, and are on Passive: 25/0D
Boosterʼs payroll. The ship also makes use of Scan: 50/1D
four mercenary squadrons, who swap in and Search: 75/2D
out occasionally, are paid on a contractual ba- Focus: 3/4D
sis and are rarely aboard the ship for more than Weapons:
a few months. Laser cannons (4 fire-linked)
Aside from the starfighters housed Fire Arc: Front
aboard the vessel, several transports, shuttles, Fire Control: 1D+2
and other unconventional craft are often found Space Range: 1-3/12/25
in the Star Destroyerʼs docking bay. One of the Atmosphere Range: 100-300/1.2
chief defenses the Errant Venture has against km/2.5 km 6
larger ships, such as the corvettes and cruisers Damage: 5D
found in some pirate fleets, is a pair of as-
sault gunboats that cost Booster no small sum
to procure. The craft are Cygnus Spaceworks Y-TIE Ugly
Alpha-class assault gunboats which were Craft: Y-TIE Ugly
originally developed for use in the Galactic Type: Modified starfighter
Empire. Though never produced in so large a Scale: Starfighter
number as to become common in the galaxy, Length: 11.8 meters
assault gunboats were the Imperial response to Skill: Starfighter Piloting: Y-TIE Ugly
the more durable but slower craft used by the Crew: 1-2
Rebel Alliance. Boosterʼs technicians keep the Crew Skill: Starfighter Piloting 3D, Star-
pair as close to full efficiency as possible, as ship Gunnery 2D+2, Starship Shields
they were far too costly to allow them to slip 2D+2
into disrepair. Passengers: 0
Cargo Capacity: 100 kg
X-Ceptor Ugly Consumables: 4 days
Craft: X-Ceptor Ugly Cost: Not available
Type: Modified starfighter Hyperdrive Multiplier: x2
Scale: Starfighter Nav Computer: Yes
Length: 12.5 meters Maneuverability: 1D+2
Skill: Starfighter Piloting: X-Ceptor Ugly Space: 6
Crew: 1 Atmosphere: 330; 950 kmh
Crew Skill: Starfighter Piloting 4D, Star- Hull: 3D+1
ship Gunnery 3D+2, Starship Shields Shields: 1D
3D+1 Sensors:
Passengers: 0 Passive: 15/0D
Cargo Capacity: 90 kg Scan: 35/1D
Consumables: 4 days Search: 50/2D
Cost: Not available Focus: 4/3D
Hyperdrive Multiplier: x2 Weapons:
Nav Computer: Yes Laser cannon (2, 1 fire-linked in sets
Maneuverability: 3D+1 of 2)
Fire Arc: Front Weapons:
Fire Control: 1D Laser cannons (2 fire-linked)
Space Range: 1-3/12/25 Fire Arc: Front
Atmosphere Range: 100-300/1.2 Fire Control: 2D
km/2.5 km Space Range: 1-3/12/25
Damage: 5D Atmosphere Range: 100-300/1.2
km/2.5 km
Light ion cannon (1) Damage: 4D
Fire Arc: Turret or front*
Fire Control: 2D Ion cannons (2 fire-linked)
Space Range: 1-3/7/36 Fire Arc: Front
Atmosphere Range: 100-300/700/ Fire Control: 2D
3.6 km Space Range: 1-3/7/36
Damage: 4D Atmosphere Range: 100-300/700/
3.6 km
* These guns may be fixed to forward-fir- Damage: 4D 7
ing to be operated by the pilot. This
reduces the fire control bonus from 2D Concussion missile launchers (2)
to 1D. Fire Arc: Front
Fire Control: 1D+1
Space Range: 1-3/7/13
Assault Gunboat Atmosphere Range: 100-300/700/
Craft: Cygnus Spaceworks Alpha Class 1.3 km
XG-1 Starwing Damage: 9D
Type: Assault gunboat
Scale: Starfighter
Length: 15 meters Additionally, Booster has hired several
Skill: Starfighter Piloting employees to act as a security force aboard
Crew: 1 the ship. Recognizing that with a ship full of
Crew Skill: Starfighter Piloting 4D, Star- scoundrels there was bound to be trouble, he
ship Gunnery 3D+2, Starship Shields selected former crewmates and mercenaries
3D+1 to fill out the ranks of an armed security team
Passengers: 0 to keep the peace in order to continue attract-
Cargo Capacity: 100 kg ing more wealthy guests. These security team
Consumables: 3 days members are garbed in what appear to be old
Cost: Not available Imperial-style uniforms, but rather than the
Hyperdrive Multiplier: x1 sterile gray and black colors of the past, the
Nav Computer: Yes torsos are now light green with yellow sleeves,
Maneuverability: 2D and when combined with their yellow trousers
Space: 8 and green caps make them a somewhat sicken-
Atmosphere: 365; 1,050 kmh ing sight to behold. Nevertheless, they stand
Hull: 4D+1 out in a crowd and have been a relatively effec-
Shields: 2D+2 tive means of keeping the peace. They do turn
Sensors: a blind eye to many of the shady deals on the
Passive: 25/0D ship, unless Booster specifically orders them to
Scan: 50/1D take care of a situation, or if the situation pres-
Search: 75/2D ents a danger to the ship or its wealthy guests.
Focus: 3/4D
Errant Venture Security Force Member Errant Venture Security Force Captain
Type: Security Guard Type: Weequay Security Guard Captain
DEXTERITY 2D DEXTERITY 2D
Blaster 3D, Brawling Parry 3D+2, Melee Blaster 5D, Brawling Parry 5D+1, Melee
Combat 3D+2, Melee Parry 4D Combat 6D, Melee Parry 5D+1
KNOWLEDGE 1D+2 KNOWLEDGE 1D+2
Intimidation 4D+1 Intimidation 4D
MECHANICAL 1D+2 MECHANICAL 1D+2
PERCEPTION 2D PERCEPTION 1D+1
STRENGTH 3D+1 Sneak 2D+2
Brawling 5D STRENGTH 4D
TECHNICAL 1D+1 Brawling 7D+1, Climbing/Jumping 5D+2
Character Points: 3 TECHNICAL 1D+1
Move: 10 Security 3D
Equipment: Blaster pistol, en- Force Points: 1
crypted comlink, Security Force Character Points: 6 8
uniform, stun Move: 10
baton Equipment: Blaster pistol, encrypted
comlink, stun baton

Black Level

Black Level is a rough-and-tumble area


where the shadiest deals and most dangerous
situations aboard the ship can be found. Con
men, out of work ship crews, thieves, smug-
glers, assassins, and all manner of scum inhabit
this Level. In addition to the dangerous, there
are the poor, the homeless, and the wandering;
these are the people who saw cheap transport
Adventure Hook: aboard a fringe-friendly ship to be more ap-
Heroes for Hire pealing that staying in whatever wretched lives
After the PCs have arrived aboard they left behind. It is unknown why Booster
the Errant Venture and gotten accustomed even allows these dregs of Galactic Society
to their surroundings, the situation involving aboard his ship, perhaps only to sell their infor-
their encounter with Nawara Ven suddenly mation elsewhere.
seems more dangerous. While the characters On Black Level, cantinas and hole-
are onboard, a band of pirates boldly attack in-the-wall dwellings are the most common
the ship in an attempt to acquire that hot car- sight. The travelers on Black Level are typi-
go shipment. If the characters react to help cally strapped for cash, or fleeing troubles,
fight off the pirates, Booster is impressed and as such intoxication and a place to sleep
by their combat prowess and offers them are all many can afford, or care enough about
a three-month contract as members of the to spend money on. Bar fights and killings
mercenary squadrons aboard the ship. Fight- are as common as cutpurses and beggars on
ing off pirate raids and Imperial attempts to Black Level, and only one with the street
reclaim such a warship should provide ample savvy capable of surviving the worst parts of
time to plant further plot seeds, as well as densely-packed cities should venture to this
keeping them busy for a while. level. Desperate or immoral, either way, the
The Staff of the Lean-To inhabitants of Black Level have been known to
prey on those who stand out of the crowd. No-
Mursk To’rak torious bounty hunters, bloodthirsty criminals,
Type: Bothan Diplomat
and opportunistic thieves have all made Black
DEXTERITY 2D+2
Melee Combat 3D+1, Melee Parry 3D Level their domain, and a dangerous place to
KNOWLEDGE 1D+2 be.
Intimidation 2D+1, Value 3D+1, Willpower 4D+1 One notable cantina on Black Level
MECHANICAL 2D+1 is called “The Lean-To.” Owned by a shady-
PERCEPTION 1D+2
looking Bothan named Mursk Toʼrak, this
Con 3D+2, Investigation 4D+2, Persuasion 3D+1,
Search 2D+2 cantina has intentionally dimmed lighting, and
STRENGTH 2D every booth along the walls can see every en-
TECHNICAL 2D trance and exit. The bar, situated in the middle
Force Points: 1 of the room, is rectangular shaped, with drinks
Character Points: 5
being served on all four sides. The disgustingly
Move: 10
dirty floor, which was originally white but is
Equipment: Comlink, datapad (+1D bonus on
checks involving downloading, +1D bonus now an off-brown color, has several blaster 9
to related Knowledge checks with related burns and what look to be bloodstains scattered
datacards), knife over its surface. The walls are littered with
burn marks, and pitted along one side with
Kurrk
what appear to be the remnants of shrapnel
Type: Gamorrean Thug
DEXTERITY 1D+2 from some kind of explosion. The bar serves
Blaster 2D+2, Brawling Parry 2D, Melee Combat a variety of watered-down liquors and other
5D+1, Melee Parry 4D+2 drinks, often in dirty containers. The entire
KNOWLEDGE 1D+2 establishment is filthy and reeks of smoke, but
Intimidation 3D+1
provides enough cheap intoxication to keep
MECHANICAL 1D+2
PERCEPTION 1D+2 many coming back for more.
STRENGTH 3D+2 Mursk is a Bothan who tired of the clan
Brawling 5D+2 structure on Bothawui and set off to escape
TECHNICAL 1D+2 his homeworld. After draining his familyʼs
Force Points: 1
bank account, Mursk started several businesses
Character Points: 4
Move: 10 which failed shortly after their founding. Even-
Equipment: Blaster pistol, vibro-ax tually, he wound up on Boosterʼs doorstep,
and with his help, he opened the cantina. Since
Duura then, Mursk has been successful enough to hire
Type: Twi’lek Spy a bouncer named Kurrk, a Gamorrean merce-
DEXTERITY 2D+1
nary with a chop-shop cybernetic arm, who
KNOWLEDGE 1D+2
Willpower 3D lets fights wind down until the participants are
MECHANICAL 2D+1 almost collapsing, then throws them out into
PERCEPTION 2D the corridor. Kurrk is supposed to prevent any
Bargain 4D, Con 4D+1, Investigation 5D, Persua- major damage to the place, but more often than
sion 4D, Search 3D+1
not he waits too long before acting. Kurrk lost
STRENGTH 2D
TECHNICAL 2D his real arm in the explosion which sent the
Force Points: 1 shrapnel into the wall of the cantina. Though
Character Points: 3 not too bright, he does his job and complains
Move: 10 little, which keeps him on the payroll despite
Equipment: DataPad (+1D bonus on checks in- his slow response time. Mursk also hired a
volving downloading, +1D bonus to related
green-skinned Twiʼlek female, named Duura,
Knowledge checks with related datacards)
to wait tables. What Mursk doesnʼt know is
that she is running an information brokering
Blue Level
business on the side, and using her job as a
waitress to gather information and sell it to The middle level of the Errant Ven-
other patrons. She also skims money off the tureʼs trio of commercial levels is significantly
top of each sale, a little at a time, which sheʼs nicer and safer than Black Level. Blue Level
saving to buy a ship of her own. is a large and colorful area which boasts more
The Lean-To is just one of dozens of reputable inhabitants (if anyone from the fringe
cantinas tucked away on Black Level. They are can be said to be reputable) as well as a safer
as varied as the cantinas in any given city, but travel environment. Remnant of Treasure Ship
certain things are consistent between each one; Row on Corellia, Boosterʼs home planet, Blue
they are all dangerous, and they all have some- Level is highly commercialized, and seems to
thing to sell. Anything from food and drink, be the main trade district aboard the ship, with
to weaponry, to secrets and information can everything from legal wares to illegal, black
be purchased on Black Level, but the price is market goods passing between the hands of
often more than simply credits. Bartering is a merchants and customers.
major form of commerce on Black Level, and Blue Level features Traderʼs Alley, 10
characters visiting this area should be prepared which makes up the bulk of the Levelʼs busi-
to bargain. ness. Traderʼs Alley is a large, cash-only
Boosterʼs security teams rarely bother bazaar featuring merchants and traders from
to patrol Black Level on a regular basis. They all over the galaxy hawking their wares at
respond quickly to threats to the ship, but turn prices that range from dirt cheap to break-
a blind eye to even the most dangerous and ing the bank. This is where most trade goods
lethal happenings. Run-down and perilous to eventually wind up on the ship; when smug-
anyone, Black Level is truly the seedy under- glers and traders unload their cargo, merchants
belly of the Errant Venture. send representatives to haggle for the items in
the manifest. Once the cargo is unloaded and
Adventure Hook: brought up to the shops, the merchants them-
selves determine the market price and begin
Dealing with Duura
pushing the product on the consumer. The
Having descended down to Black exchange between trader and merchant has be-
Level to find out more about this shipment come a well-oiled machine aboard the Errant
that everyone seems to want, they encoun- Venture, with several large smuggling orga-
ter Nawara Venʼs informant, Duura, in this nizations placing representatives of their own
seedy cantina. Should the characters manage aboard the ship for the sole purpose of selling
to convince Duura to give them some infor- that groupʼs cargo.
mation, either by running a dangerous errand One successful entrepreneur is a Sul-
or retrieving some bit of information for her, lustan by the name of Tien Gnit, an aggressive
they learn that the valuables are to be auc- salesman and the shrewd owner of the Lava
tioned off by a successful merchant named Tube, his shop. Tien has long been known as
Tien Gnit on Blue Level in a private auction an honest dealer, though his prices are some-
with high-stakes bidding. While on Black what higher than most. He doesnʼt sell broken
Level, the characters should have several equipment, and he doesnʼt lie about his prod-
brushes with danger, and should one of the ucts to customers. He is a hard bargainer, and
more ambitious criminals get wind of what will ask sometimes twice or three times the go-
the characters are after, they may find them- ing price for a high-quality item. He demands
selves in more trouble than anticipated. a lot of his employees, as well, requiring them
to be honest in their dealings with him and his
customers. Gnit is also in good with Booster
Terrik, dealing mostly with the smuggling as- Adventure Hook:
pect of his organization, and frequently brokers
deals with the owner of the ship in exchange
A Fist Full of Credits
for a good cut of any profit. Following the lead given to them by
Gnit runs a small shop on Traderʼs Duura, the characters arrive on Blue Level
Alley, which is kept clean and organized by and search out the Lava Tube, only to find
his employees. The shop boasts an impressive that the auction is over and the items are
assortment of high-quality items, ranging from gone. Quick investigation reveals that Boost-
the mundane to more hard to find black market erʼs daughter Mirax Terrik was the buyer,
goods. Gnitʼs selection is typically composed and has just left the shop. As the characters
of standard items in working order, though a leave to pursue, they encounter Mirax strug-
small portion of his inventory is of the high- gling with thugs from Black Level over her
est quality, providing a +1 equipment bonus recent acquisition right in the middle of the
to any rolls using that item, at a cost of 30% courtyard beneath the giant holovid. If the
more than the standard asking price. Occasion- characters come to her aid and defeat the
ally, rare and valuable black market goods will thugs, Mirax takes the opportunity to slip off 11
pass through his possession, but typically he unnoticed to Diamond level, prompting the
reserves those for his best, and most trusted party to pursue.
customers. He usually gives first choice of his
rarest items to Boosterʼs daughter, Mirax (who Blue Level also is home to one other
is an expert in rare item acquisitions), though major landmark aboard the ship: a massive
what she doesnʼt take, he makes available to holovid presentation of the New Republicʼs
the regular customers on Traderʼs Alley. He campaign against Ysanne Isard at Thyferra.
does not deal in useless items, however; gems, This work of hyperbole is displayed around
jewelry, art, and other showpieces hold no the clock in a massive open-topped courtyard
interest for the shrewd businessman, instead which rests in the middle of Blue Level, and
preferring to deal in functional goods that serve stretches up to connect with a similar courtyard
a purpose other than decoration. in Diamond Level. Of course, the presentation
was edited and modified by Boosterʼs compos-
ing crew, and as such his role and that of the
Tien Gnit Errant Venture have been greatly expanded,
Type: Sullustan businessman while the part played by his son-in-law Cor-
DEXTERITY 2D+1 ran Horn has been nearly completely cut out.
KNOWLEDGE 2D+1 Guests staying on Diamond Level often ven-
Intimidation 3D, Value 5D+2 ture down through the courtyard to Blue Level
MECHANICAL 2D to shop, descending through clear lift tubes
PERCEPTION 2D or down a massive spiral staircase around the
Con 5D+1, Investigation 4D, Persuasion outer edges of the holovid, while other adven-
5D+1, Search 3D, Search: Tracking turous thrillseekers mingle amongst the many
3D+2 would-be scoundrels milling about. Boba Fett-
STRENGTH 1D+1 wannabes, Han Solo-wannabes, and hundreds
TECHNICAL 1D+2 of other imitators and lackeys populate Blue
Force Points: 2 Level, attempting to live out the excitement
Character Points: 7 of being amongst members of low-society
Move: 10 without having to actually venture to the more
Equipment: Comlink, datapad dangerous Black Level. Boosterʼs security
team makes sure none of his wealthy visitors
meet with too much trouble, but occasionally
they will let someone get a little rattled when and other discreet services can be arranged for
they realize they are in over their head before an appropriate fee.
stepping in. Luxury is not limited to the living
quarters on Diamond level, extending just as
Diamond Level elegantly to the restaurants onboard. Some of
the most renowned food preparation experts
Connected to Blue Level via the from around the Galaxy are found aboard the
massive courtyard at the center of the ship, Errant Venture, cooking up their specialty
Diamond Level is a lush, exotic resort provid- dishes for the guests that can afford it. Many
ing anything a customer might need –- for a species-themed or planet-themed restaurants
price. Bright lights and flashing holograms serve the appropriate cuisine, allowing visi-
proclaim the presence of casinos and entertain- tors to sample tastes from all corners of the
ment, while other sections of Diamond Level Galaxy. Several nightclubs offer entertainment
are closed off and private, including luxury in addition to the food, and the friendly (and
spas and other comfortable living areas. Dia- attractive) restaurant staff is always on hand to
mond Levelʼs motto is ensure that customers 12
a perfect description of Adventure Hook: are pleased with their
the way business is run Diamonds in the Rough meals. These fine dining
aboard this level of the establishments usually
Errant Venture: Discre- The characters, in pursuit of Mirax Terrik have a starting price of
tion Guaranteed, Satis- and her valuable new purchase, ascend into 50 to 100 credits per
faction Assured. the glitz and glamour of Diamond Level.
meal, some extending
The visitors As the party weaves in and out of casinos,
up over 500, and even
to Diamond Level are restaurants, and private establishments, they
1000 credits for some
mostly wealthy, up- eventually catch wind that in 2 days time,
exotic foods. Establish-
per-crust members of Mirax will be playing in a high-stakes game
ments offering dinner
Galactic Society with of Sabacc with an experienced gambler, with
shows, live music, or
money to waste. What her expensive new acquisition on one side other forms of entertain-
brings them aboard of the wager, and a single, rare item in the
ment typically are more
the Errant Venture is a gamblerʼs possession; an authentic Jedi light- expensive, but Booster
chance to see the Galaxy saber, holocron, plans for a working cloaking personally reviews
aboard the intimidat- device, or something along those lines would
many of the performers
ing form of an Imperial be sufficient. What the characters choose to aboard the ship to make
Star Destroyer, sur- do from there is up to them, however thereʼs
sure that everything is
rounded by scoundrels, sure to be trouble (and money to be made) in of the highest quality on
smugglers, and other such a risky endeavor.
Diamond Level.
members of the fringe. Health spas and
Guest quarters are elegantly decorated and relaxation therapy businesses also make their
have anything that a paying customer might home on Diamond Level. Those guests who do
need. Cost per person per night for a room on not wish to deal in entertainment, or the dan-
Diamond Level begins at 5,000 credits, and gerous excitement of Blue Level. Most resorts
then rise from there depending on whether or offer daily, weekly, or even lifetime passes to
not guests would like an observation window customers who come in for pampering. Ath-
(with choice of view between outer space, and letic arenas are available for those who desire
courtyard), room service, or even personal a healthy workout, and other services, like
security while onboard the ship. The rooms are massage therapy or personal training, are also
of the highest quality, decorated by profession- found in Diamond Level spas.
als and serviced by Boosterʼs best employees,
One of the big attractions aboard the
Notable Personalities
shipʼs Diamond Level is the number and va-
riety of casinos. If Blue Level was remnant of Booster Terrik
Treasure Ship Row, Diamond Level rivals the
great casinos at Cloud City, Kaal, and aboard Booster Terrik has always been a little
the Coral Vanda. Bright lights, exotic guests, rough around the edges. While some mem-
and the promise of excitement and a few bers of the fringe attempt to maintain an air
credits draw in many professional and amateur of refinement, Booster makes no such claim.
gamblers. It is even said that Lando Calrissian A talented smuggler with connections all
himself plays aboard the Errant Venture from over the Galaxy, Terrik prides himself on two
time to time, though rarely do his opponents things: his no-nonsense way of dealing with
walk away from the table with enough money people, and his daughter Mirax. Booster Terrik
left to brag about. The casinos are a major is not the kind of man to play games, and he
source of income for Booster and the Errant has a complete lack of respect for authority.
Venture, as his dealers consist mostly of card Tall, broad and thick, and sporting a menac-
sharks and gambling buddies that he knew ing cybernetic eye and a rough white goatee, 13
during his smuggling days. Card counters and Booster can be an intimidating site before he
professionals, Boosterʼs dealers donʼt need to even opens his mouth. Heʼs a gruff man who
cheat to earn the house a wealthy amount of doesnʼt take any slag off of anyone, tough as
money; theyʼre simply that good. Treat these duracrete and, like most Corellians, never does
dealers as the mid-level Generic Gambler from what those around him expect him to do.
the Core Rulebook, page 268. Games like Booster was a smuggler and pilot for
Sabacc are the most common in the casinos of hire on Corellia at the height of the Empire.
Diamond Level, but many electronic games He used the Pulsar Skate, a freighter which
and games of random chance can be found would eventually become his daughterʼs,
here as well, offering a wide variety of ways as his own personal vessel, though he had a
for guests to drain their bank accounts into the moderate sized organization of his own. When
house. Wedge Antillesʼ parents were killed on Gus
Occasionally, Booster will arrange for Treta, Booster tried to help him track down the
thrill-seeking guests of Diamond Level to walk pirates responsible for their deaths. The search
amongst the denizens of Blue Level as a poten- ended abruptly and unsuccessfully when
tial member of the fringe. Other times, he will Booster was sent to do time in the spice mines
use these daring but naïve customers to carry of Kessel by a member of Corellian Security
out some task for him. Booster has even been named Hal Horn. Boosterʼs organization was
known to convince guests to practically beg taken over by an up and coming smuggler Jorj
him for the chance at being a part of his illegal Carʼdas, and his daughter Mirax went into
operations, even pay him for the opportunity, business for herself. Booster spent 5 hard years
without really telling them what theyʼre getting in Kessel, and itʼs a time in his life heʼd like to
into. Guests on the ship are aboard for their forget.
own reasons, some for the luxury and some Booster treats the Errant Venture as
for the thrill, and Booster never hesitates to though it were simply another part of his fam-
cater to their individual tastes, especially when ily, caring for it deeply, even with all its quirks
thereʼs a chance for him to earn a few credits. and technical problems. He has made a good
bit of profit off the ship, and is always looking
for new and exciting attractions to entertain his
guests. Boosterʼs cybernetic eye allows him
to see in the ultraviolet spectrum, giving him
the ability to see specially marked cards and
throw cheaters out of the casinos. Additionally, Mirax Terrik
it lets him see in the infra-red spectrum, often
revealing hidden weapons and adversaries. He If asked, almost no one would ever
tolerates no one that does harm to his precious guess that Mirax was the daughter of the in-
business, and even once severely beat Bo- famous smuggler Booster Terrik. Growing up
than Senator Borsk Feyʼlya for trying to hire on Corellia, Mirax was childhood friends with
Boosterʼs organization to kill another Bothan. Wedge Antilles, and remained in close contact
Booster is a no-nonsense Corellian, set in his through the years of the Rebellion and into the
ways, but with a sense of honor and respect New Republic. Beautiful with a hint of exotic
about him that he tries to hide. features, Mirax shares one thing in common
with her father: they both prefer getting right
down to business. Mirax likes to jump right
Booster Terrik in and get hands on in a situation, and doesnʼt
Type: Crimelord mind if it gets her a little dirty.
DEXTERITY 2D+2 Mirax uses the Pulsar Skate as her
Blaster 5D personal transport and business venue. Af-
14
KNOWLEDGE 3D+1 ter seeing her father hauled off to Kessel by
Intimidation 7D+1, Languages 4D+2, Hal Horn, she began a successful shipping
Streetwise 7D+2, Value 8D, Willpower and acquisitions business. Though operating
8D+2 mostly within the law, Mirax took up where
MECHANICAL 3D her father left off and began smuggling weap-
Astrogation 6D, Capital Ship Gunnery ons into Alliance bases. Eventually, she would
5D, Capital Ship Piloting 6D, Capital fall in love with New Republic officer Corran
Ship Shields 5D+1, Communications Horn, despite some early bitterness between
4D+1, Sensors 4D+1, Space Transports them, though her independent streak is easily
5D+2, Starship Gunnery 5D+1, Starship seen still as she continues to operate her own
Shields 5D business. She specializes in acquiring rare and
PERCEPTION 3D valuable items, from perishable foods to art as
Bargain 5D+2, Command 5D, Con 9D, Con: well as more common items, and has an excel-
Disguise 4D, Forgery 5D, Hide 4D+1, lent reputation amongst her customers.
Investigation 6D+2, Persuasion 6D, Mirax often uses her fatherʼs floating
Search 7D, Sneak 4D+1 bazaar as a stopover point and base of opera-
STRENGTH 3D tions. She has a good working relationship
TECHNICAL 3D with many of the traders, smugglers, and mer-
Capital Ship Repair 4D+2, Demolition chants aboard the ship, and her ship is always
4D+1, Security 5D a welcome sight in the docking bay. She makes
Force Points: 4; Dark Side Points: 2 use of her fatherʼs resources, as well as using
Character Points: 8 the concentration of fringe elements to forge a
Move: 10 network of contacts of her own. Aboard the Er-
Equipment: Blaster pistol, comlink rant Venture she has often found rare items that
[cybernetic], cybernetic eye [+1 to her customers pay dearly for, as well as trading
Search checks, infrared vision 20m], more mundane goods at a reasonable price.
datapad, decommissioned Imperial II She occasionally takes on a shipping contract,
Star Destroyer (Errant Venture) as well, though she prefers the acquisitions
business.
Mirax Terrik
Type: Smuggler Miraxʼs personal starship, the Pulsar Skate,
DEXTERITY 3D+1 is a modified Baudo-class Star Yacht which
Blaster 5D+2, Dodge 6D she uses to make all her deliveries. While not
KNOWLEDGE 3D aboard the Errant Venture, Mirax uses the
Intimidation 5D, Languages 4D+1, Value ship as he roaming home in the stars. Taking
7D, Willpower 4D+2 her traveling business in rare and valuable
MECHANICAL 3D+1 items from system to system has allowed her
Astrogation 6D+1, Communications 4D+2, to flourish and become one of the most fa-
Sensors 5D, Space Transports 8D mous acquisitions experts in the Galaxy. The
PERCEPTION 3D Pulsar Skate is a welcome sight in most all
Bargain 3D+2, Con 7D, Con: Disguise docking bays, as its arrival typically heralds
5D+2, Forgery 5D+2, Hide 5D+1, Inves- the approach of hard-to-find objects.
tigation 8D, Persuasion 4D, Search 6D,
Sneak 5D+1 Pulsar Skate
STRENGTH 2D Craft: Baudo-class Star Yacht 15
TECHNICAL 3D Type: Modified star yacht
Security 5D, Space Transport Repair 5D+1 Scale: Starfighter
Force Points: 3 Length: 37.5 meters
Character Points: 7 Skill: Space Transports: Baudo-class Star
Move: 10 Yacht
Equipment: Blaster pistol, comlink, data- Crew: 2
pad, modified Baudo-class Star Yacht Crew Skill: See (crewmen’s names)
(Pulsar Skate) Passengers: 4
Cargo Capacity: 115 metric tons
Consumables: 3 months
Cost: Not available for sale is thrilled with Nawaraʼs work, as it saves him
Hyperdrive Multiplier: x1 (backup x10) money, one of Boosterʼs driving forces. Ad-
Nav Computer: Yes ditionally, he works as a mediator between the
Maneuverability: 2D merchants and owners aboard the ship, helping
Space: 4 solve more mundane problems that donʼt need
Atmosphere: 280; 800 kmh to be brought to Terrik personally.
Hull: 4D+2 Nawara is a friendly person, who
Shields: 2D+2 misses his time in the cockpit but does his best
Sensors: to fulfill any requirements of him, regardless
Passive: 15/1D of the job. He has a strong sense of honor, and
Scan: 35/2D is intelligent and witty. Like many Twiʼlek, he
Search: 50/3D seems to have a knack for business, and often
Focus: 4/4D uses his silvered tongue and quick mind to seal
Weapons: business deals that can be very beneficial for
Twin laser cannon himself and Booster.
Fire Arc: Front 16
Fire Control: 2D+2 Nawara Ven
Space Range: 1-3/12/25 Type: Twi’lek Brash Pilot
Atmosphere Range: 100-300/1.2 DEXTERITY 3D+1
km/2.5 km Blaster 6D+2, Brawling Parry 6D, Pick-
Damage: 5D pocket 4D+2, Melee Combat 6D+1,
Melee Parry 6D
Tractor beam projector KNOWLEDGE 2D+2
Fire Arc: Any Intimidation 4D+1, Law Enforce-
Fire Control: 2D ment 5D+2, Scholar: Spacer
Space Range: 1-5/15/30 km Lore 3D+1, Willpower 4D+1
Atmosphere Range: 1-5/ MECHANICAL 3D
15/30 km Astrogation 5D+2, Commu-
Damage: 4D nications 4D, Sensors 4D,
Starfighter Piloting 8D+2,
Nawara Ven
Starship Gunnery 7D+1,
Nawara Ven is a Twiʼlek Starship Shields 7D
lawyer from the planet Ryloth PERCEPTION 3D
who was formerly a member of Bargain 5D+1, Con 5D, Persua-
Rogue Squadron with Corran sion 5D
Horn. Aboard the Errant Venture, STRENGTH 2D+2
he works as an administrator and TECHNICAL 2D+2
majordomo, a right-hand-man to Starfighter Repair 4D
Booster when more mundane tasks need Force Points: 4
tending to. Character Points: 8
Nawara was an expert pi- Move: 10
lot, good enough to fly with Rogue Equipment: Hold-out blaster,
Squadron, until several injuries took encrypted comlink, datapad
him permanently out of the cockpit. (+1D bonus on checks involv-
Since joining Terrikʼs operation, he ing downloading, +1D bonus to
has helped improve the cost-ef- related Knowledge checks
fectiveness of the ship, reducing with related datacards)
expenditures and helping cut out
unnecessary spending. Booster

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