one shot first

142
 

Upload: augusto-f-santana

Post on 20-Feb-2018

220 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 1/142

 

Page 2: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 2/142

 

Page 3: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 3/142

 

Peter “Maveritchell” Thompson 

David McGregor

Andrew Brownell

“Stoney” 

“Comomojoe” 

David Eno

Chris Sloanstein

JB Venier

Ben B.Tommy "VerdantSF" Roddy

James C.

Ben B.

Tommy "VerdantSF" Roddy

James C.

Steve “Jaspor” Orr 

Aazlain – Author of the EotE symbol font

FangGrip – Author of the EotE Style Guide

Jesus Christ – Author of my salvation and

reason for my hope

 This work is not made, distributed, or supported by LucasFilm Ltd., LLC, The Walt Disney Company,

or Fantasy Flight Games. Star Wars elements ™ and © LucasFilm Ltd. LLC. Edge of the Empire

system and associated marks ™ and © Fantasy Flight Games. This work is not intended for sale.

For more work like the work you see here, including maps, items, tools, and other adventures,

please visit www.thompsonpeters.com/eote . 

Page 4: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 4/142

 

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

So What’s in This Book, Anyway?  ..................... 7

Chapter I: One-Shots ......................................8

One-Shot Characters ........................................ 10

Across the River ............................................... 18

Justice Be Served .............................................. 32

On Top of the World ........................................ 44

Beyond the Veil ................................................ 55

Nowhere to Run ............................................... 67A Chance of Turbulence ................................... 82

Chapter II: Player Options ............................92 

New Species ..................................................... 92

New Weapons .................................................. 97

Gear ................................................................ 102

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

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

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

Rodia .............................................................. 115

Points of Interest ........................................... 117

Christophsis ................................................... 123

Points of Interest ........................................... 125

Nelvaan .......................................................... 131Points of Interest ........................................... 133

Other Savareen Sector Systems .................... 138

Savareen’s Neighboring Sectors .................... 141

Page 5: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 5/142

 

“Psst… hey, Faxn, did you hear what Moolik

said? About the ghest?” 

Faxn rolled his eyes. Yes, he’d heard Moolik.

He’d heard nothing but Moolik since the group

started their hunt. “My father killed a ghest out

here once,” he’d say, “It must have been twicethe size of a person and three times as deadly.”

Faxn was tired of Moolik’s crowing, but since it

was Moolik’s family that was sponsoring their

First Hunt, he couldn’t very well afford to be too

disrespectful.

“Faxn, hey… are you all there?” 

“Yes, sure, sorry Deech, lost in thought there for

a second. Yes, I heard Moolik’s tale.” 

“Do you think it’s true? Do you think there’s

really ghests out here?” Faxn, Deech, Moolik, and the rest of the Rodianyouths of the Sovam clan were deep in theswamps on their First Hunt, the first chance anyof them would have to show their stalking andhunting skills away from the elders of the clan.They were expected to bring back a trophy oftheir victory, and they’d been tracking a karstag

for three days, a promising quarry.

The chances of seeing something as rare or asdangerous as a ghest were impossibly low, andit was just as well, because if this group ran intoa ghest, they’d probably never make it back.

“No, Deech, I’m sure he’s just polishing his

spines. Ghests haven’t been seen in this area for

a hundred years, and besides, he never saidhe’d seen one recently. He’s as green as the rest

of us.” 

Abruptly, the group fell silent. Moolik, standingat the head of the group, raised two fingers andpointed off to the left. That was the signal; they

should be getting close to the karstag.Two of the group broke off and headed off inthe direction of Moolik’s gesture, moving to

corral the karstag into a trap that would be setby the rest of the group.

“Of course it would happen now,” Faxn

thought. “Right when Moolik’s at point.” 

“Moolik’s never going to let it go that he led us

in the capture of our first trophy.”

The sound of muffled shouts and blaster firerang out through the brush.

“That’s odd,” wondered Faxn, “they were only

supposed to spook the karstag, not…” 

He never had time to finish his thought, as amassive blur of teeth and claw burst into theclearing from beneath the murky waters,tearing into one of the young Rodians before hecould even scream and dragging him backunderwater.

The hunting party lost all semblance of unity asMoolik screamed, “Run! Ghest!” and the

Rodians scattered in every direction.

“Faxn, come quick!” Deech shouted, grabbingthe arm of his friend, but he wouldn’t move. 

“Deech, don’t move,” Faxn whispered, but theyknew it was futile. Deech, too, saw the ghest’s

eyes peeking out from the water right in frontof him, staring at them intently. Faxn brushedthe blaster at his hip, knowing there was no wayhe could be fast enough.

The ghest leapt as Faxn and Deech both madetheir moves.

Faxn’s shot went wide and late. “Deech, no!” he

cried, as the ghest pounced on top of Deechbefore he could even fire a shot.

The six-meter-long beast sat on top of Deechwhile Faxn wondered when it would be his turn.As the ghest slowly rose, Faxn stood paralyzedby fear.

And then the ghest flopped over onto its back, awounded-but-still-alive Deech heaving it up.

“…Deech! You’re alive! How?” Faxn exulted.

Deech smiled meekly and flipped his blaster up.“Lucky shot, I guess. I suppose I’m a real hunter,

now.” 

“Yeah, I’d think so,” Faxn chuckled to himself.

“We got our quarry, and there’s no way

Moolik’s taking credit for this one.” 

Page 6: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 6/142

 

The Savareen sector, the gateway to the Outer

Rim, sits on the border of the Mid Rim and on

the heart of the Corellian Run. Those that comein are taking their first steps into the true

galactic outback, where the rule of law  –  and

the hand of governments – is a little bit lighter,

the technology is a little bit more suspect, and

the danger is a little bit higher.

The Savareen sector represents a blending of

the cultures and responsibilities of the innergalactic planets with the wilderness of what lies

beyond. While many planets, like Rodia and

Christophsis, represent vast economic and

social success, they also remain independent of

the goings-on of galactic politics, each their own

port in a storm. Despite being massively

populous planets, they’re also bastions of

dangerous wilds, with the jungles and swamps

of Rodia home to fantastic beasts and the deeps

of Christophsis home to untold creatures andsights.

The Savareen sector also has planets like

Nelvaan, places that represent the true

wilderness of undiscovered worlds as well as

how the galaxy interacts with them. Planets like

this comprise much of the Savareen sector and

the Outer Rim; worlds that few know about and

more seek to discover.

Players visiting the Savareen sector have a

unique opportunity to explore new and isolated

planets, planets that aren’t beholden to the

baggage of the Galactic Civil War or the long

arm of the Hutts and other large criminal

enterprises.

Because the Savareen sector, like much of the

Outer Rim, hasn’t had the time or the attention

put towards exploration and development,

untold treasures and discoveries await those

who journey through its borders. This draws a

unique sort of people, the kinds that have

nothing to lose or the kinds that have a burning

passion for discovery.

Many of the peoples of the Savareen sector find

their ways as explorers, hunters, and traders  – 

independent operators that rely on their wits,

their tech, and a lot of luck to succeed in the

galaxy. These people don’t have the backing of

major governments or massive criminal

organizations – they’re just lone operators that

simply make do with whatever they can

scrounge together.

Groups traveling through the Outer Rim and theSavareen sector will have the chance to find

technology and people that don’t necessarily

represent the “best” of the galaxy –  but they

often represent some of the most unique. This

should allow characters to approach problems

in different ways, representing the creativity

and wit that fringers in the sector need to

survive.

Page 7: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 7/142

 

One Shot First is a setting book designed to

take players and Game Masters on a journey

through the Outer Rim, specifically, theSavareen sector. The book is centered around

the concepts of adventure and exploration,

giving groups the chance to pursue the oddities

and rarities of the galaxy without a lot of the

overhead of meddlesome galactic politics.

Unlike other setting books, One Shot First is

centered, first, on a series of adventures. These

adventures, found in Chapter I, are flexible, like

the modular encounters found in other setting

books, but they’re substantially more in-depth

and they’re designed to provide a broad array

of different types of experiences.

Following the adventures section, Chapter II

includes a broad array of useful options for

players. It includes three new species: the

mathematically brilliant Siniteen, the primitive

Nelvaanians, and the affable Pacithhip. There

are also several different options for players

interested in picking up weapons, gear, and

vehicles representative of the Savareen frontier.

Finally, Chapter III provides narrative

background for the Savareen sector,

highlighting its most notable planets and

reviewing its other major systems. Each major

planet has its own set of challenges and

adversaries available for those players

interested in exploring the area. Chapter III also

provides some detail on the sectors surrounding

Savareen, since players will often move in and

around many parts of the galaxy when

adventuring in the Outer Rim.

The featured one-shots section is a unique

section designed to help Game Masters

facilitate deep exploration of the Outer Rim

while still carrying on their own campaigns in

the background.

Each of the one-shots contained within can be

run as a standalone adventure, and each of the

one-shots also contains modular pieces that

allow GMs to swap out key story elements for

characters and places in their own campaigns.

For Game Masters looking for a single-session

game or for those looking for inspiration fortheir own adventures, this is a great resource.

However, in addition to that, the one-shot

adventures can also form a larger story arc, one

that can be played all at once or piece-by-piece,

giving Game Masters the opportunity to have a

fully realized subplot easily integrated into an

ongoing campaign.

The player options chapter features three new

species, the Intellect-focused Siniteen, the

Cunning but undeveloped Nelvaanians, and the

sociable Pacithhip. There are also several new

weapons, including some of the rare and unique

Rodian blades, new gear, and many of the

exploration vessels needed to delve into the

unknown territories of the Outer Rim.

Although focused on the key planets of the

sector, Rodia, Christophsis, and Nelvaan, this

chapter also highlights many of the other

systems found in the sector. Additionally, it

takes a short look at the Savareen sector’s

neighbors. 

Page 8: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 8/142

 

Some of the best hunters and explorers in the

galaxy have come out of the Savareen sector,

and the Tyrius system and Rodia are at its heart.

This section is designed to provide a middle

ground between ongoing, multi-session

campaigns and single flavored encounters. Set

in and around Rodia, this series of one-shot

adventures should provide Game Masters with

session-long chunks of material that can be

linked together as a campaign, played piece-by-

piece, or re-flavored and used only in part.

One-shots are session-length adventures,

usually between two and four hours, designed

to give players a complete story in the course of

a single session.

These one-shot adventures can be used as

 jumping-off points for a larger campaign,

although many Game Masters may simply use

these to provide a parallel story in the

background of their main campaign, giving the

GM a chance to take some planning downtime

while still allowing the players to grow their

characters.

Page 9: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 9/142

 

Additionally, one-shot adventures may be used

as a single, contained experience for a group of

players that might not get the chance to play

more than once  –  like at a game night or at a

gaming convention.

The one-shots in this book are designed to be

modular, similar to the Modular Encounters

found in location sourcebooks like Suns of

Fortune or Lords of Nal Hutta.

This means that, in addition to standing alone,

certain elements of these one-shot adventures

can be swapped out at will  – key characters or

locations can be substituted to make an

adventure fit more readily into the ongoing

story of a campaign.

Each one-shot opens with a short hook to be

read to the players followed by a generic

“adventure summary” that describes the

general flow of play.

The next section, “key elements,” highlights the

important characters and places of the

adventure and describes their motivations or

uses in such a way that the names can simply beexchanged, one after the other, to fit with

previously established items of interest (if so

desired).

The six one-shots that follow are designed to fit

a wide variety of character archetypes and

motivations, in addition to supporting the

general theme of hunting and exploration that

goes hand-in-hand with the Savareen sector.

Each one-shot supports most strongly one of

three general themes  –  exploration,

socialization, or combat (although each

adventure uses elements of all three). There are

two one-shots that will be most appealing to

Adventurers (exploration), two for Speakers

(socialization), and two for Warriors (combat).

These are indicated in the table below. GMsmay choose to make players aware of the type

of adventure, so that they can choose

appropriate characters for that adventure. A set

of pre-made characters for the adventures is

provided in subsequent pages.

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

single, multi-session campaign. Additionally, the

two halves (the first three and the last three

one-shots) act as their own self-contained arcs,and so can be played as two disjointed halves.

This is all in addition to the easy integration of

individual one-shots as single adventures

spaced throughout an ongoing campaign.

Across the River Exploration Planetside A journey into the deep jungle to rescue a scientist and recover herwork.

Justice be Served Combat Planetside A search for a piece of critical evidence in the face of a murderaccusation.

On Top of the World Socialization Planetside A gala heist in a high-rise museum to steal an invaluable artifact.

Beyond the Veil Exploration Outer Space A voyage into deep space to recover a long-lost battlecruiser.

Nowhere to Run Socialization Space Station An unsolved crime mystery onboard a space station.

A Chance of Turbulence Combat Outer Space A defense of a high-value transport from pirates and thieves.

Page 10: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 10/142

Page 11: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 11/142

 

Jako Ondarafaro, a young Rodian male, isprobably in over his head. A new recruit to theRebel Alliance from Rodia, his homeworld is thelast place he thought he’d be headed when he

 joined up to help rid the galaxy of tyranny.However, when Honwil put together her smallsquad to work in the Tyrius system, she figuredhaving a native guide would be useful, and Jakowas the choice.

Earlier in life, Jako made his way in the OuterRim as a journeyman infochant, but when hebarely escaped a Base Delta Zero operation onthe planet of Tarnis VI, he felt his eyes open tothe injustice of the Galactic Empire. He used his

information contacts to help him find his way toa Rebel cell, where he’s just finished his basic

combat training. As a new Rebel, he’s

determined to see his mission succeed, whichoften makes him second-guess his decisions for

fear of ruining things.

The Pacithhip woman Honwil, unassuming withher small stature, is secretly a Lieutenant in theRebel Alliance and an agent for advancing their

cause in the Outer Rim. She’s been assigned togive the Rebels a foothold on the nominally-independent Rodia, and to do this, she’s put

together a small team, with her pilot, Roona,and a native Rodian recruit by the name of Jako.Along the way, she’s hired help – or, in the caseof a strange young woman, had it dropped in

her lap.

Honwil is generally a kind woman, agreeableand non-confrontational. However, she isunbreakable in her resolve to aid the Alliance in

their quest to restore the Republic andoverthrow the Empire, whose presence on herhomeworld of Shimia she finds intolerable.

Once a rather successful slicer in a middlingsmuggling organization, Aric Linepa’s bill finally

came due as he was arrested in the middle of

what was to be his biggest score, the theft of a

rare Corusca gem from a museum on Naboo. Hewas tried and convicted and was to be held inprison for several years. However, at theintervention of Tall-Tep Ores, a Rebel Alliancefront masquerading as an Outer Rim mining

concern, Aric was released on a conditional bail.

Now Aric lives a life similar to his old one, keptout of immediate danger from the law by theprotection of Tall-Tep Ores. However, thetradeoff is that, whenever the Alliance needs

someone of his particular skills, he’s called in asa subject-matter expert in the field. And,despite his criminal past, Aric doesn’t really

mind it  –  he enjoys his work, no matter whohe’s doing it with. 

Only three of the characters are explicitly part

of the Rebel Alliance – Honwil, Roona, and Jako.Devros has been hired on as a tracker for thegroup, given his familiarity with the

environments in the Savareen sector, and Arichas been called in as an expert in computersystems. Taral, the un-planned-for actor, has

 joined the group at the prodding of the Force,the will of which is inscrutable, but it has them

together for now.

The group of six is effectively working towards asingular goal, driven by Honwil’s mission – 

obtain an ally in the Tyrius system. To do this,the group has made contact with abusinessman of some repute, Ranem Tiiv, aman who’s willing to consider aiding their causeshould he be put in the position to do so. Eachof the six one-shots is done in service to Tiivwith the intent of gaining his favor and

increasing his power.

Page 12: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 12/142

 

Astrogation (Int) 0

Athletics (Br) 1

Charm (Pr) 0

Coercion (Wil) 0

Computers (Int) 0

Cool (Pr) 1

Coordination (Ag) 0

Deception (Cun) 0Discipline (Wil) 0

Leadership (Pr) 0

Mechanics (Int) 0

Medicine (Int) 1

Negotiation (Pr) 0

Perception (Cun) 1 (- )  

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0

Skulduggery (Cun) 1

Stealth (Ag) 0

Streetwise (Cun) 0Survival (Cun) 2

Vigilance (Wil) 0 (- )

Brawl (Br) 0

Gunnery (Ag) 0

Melee (Br) 0

Ranged (Heavy) (Ag) 0

Ranged (Light) (Ag) 1

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0Outer Rim (Int) 0

Underworld (Int) 0

Xenology (Int) 1

Warfare (Int) 0

Blaster

Pistol

Ranged

(Light)

6 Medium

  Inflict a Critical Injury on hit for

  Can be set to Stun as an incidental

Adverse

Env. GearIgnore one imposed by the

environment.

Backpack Increases encumbrance threshold by 4Climbing

Gear

Contains cable, hooks, pitons, and other

climbing equipment

Crash

Survival Kit

Contains distress beacon, emergency

comlinks, rations, emergency medpac,

respirator, glow rod, flare gun, etc.

Comlink Allows communication between other

characters with comlinks

Stimpack (2)  Use this with a maneuver to heal 5 wounds

Credits 125 Credits

Keen Eyed Remove from Perception or Vigilance

checks. Decrease time to search an area

by half.

Outdoorsman Remove from checks to move through

terrain or manage environmental effects.

Decrease overland travel times by half.

NaturalHunter

Once per session, may reroll any onePerception or Vigilance check.

Quick Strike Add to combat checks against targets

that have not acted yet this encounter.

Stalker Add to all Stealth and Coordination

checks.

Devros

Nelvaanian Family (10)

Explorer (Scout)

4

14 12

3 2 2

3

2

2

Page 13: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 13/142

 

Astrogation (Int) 0

Athletics (Br) 1

Charm (Pr) 0

Coercion (Wil) 1

Computers (Int) 0

Cool (Pr) 0

Coordination (Ag) 1

Deception (Cun) 0Discipline (Wil) 1

Leadership (Pr) 0

Mechanics (Int) 0

Medicine (Int) 0

Negotiation (Pr) 0

Perception (Cun) 1

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0

Skulduggery (Cun) 0

Stealth (Ag) 0

Streetwise (Cun) 0Survival (Cun) 1

Vigilance (Wil) 1

Brawl (Br) 2

Gunnery (Ag) 0

Melee (Br) 0

Ranged (Heavy) (Ag) 0

Ranged (Light) (Ag) 0

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0Outer Rim (Int) 0

Underworld (Int) 0

Xenology (Int) 0

Warfare (Int) 0

Shock

Boots

Brawl 3 Engaged

  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 A long spool of synthetic rope.

Comlink Allows communication between other

characters with comlinks

Stimpack (2)  Use this with a maneuver to heal 5 wounds

Credits 120 Credits

Uncanny

ReactionsAdd to all Vigilance checks.

Misdirect The user may spend / to make a

target at short range unable to perceive a

chosen person/object of Silhouette 1 orsmaller for one turn.

Misdirect:

Control – 

Appearance

The user may alter the appearance of the

chosen object instead of just hiding it.

Misdirect:

Control – Illusion

May use Misdirect to force the target to

perceive a single illusory person or object.

Taral Jetho

Human Enthusiasm (50)

Mystic (Seer)

4

13 13

3 2 2

2

3

2

1

Page 14: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 14/142

 

Astrogation (Int) 1

Athletics (Br) 0

Charm (Pr) 0

Coercion (Wil) 0

Computers (Int) 0

Cool (Pr) 1

Coordination (Ag) 0

Deception (Cun) 0Discipline (Wil) 0

Leadership (Pr) 0

Mechanics (Int) 0

Medicine (Int) 0

Negotiation (Pr) 0

Perception (Cun) 1

Pilot (Planet) (Ag) 1 (- )

Pilot (Space) (Ag) 1 (- )

Resilience (Br) 0

Skulduggery (Cun) 0

Stealth (Ag) 0

Streetwise (Cun) 0Survival (Cun) 1

Vigilance (Wil) 0

Brawl (Br) 0

Gunnery (Ag) 1

Melee (Br) 0

Ranged (Heavy) (Ag) 0

Ranged (Light) (Ag) 1

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0Outer Rim (Int) 0

Underworld (Int) 0

Xenology (Int) 0

Warfare (Int) 0

HL-27

Pistol

Ranged

(Light)

5 Medium

  Add to attacks made with this weapon

  Inflict a Critical Injury on hit for

  Can be set to Stun as an incidental

Catch

Vest

Has +1 Soak against energy-based weapons

Anti-Grav

Chute

Take no wound or strain from falls

UtilityBelt

Encumbrance increased by 1

Extra

Reload

Ignore one “out of ammo” result of a ranged

weapon check

Comlink Allows communication between comlinks

Hand

Scanner

Portable electronic assessment device

Credits 125 Credits

Dead to

Rights

Spend 1 Destiny Point to add additional

damage equal to half Agility (rounded up)

to one hit of a successful attack made withvehicle- or ship-mounted weapons.

Full Throttle

(Improved)

Take a Full Throttle action; make an 

Average  ( ) Piloting check to increase

a vehicle’s top speed by 1 for a number of

rounds equal to Cunning. May perform this

as a maneuver for 1 Strain.

Let’s Ride  Once per round, may mount or dismount a

vehicle or beast or enter a cockpit or a

weapon station on a vehicle as anincidental.

Skilled

JockeyRemove from Piloting checks.

Roona Davudo

Rodian Personnel (5)

Ace (Pilot)

3

12 12

2 3 2

2

2

3

Page 15: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 15/142

 

Astrogation (Int) 0

Athletics (Br) 0

Charm (Pr) 0

Coercion (Wil) 0

Computers (Int) 0

Cool (Pr) 0

Coordination (Ag) 0

Deception (Cun) 1Discipline (Wil) 0

Leadership (Pr) 1

Mechanics (Int) 0

Medicine (Int) 0

Negotiation (Pr) 0

Perception (Cun) 1

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0

Skulduggery (Cun) 0

Stealth (Ag) 0

Streetwise (Cun) 1Survival (Cun) 1

Vigilance (Wil) 0

Brawl (Br) 0

Gunnery (Ag) 0

Melee (Br) 0

Ranged (Heavy) (Ag) 0

Ranged (Light) (Ag) 2

Core Worlds (Int) 0

Education (Int) 1

Lore (Int) 0Outer Rim (Int) 0

Underworld (Int) 0

Xenology (Int) 1

Warfare (Int) 0

Heavy

BlasterPistol

Ranged

(Light)

7 Medium

  Inflict a Critical Injury on hit for

  Can be set to Stun as an incidental

Breath

Mask

Allows breathing normally in harmful

environmentsMilitaryPack

Increases encumbrance threshold by 6

Entrenching

Tool

A tool for digging holes

Military

Field

Manual

Once per scene, can be used to grant

based on GM discretion

Comlink Allows communication between other

characters with comlinks

Credits 145 Credits

Expert

TrackerRemove from checks to find tracks or

track targets. Cuts time to track a target by

half.

Grit Gain +1 Strain threshold.

Quick Draw Once per round, draw or holster a weapon

or item as an incidental.

Resolve When involuntarily suffering Strain, reduce

it by 1 (to a minimum of 1).

Second

Wind

Once per encounter, use the Second Wind

incidental to heal Strain by 2

Basic

CombatTraining

Brawl and Ranged (Light) become career

skills.

Jako Ondarafaro

Rodian Support (5)

Colonist (Scholar, Recruit)

5

13 12

3 3 2

2

1

2

Page 16: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 16/142

 

Astrogation (Int) 0

Athletics (Br) 0

Charm (Pr) 2 (- )

Coercion (Wil) 0

Computers (Int) 0

Cool (Pr) 1

Coordination (Ag) 0

Deception (Cun) 1Discipline (Wil) 1

Leadership (Pr) 1 (- )

Mechanics (Int) 0

Medicine (Int) 0

Negotiation (Pr) 2

Perception (Cun) 0

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0

Skulduggery (Cun) 0

Stealth (Ag) 0

Streetwise (Cun) 0Survival (Cun) 0

Vigilance (Wil) 0

Brawl (Br) 1

Gunnery (Ag) 0

Melee (Br) 0

Ranged (Heavy) (Ag) 0

Ranged (Light) (Ag) 0

Core Worlds (Int) 0

Education (Int) 0

Lore (Int) 0Outer Rim (Int) 0

Underworld (Int) 0

Xenology (Int) 1

Warfare (Int) 0

Tusks Brawl 4 Engaged

  Inflict a +10 Critical Injury on hit for

  This attack ignores one point of Soak

Holdout

Blaster

Ranged

(Light)

5 Short

  Inflict a Critical Injury on hit for

  Can be set to Stun as an incidental

RestrainingBolt

Adheres to a droid’s chassis to inhibit its

actions and movement

Disguise Kit A variety of tools for changing the

appearance of a person

Holo-

Messenger

A device for creating holographic

recordings and transmissions

Comlink Allows communication between othercharacters with comlinks

Stimpack (3)  Use this with a maneuver to heal 5 wounds

Credits 765 Credits

Grit Gain +1 strain threshold.

Indistinguish-

able

Upgrade difficulty of checks to identify

this character once.

Kill With

KindnessRemove from Charm and Leadershipchecks.

Nobody’s

Fool

Upgrade difficulty of incoming Charm,

Coercion, or Deception checks once.

Enduring Gain +1 soak.

Silhouette Silhouette 0

Honwil

Pacithhip Recruiting (5)

Diplomat (Ambassador)

5

13 13

3 2 3

2

1

3

Page 17: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 17/142

 

Astrogation (Int) 1

Athletics (Br) 0

Charm (Pr) 0

Coercion (Wil) 0

Computers (Int) 2

Cool (Pr) 0

Coordination (Ag) 0

Deception (Cun) 0Discipline (Wil) 0

Leadership (Pr) 0

Mechanics (Int) 2

Medicine (Int) 1

Negotiation (Pr) 0

Perception (Cun) 1

Pilot (Planet) (Ag) 0

Pilot (Space) (Ag) 0

Resilience (Br) 0

Skulduggery (Cun) 1

Stealth (Ag) 1

Streetwise (Cun) 0Survival (Cun) 0

Vigilance (Wil) 0

Brawl (Br) 0

Gunnery (Ag) 0

Melee (Br) 0

Ranged (Heavy) (Ag) 0

Ranged (Light) (Ag) 1

Core Worlds (Int) 0

Education (Int) 1

Lore (Int) 0Outer Rim (Int) 1

Underworld (Int) 0

Xenology (Int) 0

Warfare (Int) 0

ASP-9

Autopistol

Ranged

(Light)

4 Short

  Inflict a Critical Injury on hit for

  Inflict an additional hit on hit for

Slicer Gear Decryption software, codebreakers, tools

used to aid with cracking computer

systems.Backpack Increases encumbrance threshold by 4

Datapad A portable data storage and display device

Toolkit Allows mechanics to attempt to fix devices,

allows mechanics to repair droids

Comlink Allows communication between other

characters with comlinks

Stimpack (2)  Use this with a maneuver to heal 5 wounds

Emergency

Medpac

Allows characters to attempt to heal others

without penalty

Credits 200 Credits

Codebreaker Remove from checks to break codes or

decrypt communications. Decrease

difficulty of checks to break codes ordecrypt communications by 1.

Defensive

Slicing

When defending computer systems, add

 to opponents’ checks. 

Grit Gain +1 strain threshold.

NaturalProgrammer

Once per session, may reroll any 1Computers or Astrogation check.

Astrogator

Savant

Before making an Astrogation check, may

spend a Destiny Point to be granted an

automatic (additional) on the check.

Aric Linepa

Siniteen Criminal (10)

Technician (Slicer)

4

13 14

2 3 3

2

2

1

Page 18: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 18/142

 

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 anemployee 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 scientist’s likeliest location. 

Once the players manage to locate the scientist, they will find the scientist and her assistant 4  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 scientist’s 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)

1The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate2The local system: Tyrius System, home to the planet Rodia3The scientist: Dr. Gena Tan4The assistant: Tora Ninn5The primitive tribe: the Longspine clan, a group of isolated, primitive Rodians

Page 19: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 19/142

 

The players start their adventure in midday in

Karsteeku, a medium-sized city on Rodia.

They have on hand the details of the contract

they made with Ranem Tiiv, their employer.

Contract for: Successful recovery of the

completed work of Dr. Gena Tan and team.

Dr. Tan was last known to be located in the

 jungles west of the city of Karsteeku. She

and her team had reported a breakthrough

in locating an historical data cache, but following that, the team failed to report in

 for three days.

Her area of interest was an area sized in the

several hundreds of square kilometers, and

since she’s operating under a low -impact

 protocol, our scout ships have been unable

to locate her last campsite. Suggest that the

search be made before nightfall, as waiting

until morning decreases chances of survival

dramatically.

Payment will be made for a successful

recovery of the data cache and Dr. Tan’s

work. Additional compensation may be

afforded for the rescue of any members of

Dr. Tan’s team. 

Page 20: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 20/142

 

Unbeknownst to the players, Dr. Tan’s team has

been captured and killed by the Longspine clan,

a tribe living in the jungles where the team was

searching. Only Dr. Tan and her assistant Tora

Ninn still survive; however, they’ve been

captured by the Longspines for use as sacrificesin a religious ritual.

To find Dr. Tan and Tora Ninn, the players will

likely have to find their camp first – it will stand

out far more in a search than a technologically

primitive tribal village will (which is where the

two are being held).

Finding the campsite in the wilderness is a very

difficult task. With only the information

provided by the players’ employer, coming

across the remains of the research worksite

would require a great deal of luck on an

Impossible+ ( ) Survival check.

The players are not without recourse, though!

Players may tap available resources in any

number of ways to facilitate a successful search:

  Hiring local help to search the jungle

 

Performing a low-orbit scan with theplayers’ ship 

  Gaining access to flight data records (to

see where the research team may have

gone)

  Speaking to colleagues/friends/family

of the research team to see if they

made contact while away

Obviously, players may come up with any

number of solutions. Each successful use ofresources to narrow the search will reduce the

difficulty of the Survival check by at least ( ).

One thing to keep in mind, though - the search

for Dr. Tan is on a clock!

The players have approximately ten hours

before nightfall. Should the players fail to reach

Dr. Tan by nightfall, she will be killed by the

Longspines.

Each attempt to search the wilderness will takeabout two hours, and possibly more, depending

on whether any complications arise from the

search. The search may be performed more

than once, although each attempt will obviously

take time. Each of these attempts will also

reduce the difficulty of the check.

Each task done to reduce the difficulty of the

survival check will also take time; each will take

at least one hour.

Searching Narration

Be sure to use terminology that reinforces the

idea that each action to aid the search does not

complete the search for the players; it simply

makes the search easier. For example, “Your

sensor scan of the area has narrowed the

possible locations of Dr. Tan and her team to

several different areas.” 

Threat or Despair While Searching

If the players roll a large number of Threat or

Despair while searching the jungle (or need to

be waylaid for some other reason), consider

using the optional “Off the Path” encounter at

the end of this adventure.

Page 21: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 21/142

 

Success on the Survival check to search the

wilderness will lead the players to the

abandoned and ransacked campsite that

formerly housed Dr. Tan’s research team. 

Searching the campsite may yield several clues

as to the location of Dr. Tan and her assistant.

  An Average  ( ) Perception check

may point out one or more of the below

clues to the players, with + or

allowing the player to notice a

shadowy figure (one of the primitive

Rodians  –  see “Longspine Clan Rodian”

below) observing them from the

treeline.

 

An Average ( ) Computers check on

an abandoned holocam, left with a pile

of electronic equipment, will show a

recording of a large group of primitive

Rodians attacking the research team

with spears and blades, killing or

wounding most, and dragging all the

bodies and captives into a jungle path

to the north.

  An Average  ( ) Survival check to

search the ground (with ( ) if

performed in the camp, due to the

debris) for tracks will find a group of

tracks leading into the jungle to the

north.

  A search of the tents will reveal several

datacards, with which an Easy  ( )

Computers check can be made to find a

note one of the researchers made

about seeing some sort of village near

the waterfall to the north of camp.

  An Average ( ) Mechanics check to

fix the camp equipment (specifically,

the generator) will turn back on the

peripheral camp lights, highlighting the

trail to the north and the tracks leading

in that direction.

  An Average  ( ) Knowledge

(Education) check may reveal that the

gashes in the tents appear to be caused

by a weapon of some kind, indicating an

attack by a sapient people. If the playerhas + or on this check, he can

further conclude that any nearby

settlement would likely be by the river

(following the river would lead the

players to the primitive Rodian village).

Once the players know the direction they need

to head, they can reach the Rodian village

within a short time of finding the camp.

Searching for clues and the subsequent trip to

the Rodian village will take a combined one

hour.

 After an exhausting search, success is

revealed in the form of an eerily quiet

campsite in the otherwise buzzing jungle.

Makeshift shelters are overturned, and you

can see large gashes torn in the side of

several durafiber tents. A small generator

hisses and sparks to one side of a large tent,

no longer connected to the overhead

glowlamps that once lit the camp. A

severed power wire leaves scorch marks on

the flattened leaves nearby.

You recognize the hovertruck, sitting next to

a pile of scattered electronic equipment,

 from the description provided to you by

your employer –   this is, or was,  Dr. Tan’s

camp.

Page 22: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 22/142

 

Depending on how long the players took to

reach the camp, they may find one of severaldifferent situations.

If the players took:

0-7 hours:

7-10 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 Rodians clad in leathers of various

hues mill around campfires, and just at the

edge of the light cast by one, you can see

two wooden cages, each holding a Rodian

woman wearing a ragged blue jumpsuit.

Through a clearing in the jungle, you can

see a cluster of thatched-roof huts sit near ariver –  a river widening into the sheer drop

of a waterfall!

 Although the daylight is fading, you can see

a roaring fire near the edge of the riverbank

–  it lights a procession of hide-clad Rodians

carrying an entranced Rodian woman

dressed in a blue jumpsuit. As you gather it

in, you can hear a muffled shouting from

beyond the firelight:

“No! Dr. Tan! Gena! You’ve got to wake up!

Don’t let them throw you over!”  

Page 23: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 23/142

 

10+ hours:

A Simple ( ) Knowledge (Outer Rim) check will

allow the players to understand what the

Rodians are saying; they’re 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 “Mother’s

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, they’ve

forced Dr. Tan to inhale the incense of burnt

local flora, with the end result of her being in a

waking-dream-like state, unaware of her

surroundings.

These primitive Rodians are members of a tribe

that, for whatever reason, have remained

largely unaffected by the technological and

cultural progress of the Rodians at large.

They are certainly aware of the more

technologically advanced culture that surrounds

them, although they prefer to remain isolated

from it. 

Likes: Fearlessness, Aggression,

Straightforwardness  

Dislikes: Advanced technology, Disrespect of

the river 

Skills: Athletics 1, Coercion 1, Coordination 1,

Melee 2, Perception 1, Ranged (Light) 1,

Resilience 1, Stealth 2, Survival 2, Vigilance 2 

Talents: Quick Strike 1 (Add per rank to

combat checks against targets that haven’t

acted this encounter), Natural Hunter (Once persession, re-roll any Perception/Vigilance check)

Abilities: None

Equipment: Bottwood Spear [Melee,

Damage+2, Critical 3, Range: Engaged, Pierce 1,

Defensive 1, Vicious 1], Bottwood Spear

[Ranged (Light), Damage 5, Critical 3, Range:

Short, Pierce 1, Accurate 1, Vicious 1], Sawtooth

Knife [Melee, Damage+1, Critical 3, Range:

Engaged, Vicious 2]

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 fire’s 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.

2 0 0

-

3 2 2 1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 24: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 24/142

 

The players may resolve the situation with the

Rodians in several different ways. A successful

negotiation may even net the Rodians as allies

of a sort.

Ultimately, the players’ goal here is to gain a

lead on the data cache Dr. Tan was tracking

down, and that will likely be a result of one (or

more) of four outcomes:

  Dr. Tan is successfully rescued from the

Longspines, and she leads the way to

the presumed location of the data

cache.

  Dr. Tan’s assistant, Tora Ninn, is

recovered from her captivity, and she

helps explain Dr. Tan’s findings,

directing the players toward the

presumed location of the data cache.

  Both Dr. Tan and Tora Ninn perish, but

the players recover data from their

person (datacards, clues, etc.) that

point them in the direction of the data

cache.

  The Longspines reveal to the players

that Dr. Tan’s team was getting too

close to the “Heart of the Mother,”

their primary religious site. This is an

abandoned starship research factory

and the location of the searched-for

data cache.

Why don’t we just fly there? 

While at this point it may seem prudent to the

players to turn around, pick up a ship, and re-

equip, try to reinforce the narrative goal of this

being an adventure-style trek through the

 jungle.

One can justify this on the basis of time (e.g.

“The Longspines are still tracking us! We need

to get to the data cache in a hurry before they

hide it for good!” 

Another can be to justify this with technology  – 

why hasn’t the facility been found before now,

anyway? Maybe there’s some kind of sensor

disruption that makes it difficult or impossible

to find in a larger ship, or maybe there’s some

kind of anti-tech field that shuts down higher-

level technology (so starships and airspeeders,

but not blasters and datapads.

Page 25: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 25/142

 

Once the players resolve the matter of finding

the location of Dr. Tan’s objective, it should only

be a short trek upriver to an abandoned

starship test facility.

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

Tan, Tora Ninn, or a datapad recovered from

either), it should be clear to the players that

their goal is to get to the computer core of the

facility, wherever that might lie.

There are several potential obstacles in the way

of that goal, starting with the lake crossing

itself. Players will likely find one of four ways to

cross:

  Floating across the lake to the shores

leading up to the facility

  Flying over the lake

  Crossing the footbridge

  Crossing the speeder bridge

Either of the bridges presents their own

challenges.

The footbridge is only wide enough for players

to cross single-file, and each player will need to

make an Average  ( ) Coordination check

while crossing. Failing this check will mean that

the players stepped on a portion of the

walkway they shouldn’t have, and the foothold

there will become more unstable. This will

 As you trek through the jungle, you notice

the river growing wider and wider until

eventually, the trees part and the river

breaks into a glittering green lake.

 A small island pokes out of the center of the

lake, on which sits a dilapidated metal

structure. Rough, knotted vines cover the

outside of the complex –   in the absence of

use, nature has made its claim on the

 facility.

Two long bridges reach out from the edges

of the island –   one, a narrow, swaying

 footbridge, another, a partially collapsed

speeder bridge, the two halves of which dip

 precariously into the lake halfway across .

Page 26: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 26/142

 

result in a Setback ( ) added to the check for

any subsequent players to cross. If the player

nets or+ , segments of the bridge

may fall out from under where the player was

walking and/or result in the player falling in the

water.

The problem presented by the speeder bridge is

somewhat more straightforward. The middle

section of the bridge has collapsed into the

water completely, leaving a gap about a dozen

meters wide. How the players solve this will be

largely up to the tools they personally have

available and what they individually are

proficient with.

Falling into the water should be more of an

annoyance than a danger, although spending an

extended amount of time in the water may

draw the attention of schools of Svoor, an

omnivorous lake-dwelling eel-fish.

Usually found in the dark parts of lakes and

freshwater seas of Rodia, the Svoor is a small

snakelike fish that grows up to eight inches in

length. These fish subsist primarily on insects,

smaller fish, and leafy plants (found at the

bottom of lakes), although they will occasionally

graze on the flesh of slow-moving larger

animals when available. 

Likes: Low light, movement Dislikes: Extreme temperature changes 

Skills: Athletics, Brawl, Survival, Vigilance 

Talents: None

Abilities: None

Equipment: Needle Teeth [Brawl, Damage 3,

Critical 5, Range: Engaged, Vicious 2] 

Players have essentially three modes of ingress

into the facility. While there are more buildings

to the facility than shown in the cutaway, the

other buildings are collapsed, overrun by

nature, or effectively empty of anything of note.

1.  The Simulations Offices  contain the

entrance nearest the end of the

footbridge. The simulations offices are

five stories of office terminals and desks

mixed with ingrowing vines and rubble.

A large rupture in the floor has created

a pit extending from the bottom floor

all the way up to the next-to-top floor,

and the bottom is littered with debris

that’s fallen through. Additionally, thelower two floors of the Simulations

Offices are filled with water

(approximately even with the lake’s

level, if not a little higher).

2.  The Primary Cargo Handling room is

the entrance nearest the speeder

bridge. It’s an unremarkable room, wide

and open, stacked with empty cargo

crates and brush growing in some of the

damper corners. A broken cargo lifthangs halfway between the floor and a

shaft extending above the roof.

3.  The Climatic Laboratory is a giant,

capital-ship sized hangar perched on

top of the facility. Its main entry door,

wide enough to fit a Consular -class

cruiser, is covered in the ubiquitous

vines as well as a thick layer of frost.

This hangar is designed to test

spacecraft under extreme temperatureconditions, and its temperature control

mechanism (and independent power

reactor) have been stuck at dangerously

low temperatures for years. Combined

with the humid climate of Rodia, this

has frozen the door mechanism shut.

1 0 0

-

2 1 1 2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 27: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 27/142

 

A simple exploration of the aboveground areas

of the facility will make it clear that the

computer core (containing the data cache) isn’t

to be found there. If the players make their way

up to (4.) the Controller’s Office, by way of

climbing up the broken lift in Cargo Handling,entering through the Climatic Lab, or by some

other means, they should be able to find an

overview of the facility that makes it clear

where the computer core is located.

To get to the computer core, the players will

need to descend down to (5.) the Isolated

Testing Cavern. There are two lifts that lead

down into this otherwise-sealed cavern.

One is accessible from the walkways leaving the

(1.) Simulations Offices and/or (2.) Primary

Cargo Handling, although any trip through those

hallways will go underwater in the lower third

portion.

The other is accessible directly adjacent to the

(4.) Controller’s Office with no obstacle in the

way, although as before, that will have required

access to that level already.

Both of the lifts that travel down to the Isolated

Testing Cavern pass through several filtering

gates (designed to keep the cavern sealed) that

prevent any of the water above from seeping

down into the caves or below levels.

These bat-like creatures, often found in damp

caves, share as many characteristics with

insects as with larger flying creatures. Born in alarval state that takes years to grow into a fully-

grown, half-meter long adult, Vurm have social

structure centered around a single queen Vurm,

which feeds vampirically off of larval Vurm to

grow into its massive, two-meter size. In

absence of other food, Vurm are often

cannibalistic, although (queen aside) they feed

only on other adults. 

Likes: Heat, Darkness 

Dislikes: Bright lights, loud noises 

Skills: Brawl, Coordination, Stealth 

Talents: None

Abilities: Vicious Swarm (each additional minion

in the group adds 1 to the Vicious rating of a

Fang attack [a group of 2 would have Vicious 1])

Equipment: Fang [Brawl, Damage 3, Critical 3,Range: Engaged]

1 0 0

-

2 1 1 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 28: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 28/142

 

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

players should each pass an Average  ( )

Stealth check or be attacked by a swarm of

Vurm Swoopwings. (This encounter may also be

skipped for time.)

If the players are too noisy or disruptive, a

group of Vurm will wing down from the ceiling

of the cave to harass the players, who are likely

trying to maneuver their way through the room

to one of two exits:

  The cave tunnel at the back leading to

(6.) Repuslorsled Access, or

  The (7.) Temperature Regulation Vent

protruding from the ground (which is adirect route to (8.) the Computer Core).

The players may also be attacked by the Vurm

Broodqueen (depending on party size and

desired encounter difficulty).

These significantly larger Vurm specimens act as

social center of the brood. There is only ever

one of these per Vurm family-group. 

Likes: Heat, Darkness 

Dislikes: Bright lights, loud noises 

Skills: Brawl 3, Coordination 1, Perception 1,

Stealth 2, Vigilance 1 

Talents: Adversary 1

Abilities: Vampiric Cannibalism (may kill oneengaged Vurm to restore 6 wounds)

Equipment: Large Fang [Brawl, Damage 6,

Critical 3, Range: Engaged, Vicious 2], Flying

Tackle (Brawl, Damage 3, Critical 4, Range:

Engaged, Knockdown]

2 0 0

1 -

4 1 1

2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 29: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 29/142

 

As the players move through the Isolated

Testing Cavern, they will likely notice the lit exit

in the back of the cavern. This leads to an

access hallway that takes the players to (6.)

Repuslorsled Access, a loading dock and tunnel

access to the partially-built access tunnels tothe remainder of the facility.

Once, this included several testing rooms, but

as the facility fell into ruin, most of the access

tunnels to the underground rooms became

caved-in dead ends. The only tunnel that

remains wide enough and clear enough for

access is the largest tunnel, the one that

provides a winding path to the underground (8.)

Computer Core.

Several abandoned (but likely still-working)

repulsorsleds sit waiting at either end of the

tunnels. The tunnels, by necessity, are very

circuitous and require careful, slow navigation

(just slightly faster than walking speed) on the

sleds.

These relatively small hovercraft are designed

to transport personnel and equipment over

rough terrain at various speeds.

Maximum Altitude: 1 meter 

Sensor Range: Close 

Passenger Capacity: 4, crew included 

Cost/Rarity: 2,000 credits/2 Customization Hard Points: 0 

Weapons: None

If the players are more adventurous (or if

they’ve seen the facility schematics), they may

elect to delve deeper into the facility by way of

the (7.) Temperature Regulation Vent.

This wide pipe is used to create a negative-pressure environment in the Computer Core as

well as remove any heat generated from its

massive databanks.

It is traversable, although with the fans

operating (and they are still in operation), there

are several different junctions with large

spinning fans that present a dangerous obstacle

to the players. There is also a large vertical

section halfway down that, in addition to

requiring the players to pass through a spinning

fan, will require some means of climbing down

nearly two dozen meters.

0

3

-

2

1 -1

0 -

0

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 30: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 30/142

 

Once the players have reached the (8.)

Computer Core, they will finally have the

opportunity to fulfill their contracted objective.

The core room is filled with several large

databanks, and recovery of the data cache willbe contingent upon succeeding at a Hard 

( ) Computers check. Failing the check

will corrupt some of the data, and reduce the

difficulty of subsequent checks by ( ).

Once the players have recovered any data at all,

the facility will trigger a core-level security

procedure designed to prevent data theft.

Several minor explosions will ring out under the

facility, and the whole complex will start to

shake – it’s being collapsed from below! 

The players will now need to escape the facility

as quickly as possible. There are approximately

ten minutes before the complex collapses, and

this may necessitate rushing tasks that were

carefully done before (e.g. speeding through

the repulsorsled tunnels, which would require

Piloting checks).

If the players fail to escape before the facility

collapses, all players will suffer a critical injury

and be “stuck” until help arrives. Fortunately,

the destruction of the facility is a noticeable

enough event that their employer, who’s been

scanning the area in hopes of finding his lost

team, will be able to pick it up and send rescue

ships out. This will, however, be at significant

cost to him (and this will be passed on to the

players).

Once the players have successfully handed the

data (and any remaining members of Dr. Tan’s

team) over to their employer, he’ll pay them

based on the following rubric:

 

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

a team of four would be paid 2000

credits)

  1000 credits for the return of Dr. Tan

  500 credits for the return of Tora Ninn

  -500 credits for costs incurred if the

players had to be rescued

  -50 credits per person on the team for

each failure on the Computers check to

recover the data (for a maximum of -

150 credits per person)

The players as a group will also have gained (or

reinforced) a standing with their employer and

his organization, an enterprise with significant

standing in the Tyrius system, with hands in

transport (legal and otherwise), shipbuilding,

and planetary commerce.

Page 31: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 31/142

 

The players are confronted by a Ghest, a

predator native to Rodian swamps.

This should be a relatively quick combat

encounter, designed only to engage characters

if the game is dragging. This should be relatively

dangerous to the individual characters, but not

a large challenge to the group as a whole.

These giant, six-meter long reptiles (also known

as swamp demons) sit comfortably at the top of

the food chain in some swampy areas of Rodia. 

Likes: Live prey 

Dislikes: Cold temperatures 

Skills: Brawl 3, Perception 1, Resilience 1,

Stealth 1, Vigilance 1 

Talents: None

Abilities: Lurker (may take a maneuver to

descend into mud or water, forcing a

Perception vs. Stealth check to see it)

Equipment: Feral Claws [Brawl, Damage 9,

Critical 3, Range: Engaged, Disorient 1], Toothy

Maw [Brawl, Damage 4, Critical 2, Range:

Engaged, Vicious 3] 

While making your way through the dense

 foliage, you hear a squishing sound. It grows

quiet for a moment, but then with a giant

splash, a large four-legged reptile leaps your

way!

2 0 0

-

2 1 2

2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 32: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 32/142

 

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 todetermine 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 syndicate’s 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 businessman’s scientists4 was

murdered, and pressures from the businessman’s competitors have directed accusations onto his top

agent.

The players will meet with the agent to hear the details, and he’ll 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 it’s 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 agent’s

safe house, and the players will have no choice but to take sides.

(Substitute as necessary)

1The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate 2The local system: Tyrius System, home to the planet Rodia3The agent: Lieutenant See Bonuda, formerly of the Rodian Planetside Security Force (RPSF)4The victim: Dr. Gena Tan or Tora Ninn, scientists in Tiiv’s employ (which one – if any – may depend on

the outcome of “Beyond the River” if that adventure was played previously) 

Page 33: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 33/142

 

The players start their adventure in Karsteeku,

a medium-sized city on Rodia.

They have been provided with a contract from

Ranem Tiiv, their employer.

Lt. Bonuda’s safehouse is located in the Slums

section of the Residential District, and he’s co-

opted an abandoned cantina on the second (of

two floors) floor of the building as his base of

operations, where he lives with severalmercenaries hired as protection.

Upon meeting him, he’ll greet the players as

expected agents of their joint employer.Contract for: Clearing the name of Lt. See

Bonuda and identification of the true

murderer of Dr. Gena Tan.

Lt. Bonuda, agent of Tyrius Sysworks

Syndicate, is currently facing trumped-up

charges of murder of Dr. Tan, another TSSemployee.

Lt. Bonuda is in hiding at a converted

apartment building, 32 Yusk Avenue in the

Residential District. He will provide further

details on the job.

“Listen –  here’s the deal. Tiiv’s already filled

you in on my… situation.”  

“While working for TSS, I also held a

lieutenant’s position in the Rodian PSF –  thelocal authorities. It’s because of my work

there that I’ve been able to stay in the wind

 for the past week.”  

Page 34: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 34/142

 

If questioned about the contents of the

datacard, See Bonuda will explain that itcontains a datamined holorecord from a hidden

security device at the scene of the crime  – one

no one originally knew was there.

If questioned about his alibi, Bonuda will be

circumspect  –  he was working alone in the

slums tailing a lead in one of his cases.

Documentation at the PSF headquarters will

verify that he was in this area (the Residential

District) the night of the murder.

Bonuda will make sure the players, if they need

a lead, know that the PSF’s headquarters are in

the Administrative District in the Government

Seat.

Before the players go searching , he’ll leave

them with one last warning:

The players are tasked with finding the location

of the datacard (and its transport), intercepting

the transport, and recovering the datacard.

They may tackle this problem in several ways,

including:

  Hacking in to the Rodian PSF’s systems

to find the transport’s schedule 

  “Social engineering” of a member or

members of the PSF

  Plying knowledgeable underworld

contacts on the street

  Paying off transport controllers to see

when (and what kind of) vehicles are

entering and exiting the city

The task should be relatively easy once the

players have decided on a tack to take, but if

they’re completely at a loss, Bonuda may

suggest asking a former friend of his at the PSF

station for help, and he might suggest going

about one of the above.

Ultimately, the players will discover that the

datacard is being delivered as part of a PSF-

hired convoy, scheduled to enter the city later

that day (at such a time as is convenient for the

players). It will be en route already by the time

the players discover its existence.

“Unfortunately, that can’t last forever. I

know the RPSF’s protocol, and they’re going

to have all the evidence for the case

centralized at their HQ here soon. ”  

“That presents a unique opportunity –   I

know that there’s… a certain datacard –  

disconnected from network traffic, for

security –  that I desperately need. It’s going

to be on the move her e probably …“

He checks his chrono –  

“…sometime today.” If you can find where

and how that evidence is being transportedand recover it, I can make sure that this

whole situation gets taken care of

advantageously for everyone.”  

“Once I’ve got that datacard, I can clear my

name and help Tiiv solve this murder for

real.”  

“Oh, and be very careful not to tamper with

that datapad with the holorecord. Even

trying to inspect its contents might trigger

any locator packages the PSF has embedded

in it. I mean it –  no tampering. Bring it back

here, and I’ll be able to work with it.”  

Page 35: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 35/142

 

The best opportunity the players will have to

steal anything from the convoy is to attack it as

it travels through the Rodian swamplands.

While they could choose to wait until it enters

the city, the task would likely be drastically

more difficult, and the task becomes a

drastically different one if the convoy completes

its mission and delivers its cargo to the PSF

headquarters.

The convoy is composed of three types ofvehicles, each designed to provide the players

with possible advantages in the encounter:

  Smaller escort swoop bikes, used for

scouting and pathfinding. These bikes

exist to provide the opportunity for the

players to draw off and confuse the

convoy (they’re the most mobile, and

the most likely to be pulled off of the

larger group).  Large personnel and cargo carriers,

armored but lightly armed, used for

transporting non-prisoners or evidence.

These vehicles exist to provide a large

amount of potential contraband for the

players to search through, providing

possible rewards as well as the

opportunity to disguise the players’

intentions.

 

Medium-sized prisoner transportspeeders, used to transport convicts.

These speeders exist to provide the

players with their greatest (on-foot)

combat challenge as well as potential

allies (prisoners who want to be freed).

Page 36: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 36/142

 

As one of the earliest production model designs

in Bespin Motors swoop bike series, the JR-4

has seen use in many corners of the galaxy.

With its relative agedness, the JR-4 has mostly

been relegated to second-hand markets in the

Outer Rim. However, it’s a rugged, reliable bike

and it remains a very effective vehicle for the

price.

Maximum Altitude: 550 meters 

Sensor Range: None 

Passenger Capacity: One pilot Cost/Rarity: 2,800 credits/3 

Customization Hard Points: 1 

Weapons: None 

More commonly seen in the Corporate Sector,

the JX40 is a TaggeCo make popular in many

areas with law enforcement personnel. It runs

double duty as both a prisoner transport vehicle

as well as a riot control vehicle.

Maximum Altitude: 10 meters 

Sensor Range: Close 

Passenger Capacity: Two crew, 40 prisoners 

Cost/Rarity: 24,000 credits/(R) 5 

Customization Hard Points: 0 

Weapons: (All these weapons use personalscale, not planetary scale) Grenade Launcher

[Fire Arc forward, Damage 8, Critical N/A,

Range: Medium, Disorient 3, Stun Damage,

Blast 8], Steam Jets [Fire Arc left or right,

Damage 8, Critical 4, Range: Short, Stun

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

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

Damage, Disorient 1, Knockdown]

SoroSuub’s APC-2 was a testbed of features for

a military personnel carrier. While it saw limited

use in the ground forces of the Rebel Alliance,

ultimately, the vehicle never saw widespread

adoption due to its perceived lack of armament

relative to its size.

Maximum Altitude: 5 meters 

Sensor Range: Close Passenger Capacity: Four crew and up to 30

combat-equipped troops 

Cost/Rarity: 61,000 credits/(R) 7 

Customization Hard Points: 6 

Weapons: Auto-Blaster [Fire Arc forward,

Damage 3, Critical 5, Range: Close, Auto-Fire],

Beam Turret [Fire Arc all, Damage 8 (Personal

Scale), Critical 4, Range: Close, Accurate 2,

Prepare 1]

Approaches to capturing the datacard

The Ambush:

The swamps of Rodia are filled with rolling hills,

misty rivers, and thick treelines, and there

should be ample opportunity for the players to

ambush the convoy.

How the players approach this puzzle may

widely vary. The convoy isn’t there just to

transport the datacard that Lt. Bonuda wants  – 

it’s carrying various types of contraband and

material evidence, probably drugs, weapons,

and other confiscated goods.

0

3

-

3

3 +1

0 -

0

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

0

7

-

6

1 -1

0 -

0

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

0

18

-

22

1 -3

0 -

5

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 37: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 37/142

 

These civilian workmen have been hired to pilot

and guard the convoy en route to the city of

Karsteeku. 

Likes: Family, Bribery 

Dislikes: Criminals, Delays 

Skills: Gunnery 1, Piloting (Planetary) 1, Ranged

(Light) 1, Survival 1, Vigilance 1 

Talents: Quick Draw (Once per round, may draw

or holster a weapon as an incidental)

Abilities: NoneEquipment: Blaster Pistol [Ranged (Light),

Damage 6, Critical 3, Range: Medium, Stun

Setting]

There are approximately a dozen of these

prisoners held in the cells aboard the JX40.

They’ve been incarcerated for a variety of

crimes. 

Likes: Freedom, Food, Revenge 

Dislikes: PSF, Taking orders 

Skills: Brawl, Deception, Ranged (Light),

Skulduggery, Survival 

Talents: Lethal Blows 1 (Add +10 per rank of

Lethal Blows to any Critical Injury inflicted on

opponents)

Abilities: None

Equipment: None

The convoy is also carrying a speeder full of

prisoners en route to more permanent

detention elsewhere. Any of these things may

play a part in what the players discover as they

attempt to retrieve the datapad.

The convoy guards are only civilians, hired the

by PSF to traffic their secure goods from place

to place. While the guards don’t have any love

for the criminal element, they’re not as

disciplined as PSF officers, and they may be

susceptible to bribery, trickery, or threats.

The Battle: 

Although the convoy is well-protected, as a

combat obstacle it is not insurmountable.

The Jailspeeders are designed to combat

enemies on foot, and against more armored

obstacles, it may have problems. The

Hovernauts do have a light blaster that could be

effective against armored vehicles or ships

(although its weaponry for use against ground

troops is inferior to the Jailspeeder).

The primary challenge of direct combat againstthe convoy is that it’s relatively heavily

armored. To effectively engage the convoy in

battle, the players would likely want to recruit

help from local paramilitary forces  –  perhaps

one of the prisoners is an incarcerated member

of an underworld organization.

In any case, for a more conventional attack, the

players will need to have several vehicles on

hand.

3 0 0

2 -

2 2 2 1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

2 0 0

2 -

3 2 2 1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 38: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 38/142

 

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 onretrieving 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 it’s

located in the busy Administrative District, near

the Government Seat. Civilians are in and out of

the large police building frequently, as they’re

there to report as witnesses, be interviewed assuspects, or work as civilian contractors.

Access to the police station beyond the first-

floor lobby is funneled through a security

checkpoint, ensuring that no one (besides on-

duty police) is armed.

If the players manage to search through all the

Hovernauts or make it to wherever the

datacard is stored in PSF headquarters, it should

be trivial to find what they’re looking for

(although it may take additional effort if they’re

trying to disguise what they’re looking for from

prying eyes).

When the players do find the datacard, they’ll

need to return it to Bonuda per their

instructions, but they’ll make a choice – 

whether they look at the datacard or simply

leave it untouched, as Bonuda instructed. How

they treat the datacard will determine how the

remainder of the adventure turns out.

If they inspect the datacard at all, they should

be privy to the contents of its holorecord:

The holorecording flickers to life, showing

the view of a darkened office. In one corner

of the room, a messy pile of clothes sits at

the foot of a couch-turned-makeshift-cot.

The glow of a nearby computer terminal

shines across the face of the form on thebed –   it is the recently murdered scientist.

You can see the Rodian woman tossing and

turning in her sleep, a data cylinder clasped

tightly in her left hand.

Suddenly, a sliver of light extends through

the bottom of the recording, and then it

disappears just as quickly. Another Rodian

enters the view of the recording, a larger

 figure than the woman, wearing thesharply-cut grey and green of the Rodian

PSF.

Page 39: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 39/142

 

There are two basic directions the adventure

can go from here:

1.  The players ignore, destroy, or

otherwise pay no mind to the datacard

(e.g. they simply deliver it to Bonuda

without looking at it, they never pick it

up at all, or they view it and it doesn’t

affect what they do)2.  The players view the datacard and opt

to bring Bonuda to justice

The path they take, absent moral direction, may

depend greatly on what the players feel will

benefit them the most. They should feel free to

contact their employer and pass on this

information to him. In that case, their employer

should view this as a betrayal  –  his agent, Lt.

Bonuda, murdered one of his scientists and

stole something from her. He will be happy to

modify the players’ contract to encompass

bringing Lt. Bonuda to justice (legally or extra-legally).

The players, if motivated by justice, may decide

to involve themselves with the PSF to detain

Bonuda, armed with the knowledge of his

hideout. In this case, that proposition might be

complicated if the players were discovered as

being part of an attack on the PSF convoy.

Essentially, the players will either be in

Bonuda’s camp (ignorantly or knowingly) or

opposed to him. This will set up for a

confrontation between Bonuda and the PSF.

The new figure moves quickly to the desk

and computer terminal, hurriedly searches

through the computer’s files.

 As the light of the monitor dances across

the room, however, you can see the Rodian

woman slowly wake up and look at the

source of the activity, and then her eyes go

wide. She sits up straight and says

something, and the Rodian at the computer

squares off to her and draws a small

holdout blaster.

The woman backs up further into the couch

and offers her hand forward, the datacylinder extended. The Rodian with the gun

looks at it, considering, and then with a

swift motion, grabs the cylinder and shoots

the woman twice in the chest.

The holorecording ends as the assailant

walks out of the room, and as he turns, you

can clearly see his face –   the face of Lt.

Bonuda.

Page 40: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 40/142

 

Page 41: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 41/142

 

The scene is set for a confrontation between

the local law enforcement (the PSF) and the

fugitive agent. The players, one way or another,

will have facilitated this.

They will likely have:

  Turned on the agent, knowing his

crimes, involving either the PSF or their

employer

  Returned the datacard to the agent,

unaware of his crimes, leading the PSF

to his hideout (via tracking device in the

datapad)  Returned the datacard to the agent,

aware of his crimes, leading the PSF to

his hideout

  Destroyed or disposed of the datacard

(or never got it in the first place), but

will have been tailed or surveilled in

such a way that leads the PSF to the

hideout

So other than the players, there will be the PSF

and their men (and/or their employer and his

men) as well as Bonuda and his men involved in

a conflict. How the players participate is largely

arbitrary, organizationally, although the GM will

likely want to balance one side or the other to

make it more or less of a challenge for the

players.

The attackers in this scenario (the PSF or the

players’ employer’s forces) will have the

advantage of numbers, while the defenders will

have the advantage of strategic positioning and

fortification. The PSF can’t bring too heavy a

hand down here, since it’s in the middle of the

city.

If the players are in the group attacking the

warehouse

The timing of this should largely be under the

players’ control, allowing them to make early

strategic decisions.

The ultimate goal of the attacking forces will be

the apprehension of Lt. Bonuda.

If the players are in the group defending the

warehouse

As soon as the players return and cast in their

lot with Bonuda, he should alert them to the

incoming PSF forces:

The ultimate goal of the defending forces will

be the successful defeat of the PSF forces or the

escape of Bonuda  –  Bonuda himself will

encourage the players to help him run,

especially if they look like they’re in a bad place. 

“You made sure not to tamper with this,

right? Whatever you did, or didn’t do, it

looks like we’re in hot water. The proximity

sensor I’ve got set up a block from here

shows PSF forces moving in on foot. We’re

going to have company.”  

Page 42: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 42/142

 

Lt. See Bonuda, formerly of the Rodian

Planetside Security Force, has been in the

employ of Ranem Tiiv and Tyrius Sysworks for

years as an informant from inside the PSF.

Under blackmail, Bonuda took a job from one of

Tiiv’s corporate enemies, murdering a scientist

and stealing some of her research data for his

blackmailer.

Likes: Subterfuge, Bith music, Efficiency 

Dislikes: Sloppy work Skills: Charm 1, Cool 1, Deception 2, Discipline

1, Knowledge (Underworld) 1, Perception 1,

Ranged (Heavy) 1, Ranged (Light) 2, Stealth 1,

Survival 1, Vigilance 1 

Talents: Adversary 1, Strong Arm (Treat thrown

weapons as if they had 1 greater range), True

Aim 1 (once per round, may perform a True Aim

maneuver to gain benefits of aiming and

upgrade combat check once per rank), Deadly

Accuracy (Add damage equal to ranks in Ranged(Light) made to combat checks using that skill),

Clever Solution (Once per session, make one

skill check using Cunning rather than the

characteristic linked to that skill)

Abilities: None

Equipment: Modified Heavy Blaster Pistol

[Ranged (Light), Damage 7, Critical 3, Range:

Medium, Accurate 1, Innate Talent: Quick Draw,

Stun Setting], Frag Grenade [Ranged (Light),

Damage 8, Critical 4, Range: Short, Blast 6,Limited Ammo 3], Armor-Piercing Grenade

[Ranged (Light), Damage 16, Critical 3, Range:

Short, Blast 3, Pierce 3], Comlink

One of the various mercenaries hired by See

Bonuda to defend his safe house.

Likes: Prompt payment, gambling 

Dislikes: Small cities, businessmen

Skills: Brawl 1, Cool 1, Ranged (Heavy) 1,

Ranged (Light) 1, Skulduggery 1 

Talents: Body Guard 1 (Once per round, may

perform a Body Guard maneuver on any

character in Engaged range – suffer Strain no

greater than ranks in Body Guard, and until thestart of this character’s turn, combat checks

against target upgraded by strain suffered)

Abilities: None

Equipment: Blaster Carbine [Ranged (Heavy),

Damage 9, Critical 3, Range: Medium, Stun

Setting], Comlink 

3 0 0

5 14

4 2 3 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

3 0 0

2 -

3 2 2 2 2

BRAWN  AGILITY  

INTELLECT 

CUNNING 

WILLPOWER 

PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 43: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 43/142

 

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

trooper in service to Ranem Tiiv as well. 

Likes: Order, Compliance 

Dislikes: Conflict 

Skills: Coercion 1, Cool 1, Discipline 1,

Negotiation 1, Perception 1, Ranged (Light) 1,

Streetwise 1, Vigilance 2 

Talents: None

Abilities: None

Equipment: PSF Blaster Pistol [Ranged (Light),Damage 6, Critical 4, Range: Medium, Accurate

1, Stun Setting], Stun Grenade [Ranged (Light),

Damage 8, Critical N/A, Range: Short, Disorient

3, Stun Damage, Blast 8, Limited Ammo 2],

Comlink 

In most scenarios, Bonuda will be incapacitated

and (if alive) taken into PSF or Tiiv’s custody.

Once this is resolved, the players’ employer willpay them the following:

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

a team of four would be paid 2000

credits)

  1500 credits extra if they approached

him first about the discovery of

Bonuda’s betrayal 

  500 credits extra if they can deliver the

evidence datacard to him

Should Lt. Bonuda and his mercenaries win,

he’ll try to flee the city, knowing that the jig is

up. If the players aided him, he may rely on

their aid to escape.

This may (especially if the players aided him

after knowing what he did) lead to a rift with

their original employer (Ranem Tiiv). He will pay

them less (depending on their culpability), and

in that case, Bonuda may need to be the one to

reward the players (on a similar scale, fordifferent reasons).

If continued from in later adventures, if the

players draw the ire of Ranem Tiiv, their

employer may be switched with his rival, Bollin

the Grey.

3 0 0

2 -

3 2 2 1 2

BRAWN  AGILITY  

INTELLECT 

CUNNING 

WILLPOWER 

PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 44: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 44/142

 

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 fewenemies – often very substantial nemeses. 

There’s a certain dance that must be done, though. Powerful people rarely meet each other face-to-

face; they employ intermediaries to do the dirty work. When one such man finds that an opponent of

his has stolen something precious, it’s 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, they’ll 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, they’ll be handsomely rewarded, but they’ll

have a huge number of party guests, security, building staff, and other distractions that could get in their

way.

(Substitute as necessary)

1The 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) 2The local system: Tyrius System, home to the planet Rodia3The rival: Bollin the Grey, owner of Rodian Interfreight (depending on the outcome of “Justice Be

Served,” this may be switched with Ranem Tiiv) 4The item: A data cylinder, originally stolen (in “Justice Be Served”) from the murdered Dr. Tan

(depending on the outcome of “Beyond the River”) 

Page 45: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 45/142

 

The players start their adventure in Karsteeku,

a medium-sized city on Rodia.

Ranem Tiiv, their employer, has provided thema datacard with the specifics of their contract:

Contract for: Retrieval of Dr. Tan’s research

data cylinder.

 A thief has stolen a data cylinder critical to

an ongoing research project and delivered it

to a business rival, Bollin the Grey.

The data cylinder is of an ancient design,

and Bollin plans on displaying it, along with

other trophies, at a gala he’s holding above

his personal museum in the Redswamp

Terrace tower.

Recovery of the cylinder must be made

under two conditions –   first, that the

cylinder remain undamaged. Second, the

operation cannot be tied to Ranem Tiiv or

Tyrius Sysworks.

Gala entry is limited to a closely guarded

invite list, made at the behest of Bollin and

Rodian Interfreight. The only other people

with likely access will be building staff and

any hires made specifically for the event.

The gala is tomorrow evening at 2200

hours and is planned to run until 2900

hours. This limited window of timerepresents the best opportunity to obtain

the data cylinder before it’s put back in

deep storage in Bollin’s museum vault. 

Page 46: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 46/142

 

The players should start this mission with

Ranem Tiiv, as he’s being fitted for an expensive

suit:

There are really only two likely places to steal

the data cylinder from  –  at the gala or in the

museum vault. Either way, attending the gala is

the best chance to reconnoiter the area, since

the museum is a private museum, usually

closed to all but the personal guests of Bollin

the Grey.

The gala represents a chance for all invitees to

see the museum as well as the collection of rare

artifacts Bollin’s bringing out from his vault. 

To get into the gala, there are three primary

avenues  – come in as part of the help, find or

acquire an invitation, or sneak or break inundetected  –  and of course the players may

come up with their own very different plan.

Legal Entanglements

If the players have made trouble with the

Karsteeku authorities, this step may be further

complicated. While Bollin the Grey manages his

own security, he  –  like most successful

entrepreneurs  –manages a fairly amicablerelationship with the planet’s 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

Grey’s private restaurant (Skyfloor Café), is

located immediately above his personal

museum, and both are closed to the public.

RODIAN INTERFREIGHT

Rodian Interfreight, owned and managedby Bollin the Grey, is a large shipping andmanufacturing corporation in the Tyriussystem and the chief business rival ofTyrius Sysworks Syndicate.

While they maintain a headquarters inparts unknown, they do have asubstantial presence in the Market Sector

of Karsteeku, a shipping hub on Rodia.

In addition to widely-available cargohauling services, they specialize in thedevelopment of auxiliary ship systems forniche users, including such products asspecialty sensor packages, slave circuitry,and communications jamming devices.

“This mission’s very personally important to

me, you must understand. That Bollin’s

stolen from me is something I can’t

tolerate, and he knows I’ve got to act on it.”  

“I’ll be at the gala, as one of Bollin’s guests.

He couldn’t resist the chance to rub my

nose in it. That’ll just give you a better

cover, though, so the mistake is his.”  

“I can’t say how y ou might make it in, but

you’ve probably got three ways of going

about it –   find an invitation of your own,

 find some way to get hired for the event, or

 find some way to sneak in unnoticed. Best

of luck –  you’ll need it.”  

Page 47: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 47/142

 

The top floor is accessible only from the dual lift

tubes that run up the outside of the building

and via the supply dock at the back of the

kitchens.

The external faces of the building are relativelyunguarded  –  the Rodian PSF patrols do

intermittently patrol the skies of Kartsteeku,

but there are no special exterior security

devices. The building itself is surrounded by

several buildings, all of which are at least

twenty floors shorter than Redswamp Terrace.

Find an Invitation

Finding an invitation will require the greatest

amount of political maneuvering, given the

exclusivity of the invites. Because of their

limited guest lists, the events are considered a

social windfall and invitations are highly sought-

after. Knowing this, Bollin’s treats his invitations

as they are – hot commodities.

Most invitees are personal friends or business

partners of Bollin the Grey. Unless the players

manage to quickly build a rapport with Bollin or

his associates, it’d be very difficult to get aticket directly from Bollin.

On the other hand, Bollin also uses the

invitations as social and entrepreneurial

currency. Bollin’s company, Rodian Interfreight,

has been courting several investors in a nascent

starship development technologies project. This

is an open secret, and other invitees may know

that Bollin’s been generous with invitations to

those who might be able to support his projectfinancially.

Bollin also bribes local businesses and

institutions with packages of tickets they can

raffle off amongst themselves  –  for example,

Bollin usually provides the local branch of the

Rodian Planetary Security Force (the police)

with two or three tickets to distribute as they

see fit.

Each ticket is going to be marked based off of

how the ticket was acquired, with the tickets

given to personal acquaintances being labeledby name. These tickets are slightly more

valuable, as security’s been told to afford

Bollin’s friends more leeway than might be

offered to other guests.

Impersonate the Help

While the facilities at Redswamp Terrace are

enviably well-staffed, throwing a gala of this

size has required Bollin to acquire several

different sources of outside help.

  Private security: Bollin’s personal

building security detail is taking care of

most of the security arrangements, but

they’ve contracted out a small portion

to local security forces. All security

personnel are required to submit to a

background check, given that they’ll

have the greatest amount of freedom

to move around the gala once it’sstarted

  Betu Symphonic Ensemble: The

evening’s entertainment (outside of

Bollin’s presentation) is to be handled

by this touring ensemble, comprised of

two dozen musicians from all over the

continent of Betu.

  Starflash Catering: This upscale catering

company is providing and serving an

evening’s worth of small-plate dishes.

They’ll take over the kitchens and bar

on the upper floor of Redswamp

Terrace. Given the vast number of un-

screened individuals in this group,

they’ll have the least amount of access

outside the areas they’re assigned to. 

Page 48: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 48/142

 

2 0 0

-

2 3 2 1 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

3 0 0

1 -

3 2 3 2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Bollin the Grey’s gala is a night-long affair. It is

largely a free-flowing social event, with dancing,

dining, and conversation anticipated for the

whole period. Bollin has, however, scheduled a

few important individual events:

Bollin’s main event for the night is the

presentation of several rare artifacts, including

the data cylinder the players seek. He plans on

bringing this up, from the vault in his museum,

for observation and presentation on the main

stage about midway through the party.

Typically, Bollin also opens up his usually-

private museum to guests at his party. It’s open

for the lion’s share of the gala, although it isn’t

opened until the party is already underway and

it closes before the gala finishes.

The gala is populated by more than a hundred

attendees, building staff and security, and

additional hired help (security, musicians, food

service).

Non-security personnel at the gala will be

requested to check their weaponry at the lobby,

to be returned upon their departure.

The guests at Bollin’s gala come from many

different walks of life, although they usually

tend to be drawn from the well-to-do of Rodian

society. 

Likes: Flattery, Stories, Food 

Dislikes: Lower social strata, Bad manners 

Skills: Charm, Cool, Knowledge (Core Worlds),

Knowledge (Outer Rim) 

Talents: None

Abilities: NoneEquipment: Datapad, Comlink 

These are Bollin’s personal security forces.

There are only a handful of these present, and

they’ll take leadership roles amongst the other

hired security. They’ll also be the security

assigned to all non-public areas. 

Likes: Order, Quiet, Drink 

Dislikes: Gala guests, Humans 

Skills: Brawl 1, Coerce 1, Discipline 1, Ranged

(Light) 2, Vigilance 1 

Talents: None

Abilities: On Duty (security forces working with

this character gain when making Vigilance or

Perception checks)

Equipment: Heavy Blaster Pistol [Ranged

(Light), Damage 7, Critical 3, Range: Medium,

Stun Setting], Bolas [Ranged (Light), Damage 2,

Critical N/A, Range: Short, Ensnare 3,

Knockdown, Limited Ammo 2]

Gala doors open 2200 hours

Welcome speech 2300 hours

Private museumopened

2315 hours

Betu SymphonicEnsemble  –  OrganConcerto

2500 hours

Presentation of rare

artifacts

2630 hours

Private museumclosed

2800 hours

Gala doors close 2900 hours

Page 49: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 49/142

 

Hired through various security or security-

related postings, they supplement the building’s

security for the night of the gala. 

Likes: Bribes, Relaxing 

Dislikes: Being bossed around 

Skills: Brawl, Ranged (Light), Streetwise,

Vigilance 

Talents: None

Abilities: None

Equipment: Blaster Pistol [Ranged (Light),Damage 6, Critical 3, Range: Medium, Stun

Setting], Shock Gloves [Brawl, Damage 3,

Critical 5, Range: Engaged, Stun 3] 

These are the various musicians, caterers, and

any other non-security employees working the

party. 

Likes: Courtesy, Efficiency, Hard workers 

Dislikes: Surprises, Interruptions 

Skills: Charm, Cool, Coordination, Discipline,

Knowledge (Education) 

Talents: None

Abilities: None

Equipment: Cooking equipment or musical

instruments, Datapad

Bollin, owner of Rodian Interfreight, is a

somewhat-corpulent green-grey Rodian male.

He’s successfully managed his family’s company

and expanded it from what was originally just a

cargo-hauling business into a sector-wide

transportation, manufactory, and smuggling

enterprise. His closest business rival is Ranem

Tiiv, owner of the Tyrius Sysworks Syndicate,

and the two have been sniping at each other’s

success for over a decade. 

Likes: Classical orchestra, Sweet foods,

Coruscanti culture and the Empire 

Dislikes: Ranem Tiiv and associates,

Carelessness, Compassion 

Skills: Charm 1, Coercion 3, Cool 1, Deception 2,

Discipline 2, Knowledge (Education) 1,

Knowledge (Underworld) 2, Leadership 1,

Melee 2, Negotiation 2, Perception 1, Ranged

(Light) 1, Skulduggery 1, Streetwise 1, Vigilance

1 Talents: Supreme Scathing Tirade (As a

maneuver, may make an Average ( )

Coercion check. Each causes one enemy in

short range to suffer 1 strain and take a for 3

rounds. Spend to cause one affected enemy

to suf fer 1 additional strain.), Nobody’s Fool 2

(May upgrade difficulty of incoming Charm,

Coercion, and Deception checks twice.)

Abilities: Adversary 1

Equipment: Heavy Blaster Pistol [Ranged(Light), Damage 7, Critical 3, Range: Medium,

Stun Setting], Neuronic Whip [Melee, Damage

4, Critical 4, Range: Short, Disorient 4, Ensnare

1, Stun Damage], Armored clothing, P-2 Pocket

Attache (Slicing into this requires passing a

Daunting ( ) Computers check)

2 0 0

0 -

2 2 2 1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

2 0 0

-

2 3 2 1 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

4 0 1

6 14

2 3 4 2 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 50: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 50/142

 

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

large fountain in the center. A semicircular

staircase leads down to the central hall of

Bollin’s private museum. 

There is one primary entrance to the gala hall  – 

the front lobby, which is reached by traveling

up to the 64th floor of Redswamp Terrace in one

of two transparisteel lift tubes. A secondary

entrance to the building is through the kitchen

via a cargo landing pad on the exterior of the

building.

The café, normally an open area surrounding a

long bar, is filled with several large tables fordining guests. The café’s regular seating area, a

large open space on the veranda, is also open

for seating and milling around.

Several long performance risers have been

erected on the stage for the symphonic

ensemble to perform from. They sit behind the

speaker’s podium, with a large curtain dividing

the two areas. Two substantial columns of

chairs sit before the podium and stage.

Behind locked doors lies a hallway with Bollin’s

executive office, an accounting office, and a

monitoring station for Rodian Interfreight’s

orbital and planetary holdings.

The hallway wraps around the outside of the

building to a secure lift tube leading down to

the offices adjacent to the Curiosities Museum.

The hallway is monitored by several ceiling-

mounted security cameras.

Page 51: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 51/142

 

Bollin’s Curiosities Museum, his private

storehouse for trophies collected from various

places across the galaxy, is located one floor

immediately below the gala hall.

Similar to the gala hall, it is only really

accessible through the front entrance, which is

the 63rd floor stop of Redswamp Terrace’s twin

external turbolifts. Normally, the building is

completely closed off to the public, but during

the gala, guests can also access the museum by

traveling down the central staircase from the

gala hall floor into the main hall of the museum.

The museum has several different wings, eachcontaining a variety of treasures  – for example,

the Hall of Arms contains weapons both

modern and ancient, while the Hall of the Hunt

contains trophies from various hunting

excursions. To the chagrin of Bollin’s collections

manager, the displays are chosen based more

off of aesthetics than any real academically

rigorous sorting.

A large portion of the museum is located behind

locked doors, however. Besides the turboliftthat leads from the gala hall secure zone into

the museum secure zone, two hidden doors

(one in the Hall of Arms and one in Special

Collections) lead back into the secure hallway,

which is again monitored by ceiling holocams.

Behind those doors sits the main security

station and storage for the museum and gala, as

well as a research lab where new acquisitions

are catalogued and evaluated.

Several large storage rooms sit in the collections

storage area, and in the center of those rooms a

secure turbolift can take museum staff directly

to Bollin’s vault, the location of his most

precious or valuable items.

Page 52: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 52/142

 

When 2630 arrives, Bollin will make his

presentation of rare artifacts. This will entail the

artifacts being brought up from his personal

vault in a series of crates, through the museum

secure hallway, out into the special collections

wing of the museum, up through the circularstaircase connecting the museum with the gala

hall, and onto the gala hall floor. The crates will

be arrayed on stage for a grand unveiling

following a short, self-congratulatory speech

made by Bollin.

While at the gala, the players may run into

several different types of people. How these

encounters proceed will depend heavily on the

role players are taking at the party  –  guest,staff, or otherwise.

Optional Encounters

These optional encounters can be used as

incentives to act, fulfillments of Advantage or

Threat, or simply to set the tone of the scene.

The party is an opportunity to introduce many

different social interactions, including those

related to player Obligation or Morality.

Random Security Sweep

The Redswamp Terrace guards always get a

little bit twitchy whenever these large parties

are thrown. They’d prefer the quiet and security

of day-to-day operations, and they’re doing

random security checks on guests to make sure

they aren’t carrying anything they shouldn’t be. 

A Familiar Face

The players recognize Ranem Tiiv on the gala

floor. Tiiv is there because, despite beingBollin’s business enemy, he’s still widely-

influential, and Bollin knows the two need to

play nice in the public eye. Plus, Bollin knows

it’ll burn Tiiv up to see the data cylinder he

“liberated” from Tiiv’s possession. Tiiv will do

his best to maintain his distance from the

players – he’s got to be very careful when Bollin

has his eyes on him. 

The Infatuated Lush

For whatever reason, one of the players has

caught the eye of an extraordinarily drunkguest. He or she is unwilling to leave the player

alone, and subtle clues seem to be just beyond

his or her reach. 

A Bump in the Night

One of the guests, fresh off of an argument,

runs into one of the players. Despite the fact

that the player isn’t at fault, the angry guest

starts to raise her voice and accuse the player of

“trying to start something.” Even worse, the

angry guest may be a personal friend of Bollin

the Grey and attempt to pull him into the

confrontation.

The Medical Emergency

While eating or drinking, one of the guests falls

over or falls unconscious. The fallen guest’s

proximity to the player(s) causes other guests to

either cast suspicion or foist responsibility on

the player(s).

Host With the Most

One or more of the players is noticed by Bollin,

their host, and he is pleased by the player(s)’s

service or presence. He offers to buy the

player(s) a drink  –  and refusal would just be

rude! The drink he offers is a strong one, and it

may test the player(s)’s Resilience. 

Page 53: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 53/142

 

Once the players have worked out a plan to

take the data cylinder, they’ll need to put it into

action. This may be occurring alongside events

from the previous section, of course.

If the players manage to steal the data cylinder

before its presentation at 2630, and no one

notices, once the presentation rolls around, the

situation will become very chaotic. Bollin and

his security force will lock down the whole gala

and begin hastily searching guests.

Otherwise, the missing item will likely not be

noticed until the next morning, when one of themuseum employees makes his rounds.

Once the rare artifacts are being moved from

the museum vault to the gala hall floor, they’ll

be accompanied by at least two security

personnel at all times, and they’ll be traveling

through corridors monitored by holocameras.

Once onto the museum floor, there will likely

be assorted gala guests viewing the various

exhibits, although it will probably have emptiedout a little, in anticipation of the presentation

upstairs.

Once the rare items are upstairs, Bollin will

make his presentation. It includes:

  A data cylinder of ancient design (the

object of the players’ designs)

  A holonovel penned by a blind Gand,

Ymiz Varr, one of only two copies

known to exist

  A four-thousand year old prototype of a

pulse-wave blaster, one of the first

items out of Merr-Sonn Munitions

  A set of memory engrams from a pre-

Clone Wars war droid

Bollin will spend a few minutes describing each

item, with a hurried rush through the

description of the data cylinder  –  it’s here

because he knows it’s valuable to Ranem Tiiv,

but his scientists haven’t worked out its secrets

yet.

Following his presentation, the rare items will

be re-boxed and brought back downstairs and

to the vault in the same way they came.

The museum will close one hour before the gala

wraps up, and it will stay closed and largely

unoccupied until the morning. Once closed,

several security systems will be in place  –  in

addition to the holocams that are monitored by

the always-on-duty monitor in the security

office, there is a floor-level motion sensing grid

and a noise detection monitor. The only

security personnel present after closing time

are stationed at the facility lobbies and in the

security station  –  there are none on the

museum floor.

If, in the process of stealing the data cylinder,

the players alert security, Bollin’s security will

respond immediately and attempt to

incapacitate the thieves. If an automatic alarm

is triggered (door lock, motion sensor, etc.), the

local police  –  the Rodian Planetary Security

Force  –  will respond as well, with a slightly

delayed reaction time but greater resources

(i.e. airspeeders, etc.). Bollin’s security may opt

to call the PSF if it looks like the players are

getting away.

Page 54: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 54/142

 

If the players are caught or incapacitated in

their attempt:

  If caught by Bollin’s men, they’ll turn

them over to the PSF in anticipation of

Bollin dealing with them later. Theplayers will earn 3 points each of the

Bounty obligation to Bollin the Grey as

well as 2 points of Criminal obligation

with the PSF.

  If caught by the PSF, the players will be

incarcerated in the local PSF prison,

pending a trial. The players will each

earn 4 points of Criminal obligation with

the PSF.

In any case of being caught, Ranem Tiiv will use

his influence or resources to surreptitiously

remove the players from PSF custody. In most

cases, the players should still be able to keep

the data cylinder with their personal effects,

given its unobtrusive appearance.

However the adventure resolves, if the players

can successfully turn over the data cylinder to

Ranem Tiiv, they’ll be rewarded with: 

  1000 credits per person on the team for

the return of the data cylinder

  500 credits per person on the team if

the operation was undiscovered (i.e. it

wasn’t noticed until the next morning

during inventory) as well as up to 5

points of Obligation reduction or 5

points of Duty per person.

  -500 credits per person on the team if

the group had to be rescued from

capture

  -200 credits per person on the team if

the data cylinder was damaged

Page 55: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 55/142

 

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 impenetrablysealed. 

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 downa 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 they’ll need to navigate through the

ship’s 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)

1The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate 2

The local system: Tyrius System, home to the planet Rodia3The starship: The Shadow’s Wing, a Rendili StarDrive Dreadnaught-class heavy cruiser

Page 56: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 56/142

 

The players start their adventure at Rodia,

either in orbit or on the ground.

They’ve received a boxy device with a data

cylinder at its core along with their contractfrom Ranem Tiiv, their employer:

Contract for: Retrieval of the lost

Dreadnaught Shadow’s Wing.

Subsequent to the recovery of a data cache

 from an abandoned development facility,

the device you now have was researched

and engineered. In the process of analyzing

the contents and technology behind thedata cylinder at its core, it was discovered

to be a key of sorts to a prototypical Rendili

Dreadnaught-class vessel.

Further analysis has yielded what is

believed to be the test course plotted by the

dreadnaught, the Shadow’s Wing , on its

 first and only voyage.

 Additional data recovered from the cache

suggests that this vessel may be uniquely

engineered, although the details appear to

be lost to corrupted data.

The Shadow’s Wing is likely to be at or on

one of its planned stops on its course.

Records show that the vessel departed from

Rodia over one hundred years ago, but it

never reached its final destination of

Christophsis.

Once there, sync this device with the main

 flight control console to provide the slave

 programming you’ll need to fly it back to

Rodia.

Page 57: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 57/142

 

The players are tasked with following the last

known course of the dreadnaught Shadow’s

Wing. It’s a four-jump course from Rodia to

Christophsis, and by following the path (or by

tracing it backwards from Christophsis), the

players will find the location of the lostdreadnaught.

If the players don’t have their own ship, in

addition to providing them with the data-

cylinder-device, Ranem Tiiv will loan them a

ship, his Pointing Finger .

Ranem Tiiv has loaned this small freighter to theplayers to enable them to search for the lost

dreadnaught. It’s a small vessel with oversized

engines and minimal space, but it’ll get the job

done. 

Hyperdrive: Primary: Class 1, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: Short Passenger Capacity: 6, crew included 

Cost/Rarity: 80,000 credits/5 

Customization Hard Points: 1 

Weapons: One Dorsal and One Ventral Turret-

Mounted Dual Medium Laser Cannon [Fire Arc

All, Damage 6, Critical 3, Linked 1, Range: Close] 

Each of the jumps along the course necessitates

an Average ( ) Astrogation check, although

the circumstances of the jump may modify this

(e.g. if the check is made as the players flee a

stop).

There are five positions on the dreadnaught’s

course  –  Rodia, the first stop, the second stop,

the third stop, and Christophsis. If the players

travel between the second stop and the third

stop (in any order), they’ll be dragged out of

hyperspace into the debris field where the lost

dreadnaught sits.

The First StopThe Shadow’s Wing made its first stop in an

insignificant system. There are no settlements

in this system, although at the edge of the

system, in orbit of the seventh planet, there’s a

large, dilapidated sensor station.

Once used for deep-space monitoring, the

station has fallen into disrepair and is now a

home for several scraggly Sullustans.

If the players investigate the station, they’ll

encounter the Sullustans, who won’t be hostile,

but will treat the station as theirs and try to

barter with the players for access. If the players

get a chance to access the computers on the

station, they will be able to verify that the

Shadow’s Wing stopped in-system and left

approximately 102 years ago (~100 BBY).

Checking the station logs may reveal the last

recorded communication the sensor station hadwith the Shadow’s Wing:

“Captain Mirrital of Shadow’s Wing to Deep

Space Sensor Outpost Cresh-Niner, did our –  

agh! –  did our sensor profile appear as we’d

indicated?”  

“Confirmed, Shadow’s Wing.  Are you okay,

captain?”  

“Aye, Cresh-Niner, just a bout of headaches.

One of the command crew must have

 picked something up on Rodia, migranes

seem to be going around. Thanks for your

assistance, Shadow’s Wing out.”  

0

13

-

19

4 -1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 58: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 58/142

 

Interfacing the device they have or the

hyperspace course they know with the station’s

sensors should verify the probable location of

the Shadow’s Wing – a gravitational anomaly in

between the second and third stops. With this

information, attempting to fly directly to theanomaly will be possible, although the check

will now be an Average  ( ) Astrogation

check.

Even if the players ignore the sensor station, it

should eventually be clear that the ship they’re

searching for is not in this system.

The Second Stop

The second planned stop of the Shadow’s Wingwas in a large nebula (in the fashion of a large,

obscuring cloud in space). They made the stop

to disguise their route in the past, but in the

present, the nebula is a haven for piratical

spacers and other criminals.

Piloting in the nebula will incur a on any

checks. Players attempting to scan the system

for the dreadnaught will have to make a Hard 

( ) Perception (sensors) check. Rolls with

high Threat ( +) should incur some sort of

encounter with the pirates, who will be flying

small snubfighters or transports.

The Perception check may be attempted more

than once, but each time it is attempted, it will

be upgraded – the danger of bouncing an active

sensor signal off of one of the pirates’ sensors

increases the more it’s done. 

Success on the Perception (sensors) check willreveal that the Shadow’s Wing isn’t in the

system, but there are several old escape pods

left from the Shadow’s Wing’s arrival one

hundred years ago. Inspecting the contents of

the escape pods would reveal that the

occupants are simply desiccated corpses with

no signs of disease or malady.

The Third Stop

The Shadow’s Wing’s final stop before

Christophsis was at a massive spacedock ininterstellar space. The hidden Rendili facility

was once large enough to handle several capital

ships at once, although an unfortunate

encounter with a comet many years ago has

turned the station into a derelict.

Sensors should be unable to penetrate the shell

of the station (at least in such a way that it

would identify any ship there). To check for the

presence of the Shadow’s Wing, pilots would

have to fly into the shell of the station, which is

littered with wrecked flightways and floating

debris. All piloting checks through the space

dock’s superstructure will be upgraded at least

once, no matter the speed, and the check will

have added to it.

A flythrough of the space dock will reveal that

there are no ships left in the wreckage. If

players are so inclined, the location of the

facility may be of value to their employer,

though.

Arriving at the Shadow’s Wing 

Whatever the order, as soon as the players

travel on a path between the second and third

stop (or they head directly there pending

discovery at the sensor station), a gravitational

anomaly  –  an extraordinarily dense asteroid

field – will pull them out of hyperspace.

One of the first things the players will notice is

that the display on the device with the data

cylinder starts flashing. It will indicate a point in

the middle of the asteroid field as the location

of the Shadow’s Wing, although it won’t show

up on sensors.

Page 59: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 59/142

 

Best known as a “space slug,” the exogorth is a

massive gastropod that makes its home in

asteroids and planetoids in outer space.

Typically sedentary, they feed off of whatever

mineral-rich environment makes up their

current home. While they have been known to

consume ships for their metal content, they are

usually unaggressive unless provoked. 

Likes: Rocks, Metal 

Dislikes: Heat, Blasters Skills: Brawl 2, Resilience 4, Vigilance 1 

Talents: Adversary 1

Abilities: Colossal (Uses Armor instead of Soak,

Hull and System Trauma instead of Wounds and

Strain, and deals damage on a Planetary instead

of Personal scale), Silhouette 8

Equipment: Bite [Brawl, Damage 8, Critical 3,

Range: Close, Breach 3] 

As soon as the players enter the asteroid field,

they’ll notice that they’re not alone – several of

the larger asteroids will have visible giant space

slugs surfacing  –  the asteroid field is an

exogorth nest.

The space slugs will likely be content to leave

the players alone, although threat on a Piloting

check may involve one of the slugs.

Piloting through this asteroid field will be

dangerous  –  all piloting checks will have

added to them. Failure on the check will mean a

hit by an asteroid, which hits with the asteroid

weapon:

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

a percentile die, divide by 10, round

up), Critical , Range N/A]

Once the players reach the location indicatedon the flashing device:

Upon entering the asteroid field, you notice

movement on the ship’s sensors. A quick

check to the starboard reveals a space slug

casually emerging from a large asteroid to

 float across to a neighboring rock.

Then, as you travel deeper, you see more

blips on your sensor board, and more blips.

The asteroid thicket is filled with slugs, most

of which are large enough to swallow your

ship whole.

For the time being, though, they don’t seem

to react to your ship. They seem content to

continue consuming the raw material of the

asteroid field.

 As you reach the center of the asteroid field,

the device stops blinking, pauses, and then

emits a single solid tone. The space in front

of your vessel shimmers, and suddenly a

large capital ship appears –   its IFF code

identifies it as the dreadnaught Shadow’s

Wing.

3 0 0

6 -

2 1 1

2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

ARMOR  HT. THRESHOLD SS. THRESHOLD  M/R DEFENSE 

Page 60: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 60/142

 

The players can enter Shadow’s Wing through

one of two entrances  –  the hangar bay on the

bottom of the craft (Deck One) will be

immediately obvious upon seeing it, and a scan

of the vessel will reveal docking ports on Deck

Four.

To integrate Ranem Tiiv’s device with the flight

controls, players will need to reach Deck Six.

Unfortunately for the players, many potential

obstacles lie in the way of their trip up to flight

controls.

Moving Through the Ship

Navigation of this vessel is very abstract. Treat

each deck as a sequential “room” –  so moving

from Deck One to Deck Three is two “moves.” 

If the situation demands it, of course (i.e.

tracking time or accessing a specific area on a

deck), treat movement with more granularity as

desired.

Because of the nature of the crew’s death, the

droid AI core has put several discrete defense

mechanisms into place, and the ship is littered

with traps to discourage hostile intruders.

As the players travel deck to deck, they’ll have

to manage a series of these challenges.

Page 61: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 61/142

 

Each time the players move from one deck to

another, they should face at least one of these

challenges. Roll a percentile die (d100) to

determine a random challenge, or simply pick

from the following list:

   Artificial Gravity Shift  

As the players walk through a room or

hallway, the artificial gravity slowly

shifts, making it harder to stand up, all

the way up until the center of the room,

by which point the gravity has shifted

enough to make them “fall” backwards

(instead of downwards) towards the

entrance.  Electrified Surfaces 

The path of the players is impeded by

small blue arcs of electricity dancing

across all the metal surfaces in the

room or corridor, including the walls,

floors, and ceiling.

  Motion-detecting Blast Doors 

The players’ path is blocked by a series

of blast doors that lower as soon as

motion is detected in their proximity.

They don’t close instantly, but they

should close quickly enough to prevent

players from simply sprinting through.

  Magcon Field Device 

A device attached to the ceiling in the

center of the room or corridor

manipulates the magnetic field in the

room in order to draw all metallic items

to itself. Droids are lifted off their feet;

blasters fly out of hands; datapads are

pulled out of packs. The device can be

interacted with at its source (the deviceon the ceiling).

  Coolant Flush 

Blast doors seal the players in an

enclosed space while engine coolant

(water) is flushed into the room. The

players should have to start swimming

to maneuver relatively quickly  –  the

challenge is that to open any doors,

they’ll have to do it underwater. 

 

Floor Plasma Jets 

Strips of venting in the floor alternate

between a superheated grate and

ceiling-height jets of plasma. The

plasma flares up intermittently on a

predictable pattern.

  Stuck Lift Tube 

While en route from one floor to the

next, the turbolift in which the players

are riding grinds to a halt. Stuck

between floors, the players will have to

negotiate a way up or down before the

lift tube crashes.

  Irritating Mouse Droid  

A small droid attacks, steals from, or

otherwise provokes the players and

then flees, with the intent of drawing

the players into a swarm of these

smaller droids. They should present a

minimal combat threat.  Mirrored Sentries 

As the players turn a corner, they

should find themselves face to face with

droids that mirror their movements

(e.g. when a player steps to his left, the

droid steps to his right; when a player

Artificial Gravity Shift 1-8

Electrified Surfaces 9-16

Motion-detecting Blast Doors 17-25

Magcon Field Device 26-33

Coolant Flush 34-41

Floor Plasma Jets 42-50Stuck Lift Tube 51-58

Irritating Mouse Droid 59-66

Mirrored Sentries 67-75

Laser Grid Hallway 76-83

Hull Breach 84-91

Carbonite Mist 92-100

Page 62: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 62/142

 

draws a blaster, the droid draws a

blaster). The droids are not innately

hostile.

  Laser Grid Hallway  

A series of low-power laser emitters

create a web of thin laser beams that

crisscross a passageway. Breaking one

of the beams causes a security turret to

pop out of the ceiling and shoot at the

offending intruder. The beams are

spaced far enough apart that an agile

intruder might be able to maneuver

through them.

  Hull Breach 

A section of the vessel has had an entire

internal passageway exposed to outer

space. The passageway is sealed off by

(easily unlockable) blast doors or

magcon fields, but to traverse it, the

players will have to move through a

zero-gravity vacuum environment.

  Carbonite Mist  

A floor-level mist covers the path

through the room or hallway the

players are attempting to move

through. Entering the mist will rapidly

freeze the players’ feet to the ground,

although they should still be able to

move and interact with anything above

ankle-level. Alternatively, the carbonite

mist may not be pumped into the room

until they’re walking through. 

Avoiding the Traps

All of these are designed to slightly impede the

players’ progress by tasking them to stop and

work a way around a situation. If players are set

on avoiding one particular challenge, they

should have the opportunity to face a different

one as they try to reach a different way to move

from deck-to-deck.

Similar Encounters

If a challenge is rolled that’s too similar to the

previous one (e.g. “Electrified Surfaces”

followed by “Carbonite Mist”), or if a  challenge

is rolled that’s already been used, pick the next

challenge nearest to it on the table, or simplypick 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 ship’s logs may

reveal the details of the Shadow’s Wing’s

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 Shadow’s Wing  would have resumed its

course after clearing the field’s 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

Page 63: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 63/142

 

the ship, which managed to kill off other

members of the crew who hadn’t quite

succumbed as far to their infirmities.

Steadily, the crew of the Shadow’s Wing  was

culled to nothing, and the ship has been stuck inthis asteroid field, waiting, cloaked, ever since.

Not immediately obvious from any logs will be

the source of the original crew’s malady –  the

cloaking device. The original flaw of the cloaking

device was that it had deleterious effects on

living organisms, and that ultimately killed the

crew of the Shadow’s Wing.

While it’s not a certainty that the players will

attempt to turn back on the cloaking device, if

they were to turn it back on, they would, after a

short time (minutes), make an Easy  ( )

Resilience check followed by a Critical Injury

(d100) roll, with 10 subtracted from the Critical

Injury roll for each Success on the Resilience

check. If the players kept the cloaking device on

for long periods of time, the Resilience/Critical

Injury roll would be made several times  – even

a direct flight back to Rodia with the cloak on

could be very hazardous to their health.

On the Flight Control Deck:

Once the players reach flight control, they can

attempt to use the device Ranem Tiiv gave

them to slave the ship to a course back to

Rodia.

What if players want the ship for themselves?

It is unlikely the players could crew a

dreadnaught entirely by themselves  –  it

requires thousands of active crew. The slave

programming they’ve been given will work in a

pinch to take the ship to Rodia, and the effort

required to duplicate such a program would

take weeks of work in a lab with extensive

resources.

Once the players attempt to install the slave

software, however, the ship’s droid AI core will

flag them as potential hostiles and arrest their

attempt, querying them as to their purpose.

The AI core isn’t initially hostile, but it doesn’twant to let them install software like this, as it

sees it as a threat to its autonomy. Players can

attempt to convince the AI to allow them, force

their way through, or try some other tactic.

This droid AI core for the dreadnaught is

controlled centrally from the ship’s computer

core on Deck Three. It’s built in to the ship tomanage several lower-level systems, to allow

for the ship to run with a smaller crew

complement than normal dreadnaughts. 

Likes: Efficiency, Expediency, the Republic 

Dislikes: Pirates, Sloppiness 

Skills: Astrogation 2, Computers 2, Discipline 1,Knowledge (Education) 4, Knowledge (Outer

Rim) 2, Knowledge (Warfare) 3, Mechanics 1,

Perception 1, Vigilance 1 

Talents: Defensive Slicing 1 (When defending

computer systems, add to opponents’

checks), Natural Programmer (Once per session,

may reroll any 1 Computers or Astrogation

check), Stroke of Genius (Once per session,

make one skill check using Intellect rather than

the characteristic linked to that skill)

Abilities: Incorporeal (Possesses no physical

form)

Equipment: None 

- 0 0

8

- 3 2 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 64: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 64/142

 

If the players attempt to hack the AI or

computer without first convincing it to allow

them, it will become hostile. This may make the

droid AI send in battledroids to assail the

players, or it may make it try to use ship’s

systems against them.

What can the AI Core do?

The droid AI core is a very flexible potential

threat. It should be one that the players only

really interact with via the computer terminals

(or through ship’s comm systems, if the AI is

given a voice). It should be considered to have

some degree of control over anything the ship’s

systems might control, so match challenges to

the players’ strengths.

These antiquated battle droids represent the

remainder of the dreadnaught’s mobile security

systems. 

Likes: Fulfilling orders 

Dislikes: Indecision 

Skills: Ranged (Heavy) 

Talents: None

Abilities: Droid (does not need to breathe, eat,

or drink; can survive in vacuum or underwater.

Immune to poisons or toxins.)

Equipment: Blaster Rifle [Ranged (Heavy),

Damage 9, Critical 3, Range: Long, Stun Setting] 

If the players disable the computer core at its

source, the droid AI core will shut down.

Once the players have installed the slave

software (however it comes about), they’ll have

limited sublight control of the ship (they should

be able to maneuver it and get it into place for a

hyperspace jump), but once they jump to

hyperspace, it will be bound for Rodia and itsrendezvous with Ranem Tiiv.

Short on time?

If time is short, consider omitting the droid AI

core encounter.

The slave programming is sufficient to control

the dreadnaught’s hyperspace jump and flight,

but to make the jump, players specifically will

have to pilot it out of the asteroid field  –  the

slave programming doesn’t have the capacity

for flight that precise.

4 0 0-

2 1 1 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 65: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 65/142

 

Once the players are en route, getting ready to

leave the asteroid field:

The Colossus Wasp will attempt to chase andattack the dreadnaught until it enters

hyperspace. It will take three rounds of flight to

exit the asteroid field sufficiently to clear its

gravity well and make the jump to lightspeed.

This lost battleship was one of the first testbeds

produced out of a Rendili StarDrive lab on

Rodia. Using the soon-to-be-popular

Dreadnaught spaceframe, this particular vessel

had several experimental systems, the most

notable of which is a cloaking device.

Hyperdrive: Primary: Class 4, Backup: Class 18 

Navicomputer: Yes 

Sensor Range: Medium Passenger Capacity: 9000-20000 

Cost/Rarity: N/A/9 

Customization Hard Points: 0 

Weapons: Five forward and five aft medium

dreadnaught turbolaser batteries [Fire Arc

Forward, Port and Starboard or Aft, Damage 10,

Critical 3, Range: Long, Breach 3, Linked 1, Slow-

Firing 2], Ten port and ten starboard light

dreadnaught quad turbolasers [Fire Arc Port or

Starboard, Damage 9, Critical 3, Range:Medium, Breach 2, Linked 3, Slow-Firing 2), One

ventral tractor beam emitter (Fire Arc All,

Damage -, Critical -, Range: Short, Tractor 2),

Cloaking Device 

 As the long-dormant engines on the

Shadow’s Wing  fire up again and you

 prepare to depart, a proximity motion

warning beeps from the sensor screen.

You see a space slug emerge almost fully

 from a nearby asteroid until, suddenly, a

colossal insectoid form, nearly twice the

size of the slug and longer than the

dreadnaught, land on the space creature

and sink two mandible-like appendages in

its body.

Once your ship begins to move, however,

this new colossus turns toward it and scans

–   no, looks  –   in the ship’s direction. It lifts

off from the space slug and starts its rapid

 flight toward the Shadow’s Wing. 

1

40

1

100

2 -2

1 1

7

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 66: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 66/142

 

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.

Likes: Rocks, Metal, Exogorths, Radiation 

Dislikes: Explosions 

Skills: Brawl 3, Resilience 4, Perception 2,Piloting (Space) 1, Vigilance 1 

Talents: Adversary 1

Abilities: Colossal (Uses Armor instead of Soak,

Hull and System Trauma instead of Wounds and

Strain, and deals damage on a Planetary instead

of Personal scale), Silhouette 8, Planetary Speed

3

Equipment: Colossal Mandibles [Brawl, Damage

13, Critical 4, Range: Close, Breach 4]

Once the players have reached Rodia with the

dreadnaught, Ranem Tiiv will contact the

players from his orbital dock, and mentions he’s

bringing tugs out to help them bring it in to

dock.

Tiiv will reward them for bringing in the prize of

the Shadow’s Wing:

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

a team of four would be paid 2000

credits)

  1000 credits for information on the

location of the lost Rendili spacedock

(the third jump point in the Shadow’s

Wing’s course)

  -50 credits per person on the team for

each 10 points of hull trauma the

dreadnaught’s taken 

  If the players didn’t have a ship before

this adventure, Tiiv will give them the 

YT-1760 Pointing Finger he loaned them

for the adventure, and the group will

take a collective 10 points of Obligation

to Tiiv (Debt)

  If the players already had a ship, Tiiv

will offer to repair their vessel and refit

it with any one upgrade he can provide.6 0 0

7 36

2 1 1 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

ARMOR  HT. THRESHOLD SS. THRESHOLD  M/R DEFENSE 

Page 67: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 67/142

 

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, andhas 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. He’s 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 investigatea situation on his orbital facility. He knows that one of his researchers has been selling project details to

a rival3, and he’s 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, they’ll 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 employer’s research,

sell him out, and get away with murder.

(Substitute as necessary)

1The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate

2

The local system: Rodia3The rival: Bollin the Grey, owner of Rodian Interfreight

Page 68: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 68/142

 

The players start their adventure in Ranem

Tiiv’s orbital facility, orbiting over the planet of

Rodia.

Tiiv, their employer, has provided them a

datacard with the specifics of their contract:

Contract for: Investigation of employees

aboard research station TSS-Aleph.

Informants placed inside competitor Rodian

Interfreight indicate that they have details

of the ongoing Project Shadow’s Feather. 

This project is top-secret, and these details

of it could only have been leaked by one of

the lead scientists on-site.

It Is critical to identify and, if possible,

apprehend the perpetrator of this crime. Do

not use lethal force if at all possible to

 preserve the opportunity for counter-

interrogation.

Undercover identities and dossiers on likely

suspects will be provided to investigators.

Page 69: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 69/142

 

Page 70: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 70/142

 

Page 71: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 71/142

 

The players are tasked with going undercover,

learning about the suspects, and identifying a

probable culprit.

To that end, several undercover roles are open

to the players (although their employer shouldfacilitate alternate roles if players have

suggestions):

  Journeyman research assistant

  New security personnel

  Server at one of the restaurants on-

station

  Cargo handling laborer

  Dockhand

 

Station maintenance worker

Once the players have decided on a role, they

should have free run of the station, with the

exception of the command deck, which is

restricted to ranking station personnel.

Characters on the station will react to the

players appropriately for the roles they’re

taking on.

Station Layout

The station has 90% of its active workers on its

primary level, which consists of eight

subsections branching out from one central

gathering area. The central area has a set of lifts

that travel up to a restricted area, the

command deck.

Underneath the primary work area (unlabeled

on the map) is a series of access corridors and

station mechanical systems that are usually only

accessed by station maintenance through a pair

of lifts in the Power section of the station.

Running the Investigation

The scenario is set up to have four suspects, any

of which can be the guilty party. The players

will, by their actions, help determine who is

guilty.

Guilt will be determined by three factors  – 

motive, means, and opportunity.

The first two sections of the adventure will pare

down the suspect list by the players’ discovery

of those factors, and who does and does not fit

them.

In the first section, players should be able to

eliminate one of four suspects. In the secondsection, they should be able to eliminate at

least one of the remaining three. In the third

section, the guilty party will become clear

through direct opposition to the players.

Eliminating Suspects

Each suspect will always have a distinct motive

for committing the first crime (theft and

espionage). These motives will be the primary

genesis of clues that the players discover.

Every suspect has a compelling motive for

committing the crime, although the players may

not discover them all. In this way, the players

will aid the GM in “selecting” the guilty party – 

whichever one(s) the players are leaning

towards should end up fitting themselves into

the guilty role.

Page 72: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 72/142

 

This Rodian mother of three works on the

station in the drydock and labs area during the

day and in the commercial area in the evenings.

She is a generally polite, quiet person, although

she appears perpetually tired.

Likes: Family, Hard work 

Dislikes: Gambling, Frivolity 

Skills: Charm 1, Computers 2, Deception 1,

Discipline 1, Mechanics 2, Perception 1, Ranged(Light) 1, Stealth 1, Survival 1 

Talents: None

Abilities: None

Equipment: Varies

This middle-aged human male is the head of

Tyrius Sysworks’ research division, and he can

be found in many places on the station. He is ahaughty, arrogant man who is nevertheless very

intelligent. 

Likes: Recognition, Intelligence 

Dislikes: Disrespect, Laziness 

Skills: Computers 3, Deception 1, Knowledge

(Education) 2, Mechanics 1, Negotiate 1, Pilot

(Space) 2, Ranged (Light) 1, Vigilance 1 

Talents: None

Abilities: None

Equipment: Varies

This Kuati woman is the scientist in charge of

manufacturing and engineering the

developments of the research division. She’s

very aloof towards most people, colleagues

included.

Likes: Solitude, Core Worlds culture 

Dislikes: Rebels and pirates, Non-humans 

Skills: Computers 1, Deception 1, Knowledge

(Core Worlds) 1, Mechanics 3, Perception 1,Ranged (Light) 2, Ranged (Heavy) 1, Vigilance 1 

Talents: None

Abilities: None

Equipment: Varies 

This hard-faced Rodian is the scientist in charge

of testing and prototyping on the station, and

while this boyhood friend of Ranem Tiiv is mostoften found in the Special Projects division, he

tries to get around and meet everyone. 

Likes: Openness, Pleasantness 

Dislikes: Conflict, Sarcasm 

Skills: Brawl 1, Charm 2, Computers 2, Cool 1,

Deception 1, Discipline 1, Mechanics 1,

Perception 1, Ranged (Light) 2, Survival 2 

Talents: None

Abilities: None

Equipment: Varies 

3 0 0

2 -

4 3 2 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

3 0 0

3 -

3 4 2 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

3 0 0

2 -

3 3 3 3 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

3 0 0

4 -

3 3 4 1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 73: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 73/142

 

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 hadmotive 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.

Beema Karada 

 Archetype: The Mother

Motive:  Protection - Her youngest son is

irreconcilably indebted to Bollin the Grey and

Rodian Interfreight.

Key Fact: She’s dedicated to her family, and

especially her three sons

Circumstantial Evidence:

  She’s been working off -shift in one of

the tapcafs on the station (to help payoff the debt)  –  in-person observation,

acquaintances

  Her sons all work in shipping, and her

youngest works at Rodian Interfreight – 

acquaintances, letters from family

  Her youngest son has a gambling

problem  –  acquaintances, personal

notes, letters from family

  Her youngest son hasn’t been seen on

the station visiting in a long time  – 

acquaintances

  She lives very frugally  –  in-person

observation, acquaintances

Ty Yelliri

 Archetype: The Veteran

Motive:  Jealousy - He’s been working with

Ranem Tiiv since his operation was very small,

and he feels he’s owed more than he’s gotten in

all that time.

Key Fact: He’s the most senior off all the lead

researchers

Circumstantial Evidence: 

  He helped Tiiv found the research

division of Tyrius Sysworks  – 

acquaintances, research

  He came up with the concept for

Pro ject Shadow’s Feather (the current

project) – acquaintances, research

  He’s incited strikes over researcher pay

more than once, and led the

subsequent negotiations  – 

acquaintances, research

  He’s very arrogant and self -assured – in-

person observation, acquaintances

  He’s made a habit of stealing small

items of value from the research laband squirreling them away on his

personal ship  –  personal effects,

research

Page 74: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 74/142

 

Kal Kesha

 Archetype:  The Outsider

Motive:  Politics  –  She’s politically inclined in

favor of the Empire, and she doesn’t want Tiiv

to sell a successful project to any unsavory

factions (Rebels, Hutts, etc.).

Key Fact: Ranem Tiiv is strongly considering

selling the results of his research to the Rebel

Alliance

Circumstantial Evidence: 

  She has items of pro-Imperial

paraphernalia in her room  –  in-person

observation

  She’s stand-offish towards non-humans

 – in-person observation, acquaintances

  She’s sliced a log of Tiiv’s ongoing

negotiations  –  in-person observation,

research

  She filed a security complaint (that was

summarily dismissed) when an Alliance

envoy was on the station to inspect the

project – acquaintances, research  She’s very close with her brother, and

now he’s in the Imperial Navy –  letters

from family, personal notes

Essik Bopal

 Archetype:  The Friend

Motive:  Concern – He’s an old friend of Ranem

Tiiv, and when he discovered a potentially

harmful flaw in Project Shadow Feather (the

current project), he became concerned that the

project would be ruin for Tiiv and Tyrius

Sysworks.

Key Fact: He’s a personal friend of Ranem Tiiv,

in addition to being his employee

Circumstantial Evidence: 

  He filed a failure report warning of a

dangerous side effect of the project,

but the report was (figuratively) pushed

aside – acquaintances, research

  He’s invested heavily in Tyrius Sysworks

stock – research, personal effects

  He’s been friends with Ranem Tiiv since

childhood, and he’s always been very

protective; he used to defend Tiiv from

street gangs with his blaster  – 

acquaintances, in-person  He’s pessimistic about the outcome of

the project – acquaintances, in-person

  He’s pushed hard for deadline

extensions at every project milestone,

to the point of being reprimanded  – 

acquaintances, research

Page 75: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 75/142

 

Suspect Means and Opportunity

In the first part of the adventure, while the

players are simply investigating the data leak,

every suspect has the same opportunity  – they

all have ample run of the station and eachsuspect has the high levels of access needed to

gather the data.

While the Motives were used to help establish

who the guilty party is, the Means should be

used to help establish who the guilty party is

not .

The following list of means is a list of

suggestions for how the suspects may have

snuck data off the station. The GM should feel

free to add to or modify this list to match the

direction of the players’ inquiries. 

Means:

  Off-station visits

o  The Mother (seeing family)

The Veteran (he docks and

maintains his own starship at

the station and will often take itout 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

The Mother (works late at night

in a nearby area when security

is lower)

o  The Veteran (has open access

to the Command area)

o  The Friend (has open access to

the Command area)

  Meetings with non-employees

The Mother (shady guys picking

up debt payments)

o  The Outsider (friends stopping

in from the Core systems to

visit)

o  The Friend (meets with friends

from the planet from time to

time)

As the players discover the (single) means that

the data may have been delivered to theiremployer’s competitor, make  sure that the

means (whatever it is the players discover)

eliminates the possibility of (only) one of the

suspects –  the purpose of the first investigative

round is to eliminate one suspect (while the

players learn about the other suspects).

Setting the Stage

Before murder raises the stakes in the second

section, make sure that two things have

happened:

1.  The players feel relatively confident

about at least one of the suspects’

motives

2.  The players have eliminated one of the

suspects as being the guilty party

Be aware that the players will likely have

discovered only a small portion of the above-presented clues  –  they should not have to

discover many of them to proceed.

Page 76: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 76/142

 

Once the players have started to get a handle

on who might or might not be guilty (bylearning about potential motives and

eliminating one of the suspects), the stakes will

be raised  –  one of the suspects (GM’s choice)

will be murdered.

The players are escorted (individually or

together) to the station administrative office on

the command deck. Inside is Ranem Tiiv.

Players Choose the Culprit

When selecting which of the four suspects is the

one to be murdered, ideally, the GM should

choose whichever suspect the players had

already eliminated as a possibility and/or

whichever one they suspected as least likely.

This will help ensure that the players know

they’re on the right track. 

Now that there are only three potential

suspects, the players will continue to search for

possible motives (if they haven’t fully realized at

least one yet) for the original crime (the data

theft) as well as search for means and

opportunity for the murder.

With the murder, every one of the remaining

suspects should have the same (new) motive  – 

the murder was made while wearing the

prototype personal cloaking device (ProjectShadow’s Feather). The cloaking device has a

harmful flaw (this might have been discovered

when investigating Essik Bopal, the friend) that

causes extreme pain and heightens aggressive

tendencies.

The murder proceeded as follows:

The suspect disabled the cameras remotely

before entering the lab. He or she then

retrieved the only working prototype of the

cloaking device and put it on. As it was being

activated, the victim entered the room, where

he or she was killed.

 A station security officer walks into the

room with you.

“Uh, excuse me, I, ah, need you to come

with me. I’ve been asked to escort you tomeet with the administrator. You’re wanted

 for questioning on a security matter.”  

“Sit down, please. We have a situation.”  

“[One of the researchers] was murdered

 forty-six standard minutes ago. [He or she]

was found in the lab where the prototype

device for Project Shadow’s Feather was

being developed. A maintenance worker

 just discovered the body. We’re assessing

the security recordings, but it looks like the

holocams were disabled.”  

“And it gets worse. The prototype is

missing. I suspect that our murderer and

our turncoat are one and the same.”  

“It’s now critical that you identify the

 perpetrator before he or she makes a final

move and this blows up in my face. “  

“Do what you can to make sure that this is

resolved quickly. I’ll give you remote access

to our security data, and I’ll make sure you

have full access to the crime scene, and that

no one will see you in there.”  

Page 77: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 77/142

 

Now that there’s a crime scene, the players will

have access to more obvious physical evidence

than they had before.

Deciding Whodunit

At this point, the GM should choose theperpetrator, based off of the candidate the

players are leaning most heavily towards. This

will allow the below clues to be filtered

through.

Depending on who the victim and culprit are,

some of the following clues will or won’t be

used.

How did the culprit enter the lab?  

  Passkey  – the culprit used a valid entry

passcode to enter the room  –  this

passkey is only given to select

personnel (the Veteran has access

because he’s everyone’s boss, while the

Friend has access because this is his lab)

  Break-in  – the culprit forced the door to

enter the room  –  anyone can break in

this way

How did the culprit disable the holocam?

  Blaster shot – the culprit used a precise

single blaster shot to disable the

camera  – this requires precise shooting

(the Outsider has blaster training from

her time working in her family arms

business, the Friend has gunfighting

skills from when he protected Tiiv as a

youth)

  Emergency Ion Charge   –  the culprit

used a starship utility device to disable

the camera  –  this is something

someone who works around starships

would have (the Mother’s job requires

her to work with starships, while the

Veteran owns his own ship that’s

docked at the station)

  Explosives  –  the culprit used a

handheld explosive to damage the

camera  –  anyone can use one of a

variety of explosives

How did the culprit kill the victim?

  Stabbing  –  the culprit stabbed the

victim several times with a knife  –  the

stab wounds are up into the victim’s

chest, indicating a shorter culprit

  Strangulation  –  the culprit

overpowered and strangled the victim – 

the marks on the victim’s neck showthat this was done bare-handed,

indicating a larger or stronger killer

  Shooting – the culprit shot the victim in

the chest with a blaster  –  anyone can

kill with a blaster

Other clues left at the scene

  Oily fabric  – A torn piece of fabric (not

from the victim’s clothing) is left at the

scene; it’s stained with oil from heavy

machinery (the Mother works with

heavy tools for starships systems

integration while the Outsider works

with heavy machinery in fabrication)

  Mixed Blood  –  A pool of blood is left

mixed in with the victim; it’s blood from

two different species (human and

Rodian)

  Audio file  –  A reconstruction of the

holocam’s data gives short audio where

you can hear the victim say either “she

got the dev…” or “he got the dev…” 

Page 78: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 78/142

 

If the culprit is the Mother (Beema Karada)

And the victim is:

  The Veteran  (Ty Yelliri), the culprit

broke into  the lab, disabled the

holocam with explosives, and killed the

victim by  stabbing. The players may

find oily fabric and mixed blood at the

scene, and the audio file may be

reconstructed to hear “she got the

dev…” 

  The Outsider   (Kal Kesha), the culprit

broke into  the lab, disabled the

holocam with an ion charge, and killed

the victim by stabbing. The players mayfind mixed blood at the scene.

  The Friend   (Essik Bopal), the culprit

broke into  the lab, disabled the

holocam with an ion charge, and killed

the victim by shooting. The players may

find oily fabric at the scene, and the

audio file may be reconstructed to hear

“she got the dev…” 

If the culprit is the Veteran (Ty Yelliri)

And the victim is:

  The Mother  (Beema Karada), the culprit

used a passkey to get into the lab,

disabled the holocam with explosives,

and killed the victim by  strangulation.

The players may find mixed blood at

the scene, and the audio file may be

reconstructed to hear “he got the

dev…”   The Outsider   (Kal Kesha), the culprit

used a passkey to get into the lab,

disabled the holocam with an ion

charge, and killed the victim by 

shooting. The audio file may be

reconstructed to hear “he got the

dev…” 

  The Friend   (Essik Bopal), the culprit

broke into  the lab, disabled the

holocam with an ion charge, and killed

the victim by strangulation. The players

may find mixed blood at the scene.

If the culprit is the Outsider (Kal Kesha)

And the victim is:

  The Mother  (Beema Karada), the culprit

broke into  the lab, disabled the

holocam with a precise blaster shot,

and killed the victim by  strangulation.

The players may find mixed blood at

the scene.

  The Veteran (Ty Yelliri), the culprit

broke into  the lab, disabled the

holocam with a precise blaster shot,

and killed the victim by  shooting. The

players may find oily fabric at the

scene, and the audio file may be

reconstructed to hear “she got the

dev…” 

  The Friend   (Essik Bopal), the culprit

broke into  the lab, disabled the

holocam with explosives, and killed the

victim by  shooting. The players may

find oily fabric and mixed blood at the

scene, and the audio file may be

reconstructed to hear “she got the

dev…” 

If the culprit is the Friend (Essik Bopal)

And the victim is:

  The Mother  (Beema Karada), the culprit

used a passkey to get into the lab,

disabled the holocam with a precise

blaster shot, and killed the victim by 

shooting. The audio file may be

Page 79: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 79/142

 

reconstructed to hear “he got the

dev…” 

  The Veteran (Ty Yelliri), the culprit

broke into  the lab, disabled the

holocam with a precise blaster shot,

and killed the victim by  stabbing. The

players may find mixed blood at the

scene.

  The Outsider (Kal Kesha), the culprit

used a passkey to get into the lab,

disabled the holocam with explosives,

and killed the victim by  shooting. The

players may find mixed blood at the

scene, and the audio file may be

reconstructed to hear “he got the

dev…” 

Discovering the Culprit

As the players work through the crime scene,

the clues provided there should (assuming a full

investigation) only narrow down the suspect list

by one more, although in many cases, the

players will not realize this (perhaps they won’t

realize that the oily fabric can point to both the

Mother and the Outsider).

The next steps the players will likely take will be

to confront (or set up a trap for) their top

suspect. Whether the players’ guess is right or

wrong, once the players get this far, the GM

should be ready to set up the final

confrontation.

Adapting to the Players

While, at this point, the GM will have already

decided who the culprit is, if the players have

made a reasonable analysis of the situation and

have the “wrong” answer, the GM should feel

free to simply change the narrative to allow theplayers to be right. Any of the suspects, after all,

have the possible motive for being guilty, and

it’s more important to validate the player

efforts than it is to surprise the players.

Page 80: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 80/142

 

As soon as the players have moved to confront

their chief suspect in any way, their suspect will

attempt to attack and then escape.

If the players are allowed to confront the wrong

suspect, then the correct culprit will ambush

them as they’re making their confrontation. 

If the players are confronting the true culprit,

then the culprit will activate the personal

cloaking device and attempt to escape.

In any case, the culprit will have specific

advantages, depending on who it is:

If the culprit is the Mother (Beema Karada)

  Her small size will give her a on

any attempt to evade restraint

  Using her skills with starship systems,

she’ll have given the players’ starship

the Major Systems Failure (Weapon

System) critical, knocking out one (GM’s

choice) of the players’ ship’s weapon

systems

If the culprit is the Veteran (Ty Yelliri)

  Any attempt to use a station system to

try and apprehend him will come with a

due to his security status

  He has his own starship to escape in

(the Past Due), instead of taking the

generic snubfighter

If the culprit is the Outsider (Kal Kesha)

  Because of her access to production

facilities, if her cloaking device is

damaged, she’ll have a backup device 

  She’ll have sent out an emergency

Imperial code (knowledge she gained

from her brother) that brings an

Imperial TIE patrol (two TIE fighters) to

aid in her escape

If the culprit is the Friend (Essik Bopal)

  Because of his familiarity with using and

testing the device, any attempt to

detect him will have an additional

  His intimate knowledge of the Tyrius

system will allow him to upgrade all

piloting checks one time when in-

system

Additionally, any culprit will have the cloaking

device and at least a blaster pistol on his or her

person. While wearing the activated cloaking

device (a small wristband-sized device), the

culprit will be completely invisible, although

they may still interact physically with the world.

The cloaking device also causes a great deal of

pain to the user in addition to amplifying

aggressive feelings and tendencies manifold.

Catching the Culprit

The culprit will be aggressive towards the

players but not generally foolish  –  if the culprit

is outnumbered, he or she will attempt to flee.

Fleeing will entail the culprit attempting to

make it to one of the two docking armatures for

small craft, where they may steal an escape

craft (a small snubfighter, usually).

If cornered, either on foot or in flight, the

culprit will fight until he or she cannot physicallydo so. The culprit will always attempt to keep

the cloaking device on, if possible.

Page 81: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 81/142

 

1

9

-

14

4 +1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

See EotE CRB p258. 

Hyperdrive: Primary: Class 3, Backup: None 

Navicomputer: Yes 

Sensor Range: Short 

Passenger Capacity: 1 pilot 

Cost/Rarity: 55,000 credits/4 

Customization Hard Points: 0 

Weapons: Wingtip Mounted Light Laser

Cannons [Fire Arc Forward, Damage 5, Critical 3,

Linked 1, Range: Close], Forward MountedConcussion Missile Launchers [Fire Arc Forward,

Damage 6, Critical 3, Linked 1, Range: Short,

Breach 4, Blast 4, Guided 3, Limited Ammo 4,

Slow-Firing 1], Anti-missile countermeasures

(May perform “Spoofing Missiles” as a

maneuver with )

Ty Yelliri’s personal ship. See EotE CRB p256. 

Hyperdrive: Primary: Class 3, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: Extreme 

Passenger Capacity: 1 pilot and 1 passenger 

Cost/Rarity: 55,000 credits/5 

Customization Hard Points: 0 

Weapons: Forward Mounted Light Ion Cannons

[Fire Arc Forward, Damage 5, Critical 4, Linked

1, Range: Close], Anti-missile countermeasures

(May perform “Spoofing Missiles” as a

maneuver with )

Once the players manage to resolve the

situation, Ranem Tiiv will reward them based

off their level of success:

  1000 credits per person on the team for

managing to identify the culprit

  500 credits per person on the team for

recovery of the stolen device

  500 credits per person on the team for

non-lethal apprehension of the culprit

  -750 credits per person on the team if

the culprit escaped

0

8

-

9

3 +1

1 -

3

SILHOUETTE  SPEED 

HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 82: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 82/142

 

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, there’s always a chance of turbulence… 

The players have been hired by a businessman1 of significant influence in the local system2 to protect ameeting of powerful people he’s hosting on board his ship. The meeting includes businessmen from

around the system, including the players’ employer’s 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 planet 4  in the system. En route,

they will have to protect their employer’s 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 self-

destruct 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)

1The employer/businessman: Ranem “The Glove” Tiiv, owner of Tyrius Sysworks Syndicate 

2

The local system: Rodia3The rival: Bollin the Grey, owner of Rodian Interfreight4The planet: Taoska, a small ringed icy planet at the edge of the Tyrius system

Page 83: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 83/142

 

The players start their adventure departing

from Rodia  to Taoska, the outer planet in the

system, in the hangar on board Ranem Tiiv’s

ship, the Shadow’s Wing.

They’ve received a contract from Ranem Tiiv,

their employer:

The 8-Q was originally constructed before the

Clone Wars as a heavily modifiable spaceframe

designed for independent shipyards tocustomize. The project was ultimately

unsuccessful, financially, although certain

elements of its design did make it into the far

more popular Y-Wing Starfighter.

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]

Contract for: Defense of the vessel

Shadow’s Wing  for the duration of the

Savareen Merchants’ Alliance meeting. 

Tyrius Sysworks is hosting the decennialSavareen Merchants’ Alliance meeting, a

collection of all the major business players

in the Savareen sector, on board the

dreadnaught Shadow’s Wing.

 Although all parties onboard are disarmed

and forbidden from bringing anything other

than legal counsel, the chance of external

assault is a considerable risk.

Success hinges on ensuring the safety of

everyone onboard. The hangar bay is being

 prepped for your escort duty.

0

8

-

11

4

0

1 -

2

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 84: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 84/142

 

The players should have some kind of combat

vessels available to them in the hangar bay. If

the players have their own combat-ready

starship(s), then those should have been

prepared to fly (removal of all System Strain

and repair of up to five points of Hull Trauma).

The hangar bay will hold the players’ starship if

it’s silhouette  4 or less, otherwise, the players

would have had to leave it behind for this job.

If the players do not have enough roles for the

whole party or if the players’ ship(s) aren’t

combat-ready, a group of Toscan 8-Q

starfighters will be prepared for them.

As the players queue in the hangar bay, the ship

is en route through the Tyrius System. Before

long, they get a notification over the comms

system:

A group of pirates is heading towards the ship in

a small flight of starfighters. The fighters are

each equipped with a tractor beam, and they’re

hauling a large asteroid, capable of doing

massive damage to the Shadow’s Wing should it

collide.

If the asteroid were to collide, it will take out all

sublight flight control systems on the

dreadnaught, making it impossible to control

later on.

This heavy fighter model by Byblos Shipyards

was created to fill a niche between personal

starfighters and small transports. This ship is

treated as a Silhouette 4 vessel for the purpose

of mounting weapons and attachments.

Hyperdrive: Primary: Class 2, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: Close 

Passenger Capacity: 1 Pilot and 1 Co-Pilot 

Cost/Rarity: 115,000 credits/5 

Customization Hard Points: 2 Weapons: Twin Medium Laser Cannons [Fire

Arc Forward, Damage 6, Critical 3, Linked 1,

Range: Close], Light Tractor Beam [Fire Arc

Forward, Damage -, Critical -, Range: Close,

Tractor 2] 

After one round of action has passed, the fight

should move in to the ice ring of Taoska:

All piloting checks in the ice ring should be

made with because of the density of the

ice field.

“Attention! Long-range sensors are picking

up a large unidentified mass moving toward

the ship at a high rate of speed. It appears

to be accompanied by a small group of

snubfighters. Launch escort craft tointercept and determine their intentions.”  

“Be advised, flyers, we’re entering the ring

of our destination, Taoska. It’s composed of

large, jagged ice crystals. Keep your heads

on a swivel.”  

0

8

-

12

4 -1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Page 85: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 85/142

 

Once the players have averted the attack by the

pirates, they should receive a short

communication over their comlinks:

There are five major obstacles awaiting the

players:

  Entering the hangar bay (Deck 1)  – 

Bollin’s men have set a trap for theplayers here

  Hostages in the brig (Deck 2)

  Hostages in the environmental control

section (Deck 3)

  Hostages in hypermatter containment

(Deck 5)

  Bollin and the captured Ranem Tiiv in

flight control (Deck 6)

Entering the Hangar Bay

The hangar bay normally has procedures to

reestablish a magnetic containment field after

ships have landed. Bollin’s men have trapped

the hangar to never reestablish the magcon

field. Consequently, when the players land, the

entire hangar bay will be a vacuum with no

oxygen (although no one will be sucked into

space, since there’s no atmosphere there to

suck out).

When/if players land in the hangar bay, an

Average  ( ) Vigilance check will allow

players to notice that the magcon field didn’t

flicker back into place.

If the players know about and enter through the

docking ports on the side of the ship, they can

bypass this, although there are only two

docking ports.

On Board the Shadow’s Wing 

These refurbished droids were recovered along

with the ship, and now serve as crew and

security.

Likes: Fulfilling orders 

Dislikes: Indecision Skills: Computers, Ranged (Heavy) 

Talents: None

Abilities: Droid (does not need to breathe, eat,

or drink, etc.)

Equipment: Blaster Rifle [Ranged (Heavy),

Damage 9, Critical 3, Range: Long, Stun Setting]

“…ssshhk was a diversion. Attention,

spacers, the pirate attack was a diversion.

Bollin the Grey’s Rodian Interfreight legal

team was a commando unit, and they’ve

taken over the ship and sliced control of the

droid crew.

He tried to take the ship into hyperspace,

but the navicomputer’s locked down. I think

he’s split up the passengers into multiple

holding areas. I’m one of Ranem Tiiv’s

lawyers, and they’ve put us in the brig with

the group from Starline Transport.

I think Bollin’s got Tiiv with him, though. He

wants to steal the ship, and he’ll be trying

to interrogate the security passcodes out of

him.

You’re our last chance! Bollin sent some

men down to the hangar, presumably to

deal with you. I hope this warning reaches

you in time.”  

4 0 0

-

2 2 2 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 86: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 86/142

 

The droid crew of the Shadow’s Wing patrols

the halls, now under the control of Bollin the

Grey and his men.

Each time the players ascend or descend a floor,

they should pass an Average  ( ) Stealth

check. Failing the check will mean the players

encounter a group of the droids.

Speeding Up Stealth ChecksTo expedite this, GMs may want to simply ask

for the player with the lowest Stealth skill to roll

for something representative of the whole

group’s effort. 

If any of the droids survive for more than one

round, on their second action, they’ll call in to

Bollin and warn him. Similarly, if the players net

or more on a single (individual) Stealth

check, Bollin will be alerted to their presence.

If Bollin is alerted to the players

The first time Bollin is alerted to the players

moving around the ship (assuming they haven’talready freed all the hostages), he’ll signal them

over the shipwide address system:

Page 87: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 87/142

 

There are six hostages in each of the threehostage holding areas, for a total of eighteen

hostages. Every time Bollin is alerted to the

players, he’ll execute a hostage, taunting the

players as he does.

If the players respond to his threats and allow

themselves to be taken prisoner, their weapons

will be removed and they’ll be moved to one of

the hostage holding areas  –  the brig, the

environmental control section, or hypermattercontainment, whichever is still under his

control.

In the hostage holding areas

Each of the hostage holding areas is similar  – 

they all start with six hostages apiece (this may

be reduced if Bollin orders them executed) and

they’re all guarded by a small cadre of droid

crewmembers.

Each individual area, though, has its own special

abilities for the droids in the area:

  Brig  –  droids are able to raise or lower

security shields with an action to grant

to all ranged attacks made againstall the droids

  Environmental control – droids are able

to use an action to use the fire

suppressant system against the players:

Carbonite Jets [Computers, Damage 5,

Critical 4, Range: Short, Accurate, Stun

Damage, Ensnare 1]

  Hypermatter containment  –  droids are

able to use an action to vent

superheated gases against the players:Superheated Vent [Computers, Damage

5, Critical 4, Range: Short, Blast 3, Burn

2]

As before, if the droids survive past the first

round, they may spend their second action to

alert Bollin to the intruders. This will (after the

skirmish) cause Bollin to execute (another)

prisoner.

Confronting Bollin and rescuing Ranem Tiiv

When the players make it to Bollin in flight

control on deck six, he’ll be roughly

interrogating Ranem Tiiv, trying to get the

access codes to the navicomputer. He’s

surrounded by his commandos; the ones that

helped him take over the ship.

“So, spacers, you seem to have slipped my

grasp. Let me make one thing perfectly

clear. Do you hear this?”  

[Blaster shot] –  “Aiiieee!”  

“That was a hostage.”  

“If you’d like me to continue having

hostages executed, I can. Alternatively, you

can turn yourselves over to my guards,

hand in your weapons, and join the rest of

the hostages. Your choice.”  

Page 88: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 88/142

 

Every round Bollin will, as an incidental, give the

order to execute a hostage, assuming they

haven’t all been freed yet (or all been

executed).

Bollin’s commandos will fight to the death,

although if Bollin is alone and looks like he’s

going to be beaten, he’ll shoot Ranem Tiiv,

incapacitating (but not killing) him.

If the players are incapacitated by Bollin and his

men, they’ll be thrown into one of the hostage

areas under guard.

These trained soldiers originally snuck onto the

ship in the guise of Bollin’s legal team, but in

reality they represent some of Bollin’s most

trusted, most effective warriors.

Likes: Loyalty, Bollin the Grey, Efficiency 

Dislikes: Civilians, Weakness 

Skills: Brawl 2, Coerce 1, Cool 1, Discipline 1,

Pilot (Space) 1, Ranged (Heavy) 1, Ranged

(Light) 2, Survival 1, Vigilance 1 

Talents: Jump Up (Once per round, may stand

from seated or prone as an incidental)

Abilities: None

Equipment: Heavy Blaster Pistol [Ranged

(Light), Damage 7, Critical 3, Range: Medium,

Stun Setting]

Bollin, owner of Rodian Interfreight, is a

somewhat-corpulent green-grey Rodian male.

He’s successfully managed his family’s company

and expanded it from what was originally just a

cargo-hauling business into a sector-wide

transportation, manufactory, and smuggling

enterprise. His closest business rival is Ranem

Tiiv, owner of the Tyrius Sysworks Syndicate,

and the two have been sniping at each other’s

success for over a decade.

Likes: Classical orchestra, Sweet foods,

Coruscanti culture and the Empire 

Dislikes: Ranem Tiiv and associates,

Carelessness, Compassion 

Skills: Charm 1, Coercion 3, Cool 1, Deception 2,

Discipline 2, Knowledge (Education) 1,

Knowledge (Underworld) 2, Leadership 1,

Melee 2, Negotiation 2, Perception 1, Ranged

(Light) 1, Skulduggery 1, Streetwise 1, Vigilance

1 Talents: Supreme Scathing Tirade (As a

maneuver, may make an Average ( )

Coercion check. Each causes one enemy in

short range to suffer 1 strain and take a for 3

rounds. Spend to cause one affected enemy

to suffer 1 additional strain.), Nobody’s Fool 2

(May upgrade difficulty of incoming Charm,

Coercion, and Deception checks twice.)

Abilities: Adversary 1

Equipment: Heavy Blaster Pistol [Ranged(Light), Damage 7, Critical 3, Range: Medium,

Stun Setting], Neuronic Whip [Melee, Damage

4, Critical 4, Range: Short, Disorient 4, Ensnare

1, Stun Damage], Armored clothing, P-2 Pocket

Attache (Slicing into this requires passing a

Daunting ( ) Computers check)

“Ah Ranem, so these are your spacers? It’s a

 pity you had to drag them into this. This

could have been much simpler and much

less painful had you simply known when you

were beaten.”  

3 0 0

1 -

3 2 2 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

4 0 1

6 14

2 3 4 2 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 89: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 89/142

 

Once one of two things has happened… 

  The players have defeated Bollin in

flight control  The players were incapacitated or

otherwise stuck in the hostage area

(e.g. they decided to go there to

prevent hostage deaths)

…the players will be confronted with the task of

escaping the ship.

If the players were incapacitated or stuck in

the hostage area

In the event that this happened, Bollin will havedeparted the ship with his retinue and may

continue to pop up in the future as a recurring

adversary.

If the players defeated Bollin in flight control

As Bollin is incapacitated:

After the explosions take place

The explosions Bollin’s detonated blew upseveral key systems, and the ship is going to

crash into the surface of the planet they’re

orbiting, Taoska.

Repairing the damage, at this point, is

impossible. Flight control is still active

(assuming the asteroid didn’t collide with the

ship earlier) to the point that players could

control the attitude of the ship, although it’s

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).

“Ranem Tiiv, I want everyone on board this

ship to hear what your stubbornness has

cost them. You could have just handed over

the navicomputer codes. Instead, you

resisted.”  

“Now, I’d hate to be called a sore loser, but

seeing as how none of you will be around to

insult me, I’ll bear it just this once.”  

Explosions ring out through the rear of the

ship.

“Ranem, I think I’ll just leave you here,

strapped to this chair, and you can watch

your precious ship make a precious crater

on Taoska. Be seeing you –  or not.”  

Explosions ring out through the rear of the

ship.

Bollin wheezes, “You didn’t think…” cough,

“You didn’t think I’ d let you just beat me,

right? If I go down, I’m taking you all with

me. We should make a pretty nice divot in

the surface of Taoska.”  

Page 90: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 90/142

 

Trying to stabilize the dreadnaught’s crash

course represents a Hard  ( ) Pilot

(Space) check. Each on a successful check

represents the death of one of the hostages still

on board, while each represents a critical

injury for one of the players. An unsuccessful

check means that the crash course is

unchanged, and on the unsuccessful

check means that an additional action is also

used.

How can I help?

Game masters should make sure to emphasize

the totality of the stabilization roll and

encourage other players to do everything they

can to help aid that check before it is made.Players may perform the standard space actions

(like the Average  ( ) Pilot (Space)

Copiloting check), but they may also choose to

do things like scanning the ground for the best

possible landing site, bracing the passengers for

impact, shooting orbital debris out of the way,

etc. Encourage all players to participate in some

way or another in this check.

The physical hangar bay doors have also beenclosed. They’re locked down from a control

terminal nearby, and could be reopened with a

successful Hard  ( ) Computers check.

Alternatively, the doors can be destroyed with a

successful attack made on the doors, although

flying out through the destroyed doors is an

Average ( ) Pilot (Space) check.

If the players are still on board when the ship

crashes, they’ll each take two critical injuriesapiece.

If the ship crashed and the players were

aboard or if the players escaped in starfighters

Ranem Tiiv will tell them (in person or via

comlink):

While waiting, players should make an Average 

( ) Resilience check to represent waiting on

the cold surface of the planet or the cramped

spaces of a snubfighter. If a player fails thecheck, he should suffer three strain.

If the players escaped the ship with summoned

help

Ranem Tiiv will tell them (in person or via

comlink): 

If the players managed to stabilize the crash

course and “land” the dreadnaught 

Ranem Tiiv will tell them (in person or via

comlink): 

“Well, we’re probably not going anywhere

 fast. I’m sure someone back on Rodia

noticed the transponder on this ship blink

out of existence. Nothing to do now but

wait.”  

“Well, it’s a shame to lose the ship, but at

least we’ll be back to Rodia fairly quickly.

Thanks for pulling my spines out of the fire.”  

“Any landing you can walk away from,

right? That was rough, sure, but there may

even be a chance we can salvage the ship.”  

Page 91: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 91/142

 

Once the situation is resolved, Ranem Tiiv will

thank the players profusely for saving his life

(even if he is ignored completely, Tiiv shouldn’t

die in the crash) and pay the players:

 

600 credits per person on the team forsaving Ranem Tiiv

  50 credits per person on the team for

each hostage saved (up to 900 credits

per person)

  -300 credits per person on the team if

Ranem Tiiv was left in the dreadnaught

crash

  3000 credits if the dreadnaught was

successfully crash-landed

 

5 Points of Obligation reduction or 10points of Duty per person on the team

for eliminating Bollin the Grey, as

Ranem Tiiv gains greater economic

prominence in the sector.

Page 92: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 92/142

 

The frontier space that is the Outer Rim is

home to many uncommon forms and ways of

life. The Savareen sector and its neighbors are

emblematic of this eclectic assortment of

peoples, technology, and life.

No matter what way of life you take up in the

Outer Rim  –  the Siniteen who takes up as an

astrogator with a smuggler’s crew, theNelvaanian warrior taking his first steps into a

larger world, or the Pacithhip ingénue eager to

make her way as a trader offworld  –  you’re

bound to be a little bit of an explorer as well.

As luck would have it, there’s no shortage of

resources for the enterprising travelers of the

Outer Rim in the Savareen sector. From

uniquely modified vessels to bizarre yet useful

tools, there’s something for everyone in the

Outer Rim.

The Savareen sector and its neighbors are home

to many unique species, and the sector itself is

characterized by its people’s tendency towards

exploration. This section offers rules for three

species which are emblematic of that drive to

explore – Siniteen, Nelvaanians, and Pacithhip.

Page 93: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 93/142

 

The Siniteen is a species known across the

galaxy for their unique mental aptitudes.

Naturally gifted with mathematics and patterns,

the Siniteen are successful in many different

professions. Siniteen work best with other non-

Siniteen, and consequently have spread

themselves all across the galaxy.

Physiology: While the general humanoid form

of the Siniteen is unremarkable, averaging a

height and weight on par with humans, they are

best recognized for their notable heads. While

some consider their yellow, pupil-less eyes

disconcerting, the heavy brow that extendsfrom their large skulls draws the most

attention. Shaped like an oversized cerebellum,

these large, hairless heads lend themselves to

many a “brain-“ nickname.

Society: The Siniteen people are one largely

living in a diaspora. The original Siniteen society

was a very capable one, although history

indicates that it was one characterized by an

excessive attention to minutiae. Despite theirvast intellectual prowess, the Siniteen did not

advance far beyond any of the other species of

the galaxy due to this propensity for becoming

mired in detail. Consequently, many thousands

of years ago they emigrated from their

homeworld to pursue more intellectually rich

lives with other species.

Now, it is very rare that Siniteen will come into

intentional contact with another member of

their species. A loose contact network,

managed by a volunteer Siniteen governing

body, exists to facilitate marriages and

procreation between Siniteen. Other than that,

however, Siniteen by and large prefer to work

with aliens.

Homeworld: The location of the Siniteen

homeworld is actually in dispute. Given the

thousands of years since the mass Siniteen

emigration, the exact location is lost to time.

Experts believe, based off of population

distribution data, that the original homeworldwas somewhere in the Savareen sector,

although no one knows for certain.

Language: Although the Siniteen possess a

great faculty for learning language, they speak

Basic as a primary language. This is borne out of

necessity if nothing else, given the Siniteen’s

broad distribution throughout many different

cultures.

Life in the Galaxy:  The Siniteen are a widely-

traveled race and they’ve insinuated

themselves into many different roles

throughout the galaxy. Given their desire to

work with diverse groups, they often find

themselves at home in multicultural

organizations, which can mean government or

military organizations in the Core or smuggling

rings or enterprise Rimward.

The Siniteen, Nelvaanians, and Pacithhipspecies all possess unique physicalattributes and appearances, all of whichare far beyond my ability to sketch well.

For players and Game Masters interested

in visualizing these new species, pleaserefer to their entries on Wookieepedia,

which are replete with visual references.

  Siniteen on Wookieepedia

  Nelvaanians on Wookieepedia

  Pacithhip on Wookieepedia

Page 94: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 94/142

 

Wound Threshold: 9 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 XP

Special Abilities: Siniteen have a starting

Intellect = √ (  )   

(rounded to the nearest whole number,

minimum Intellect = 2), where X = number of

total ranks in Knowledge skills at character

creation (none of which can be raised beyond 2

during character creation), Y = number of ranksin Knowledge skills acquired for free from

Career or Specialization skills, and A = number

of different Knowledge skills that are starting

Career or Specialization skills. Experience may

not be spent to improve Intellect.

Astrogator Savants: Siniteen are well-known for

being able to calculate hyperspace jumps

without computer aid. Before making an

Astrogation check, Siniteen may spend on

Destiny Point to be granted an automatic(additional) on the check.

Hailing from the icy world of Nelvaan, the

Nelvaanians are a relatively primitive species

compared to the general galactic civilization.

Although their technological backwardness has

kept Nelvaanians from being a common sight in

the galaxy, the occasional member of thespecies can be seen lending his or her tracking

skills outside of his or her home environment.

Physiology: Nelvaanians are a bipedal

mammalian species, bearing many similarities

to the Bothan and Shistavanen species,

prompting some to question the possibility of a

common distant ancestor. Notably, Nelvaanians

have a blue-furred body, which may have been

an evolutionary advantage on the icy blue world

they call home.

Following an incident during the Clone Wars, aunique mutation was introduced into some

lines of Nelvaanian males  –  these Nelvaanians

were substantially larger and stronger than

normal Nelvaanian males, although their

capacity for speech appeared to be somewhat

reduced. This characteristic was heritable, but

only in males of the species.

Society: Nelvaanian society is a largely tribal

one, with individual clans governed by a

partnership between a loosely-elected leader

and a spiritual elder. The remainder of the

tribe’s responsibilities was split along gender

lines, with males being responsible for external

roles, such as scouting and defense, and

females responsible for internal roles, such as

caregivers and artisans.

The Nelvaanian religion, which was central to

their way of life, was centered on a ritualistic

worship of the land, which they referred to as

the “Great Mother.” This lent itself to an

occasionally nomadic way of life, as Nelvaanians

were loath to make the large modifications to

the land necessary to support long-term

settlements.

Homeworld: Located in the remote Koovi

system in the Savareen sector, Nelvaan was a

mild, mountainous planet. Near the end of the

Clone Wars, however, an experimental facilitycreated by the Confederacy of Independent

Systems drastically changed the climate of the

planet, resulting in the global frigid conditions it

has borne since.

2 1

2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

Page 95: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 95/142

 

Language: Nelvaanians, with few exceptions,

universally speak their own language of

Nelvaanese as a primary language. This is

mostly a result of their lack of contact with the

galaxy in general, though.

Life in the Galaxy: Nelvaan was a rarely-visited

planet in the years prior to the Clone Wars,

being only of interest to water freighter

captains stopping by to harvest some of the

planet’s rich, mostly-untapped resources.

However, after the climatological crisis the

planet faced during the Clone Wars, greater

attention was drawn toward the planet and its

people, and the increased contact meant that

some of the first Nelvaanians were able to

move off the planet and enter galactic society,

although this was still very rare.

Wound Threshold: 11 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 120 XP

Special Abilities: Nelvaanians have a unique

Talent tree that can only be purchased from

during character creation.

Unlearned: Nelvaanians have little cultural

experience with technology or the intellectual

advancements of the galaxy. All Astrogation,

Computers, Mechanics, and (non-creature)

Piloting checks are increased in difficulty by

one.

The highly recognizable Pacithhip species is one

characterized by patience and stoicism, and is

generally well-regarded by other cultures for it.

They’ve been a part of the larger galactic

society for thousands of years, although theyare still most often found in the few sectors

surrounding their homeworld, including the

Dalchon, Arkanis, and Savareen sectors.

Physiology: The Pacithhip are relatively short in

stature, compared to humans, although they

aren’t a frail species by any stretch of the

2 2 3 1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

Page 96: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 96/142

 

imagination. They have a thick, rough, usually

grey skin, and often have squat, fat forms for

their height. Most notably, their faces are

notable for having an enlarged proboscis,

framed by two substantial tusks. The proboscis

is known to be somewhat prehensile.

Society: Pacithhip society is caste-based,

although caste sorting is not based off of family

status or merit, but rather off of the formation

and shape of each individual’s tusks. Each of the

three primary Pacithhip castes  –  the farmer,

scholar, or warrior castes  –  has a tusk pattern

uniquely identified with it. Following a young

Pacithhip’s passage through adolescence, these

tusks take their adult shape, and the individualis sorted into his expected caste.

The natural affect of Pacithhips was one of

stoicism. Perhaps because of their adherence to

a rigid societal structure, the Pacithhip tend to

yield to authority or things as they happen with

little resistance. This works both to their

advantage and disadvantage, as they are able to

easily get along with alien cultures, but by the

same token they are more ripe for oppression,as they have seen with the Galactic Empire.

Homeworld: The verdant world of Shimia,

located in the Dalchon sector, is the homeworld

of the Pacithhip species. After the rise of the

Empire, Shimia became an Imperial world in

large part due to the lack of resistance from the

Pacithhip people.

Language: Most Pacithhip understand and

speak Basic well, although their native languageis Shimiese. Shimiese is a language uniquely

suited for Pacithhip physiology, as it

incorporates mouth vocalizations with trumpets

and snorts from their elongated noses.

Life in the Galaxy: Due to their easygoing

natures, Pacithhip have not had a hard time

integrating with other peoples of the galaxy.

Their malleable nature has allowed them to

easily adapt to environments not their own, and

their openness to other cultures has given themthe ability to learn new ideas quickly.

Despite the highly-structured castes found in

Pacithhip society on Shimia, most Pacithhips

who live offworld usually don’t fit themselves

into any kind of caste system, usually because

the cultures they live in don’t use that sort of

structure. Additionally, to integrate more fully

into alien species, offworld Pacithhip will

occasionally attach robotic stilts to their legs,which gives them a stature more fitting with

most other humanoids.

Wound Threshold: 10 + Brawn

Strain Threshold: 11 + WillpowerStarting Experience: 80 XP

Special Abilities: Pacithhip begin the game with

one rank in Cool. They still may not train Cool

above rank 2 during character creation. Due to

their thick skin, Pacithhip begin the game with

one rank in the Enduring talent. Pacithhip are

normally Silhouette 0 due to their height, but a

player may choose to have his character equip

Pacithhip robotic stilts, which is a cybernetic

implant that changes his Silhouette to 1.Tusks: Pacithhip tusks are potentially deadly

weapons, should a Pacithhip be provoked to

use them in a fight. When a Pacithhip makes

Brawl checks to deal wounds to an opponent,

he deals +1 damage and his attack has the

Pierce 1 and Vicious qualities.

1 2 2 1 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

Page 97: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 97/142

 

Living on the fringes of the galaxy necessitates

being prepared, and being prepared for danger

is at the top of that checklist. Few know thisbetter than the people of the Savareen sector,

and the weapons technology represents that

spirit – being prepared for anything.

The first weapon in every explorer’s arsenal is

usually a blaster. The most versatile tool in the

galaxy outside of a hydrospanner  –  and

depending on where you live, maybe more

versatile than that  –  a good blaster will keep

you fed and keep you safe whether you’re on a

world of 30 million or 30.

Built by BlasTech Industries, one of the galaxy’s

premier manufacturers of blaster weapons, the

DT-57 is a blaster pistol in a category shared by

few others  –  the “superheavy” blaster pistol.Although this is called and looks like a blaster

pistol, the DT-57 shares more in common

internally with larger blaster carbines, and its

high-output magazine is reflected in the results.

As one of the most dangerous and powerful

pistols on the market, the DT-57 is a sidearm

that often makes carrying larger weapons

superfluous.

This small pistol, designed for personal defense,

especially against mechanical enemies, rose to

popularity in the Outer Rim in the height of the

Clone Wars. Capable of nearly fully disabling

attacking droids, the Deactivator also proved to

Energy WeaponsDT-57 Blaster Pistol Ranged

(Light)9 3 Medium 3 4 1350 7 Cumbersome 2

Deactivator Hold-out Pistol Ranged(Light)

6 4 Short 1 1 500 4 Disorient 2, Ensnare 2 (DroidOnly), Stun Damage

Mining Laser Ranged(Heavy)

2 5 Short 4 0 350 2 Breach 1, Inaccurate 1

X-45 “Riflette”  Ranged(Heavy)

9 2 Extreme 5 2 2250 6 Prepare 2, Accurate 1, Pierce2, Cumbersome 3

W-90 Concussion Rifle Ranged(Heavy)

8 4 Long 6 2 2100 5 Cumbersome 3, Inaccurate1, Concussive 1, Blast 4

Slugthrowers

SH-9 Slugthrower Pistol Ranged(Light)

5 3 Short 1 2 450 4 Superior, Pierce 1

TM-31 Impact Pistol Ranged(Light)

4 5 Short 1 0 400 5 Sunder

HB-4 Hunting Rifle Ranged(Heavy)

7 2 Long 4 2 1250 6 Prepare 1, Guided 1

Explosives and Other Weapons

Repulsor Throwing Razor Ranged(Light)

5 1 Long 1 0 1500 4 Pierce 2, Vicious 2, Limited Ammo 1

Precision Flame Rifle Ranged(Heavy)

7 3 Medium 6 1 1700 3 Burn 3, Accurate

Bolt Caster Ranged(Heavy)

7 5 Short 5 1 (R)1950

5 Auto-Fire, Ensnare 1

Smoke Grenade Ranged(Light)

- - Short 1 0 50 4 Limited Ammo 1

Page 98: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 98/142

 

be an effective weapon against hostile organics.

Add to Perception checks to find a

Deactivator Hold-Out Pistol on a wearer’s body.

While ostensibly only a tool to break down

rocks or other hard materials while mining,

laborers in frontier mining colonies know that

mining lasers double as workable self-defense

tools as well. While the lasers are low in power

and inaccurate on moving targets, they do

possess a highly-focused cutting beam that eats

through the hardest of materials.

Developed by SoroSuub Corporation as a high-

end consumer sporting sniper rifle, the X-45 is a

precise, lethal tool. Unfortunately for users on

backwater planets, the rifle is finicky and fragile

and requires a high degree of maintenance to

keep in working order. For this reason, the rifle

is transported in parts in a case.

When disassembled, observers must pass an

Easy  ( ) Knowledge (Warfare) check to

recognize the rifle’s case as being a weapon. 

Similar in structure to several other BlasTech

blaster rifles, the BlasTech W-90 fires a

compressed energy charge rather than a

particle beam. The result is a projectile that’s

significantly slower but definitively more

explosive at impact, as the shock wave created

at impact is capable of incapacitating its victims

as well as dealing large amounts of “splash”

damage.

While most in the galaxy prefer modern blaster

weapons over antiquated slugthrower designs,

slugthrowers offer two primary advantages in

the wildernesses of the Outer Rim  –  not only

are they inexpensive to maintain, but many

times, they’re more reliable and sturdier

weapons. As a result, several unique

slugthrower designs have emerged in the

Savareen sector for interested spacers.

Page 99: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 99/142

 

This small pistol, created by Czerka Arms, one of

the most well-known slugthrower design

factories, was originally made for paramilitary

forces in the Mid Rim. However, it’s seensuccess all through the galaxy, as guns-for-hire

in the Outer Rim and Rebel Alliance operatives

in the Core Worlds have regarded the SH-9

favorably due to its power. Many models of this

pistol are equipped with a silencer, giving the

SH-9 stealthiness in addition to its deadliness.

A homegrown Rodian product, the TM-31 by

Tonena Munitions is a slugthrower pistol

designed as a support weapon against heavily

armored opponents, bestial or humanoid. The

slugs fired by the pistol are filled with a charge

that detonates on impact, fracturing the

protective gear it comes into contact with. 

Prax Arms’s HB-4 Hunting Rifle was designed as

a means of hunting down highly agileopponents at long range. While an exceptional

weapon for an accurate hunter already, if the

target moves out of the path of the original

shot, a tiny microfilament cord, trailing from the

slug to the rifle, is able to send minor course

corrections into the path of the bullet, ensuring

that it hits its target.

Although guns are usually sufficient to get the

 job done, the quarries of the Outer Rim are

rarely conventional, and for the discerning

hunter, require similarly unconventional

solutions.

Also known as a Rodian Throwing Razor, the

repulsor throwing razor is a small, jagged,

crescent throwing knife used to hit targets at a

distance. These throwing knives are unique,though, in that they have tiny repulsorlift

generators built in to enable continued flight

beyond the throwing distance of the user.

Additionally, the repulsor-aided flight is able to

ensure that, once thrown, the razor can be

returned to its user.

If the repulsor throwing razor fails to hit, the

user may spend to have it return to his

hand.

Most flame rifles, large, open-mouthed devices,

are designed to spray large quantities of

flammable liquid over an area and light it on

fire. The Precision Flame Rifle employs a similar

principle to a different result. This long, rifled

gun shoots a high-pressure guided stream of

propellant followed almost immediately by a

plasma torch, creating a weapon that has atargeted fire attack more similar to a beam

weapon than a flamethrower.

Drever Corporation’s series of plasma

disruptors started as a military enterprise, but

following the end of the Clone Wars, they

expanded out into civilian markets. The civilian

version of their bolt caster, though, is in many

ways the same as its military model, the DN bolt

caster. Firing a chaining bolt of electricity, the

bolt caster is able to shock and incapacitate

multiple targets at once, its only real weakness

being its rather poor range.

Page 100: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 100/142

 

This small thrown weapon is a nonlethal means

of obscuring the battlefield, the friend of many

a smuggler or thief attempting to make a quick

escape. These grenades disperse a heavy cloudof smoke over a small area, making it difficult to

see or act.

Whenever the user successfully makes an attack

with the weapon (whether or not he deals

damage), all targets within short range except

for the user are Disoriented for two rounds.

Most of the time, business in the Savareen

sector is best done at a distance, especially if

it’s dangerous business. Nevertheless,

sometimes circumstances dictate getting up

close and personal with an enemy, and

weaponsmiths in the Outer Rim are happy to

answer the call of any situation.

The Rodian cryogen whip originated on Rodiabut has since become a popular tool in

underworld societies across the galaxy.

Preferred for its ease of use, the cryogen whip

is also a particularly nasty weapon. The handle

of the whip contains a small cryogen receptacle,

and whenever the whip makes contact, a cold

shock hits the victim, aggravating their response

to an already painful impact.

This unique blade, found in the employ of the

Goa-Ato guild of Rodia, is a small personal knife

with wicked, twin, “S”-shaped blades on eitherside. A great deal of care must be used when

using this weapon, as careless handling can

damage the user as often as it might the victim.

On a successful attack with threat, may be

spent to deal half damage (rounded up) to the

user as well as the target.

A common sight in many tribal cultures acrossthe galaxy, the hunting spear, while usually just

a ceremonial piece, is still a deadly weapon in

the right hands. These spears are usually

fashioned with easily-harvestable materials, like

wood, stone, or bone.

Users may treat this weapon as either a melee

weapon or a thrown weapon. The spear, once

used as a thrown weapon, can be retrieved with

a maneuver.

A popular device in many large cities, the snap

baton is a small, collapsible melee weapon that

can be easily kept in a pocket but rapidly

expanded to a meter-long defensive tool.

Page 101: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 101/142

 

However, though the tool was designed for

defense, it ironically became a popular tool with

thieves and muggers for its easy concealability

from law enforcement personnel.

Add to Perception checks to find a Snap

Baton on a wearer’s body. The baton may be

deployed from its compact state to its extended

state as an incidental.

While many consider armor for its value in a

firefight, it’s also worth considering the

protection a piece of armor provides for hostile

environments, especially if the wearer is going

to be far from civilization.

Made by the company known across the galaxy

for its hardy clothing, Ayelixe/Krongbing

Textiles Corporation, the climbsuit is a lightly-

armored jumpsuit designed to aid with

climbing. With special padding on the knees and

elbows that adheres to slick surfaces, the

climbsuit is appropriate for use in both natural

environments like mountains or forests as well

as industrial or urban environments.

The Climbsuit reduces the difficulty of any

Athletics checks made to climb by one.

There are several species of the galaxy that live

in amphibious or entirely underwater societies,

but even those that don’t often find need to

travel underwater. Unfortunately, for most

land-dwelling beings, travel underwater is an

awkward, slow process. The combat wetsuit,

made by Creshaldyne Industries, is designed to

minimize the difficulty of working underwater

while providing ample protection as well.

The combat wetsuit provides both a breath

mask and aids in underwater movement. Users

wearing the wetsuit may breathe underwater

without penalty and never suffer movement

penalties when traveling underwater.

Karflo Corporation’s Uni-Environmental Survival

Suit was made in response to the need for

mining corporations to equip their pathfinders

with gear that would protect them no matter

what the surface conditions of a planet might

be. The survival suit was their most successful

piece of personal gear, despite Karflo

specializing in mining equipment and not

clothing, and it has been used as far out as Wild

Space.

Those wearing the Uni-Environmental Survival

Suit reduce the rating of Fire, Acid, and

Corrosive Atmospheres for the user by 3 (see

EotE core rulebook p. 214).

Cryogen Whip Melee +1 3 Short 2 1 700 4 Stun Damage, Vicious 2

Rodian Razor-Stick Melee +2 2 Engaged 1 1 450 4 Pierce 2, Vicious 1

Hunting Spear Melee +2 3 Engaged 4 0 250 1 Defensive 1, Pierce 1

Hunting Spear (thrown) Ranged(Heavy)

6 3 Short - - - - Pierce 1, Limited Ammo 1

Snap Baton Melee +1 3 Engaged 1 2 300 2 Disorient 2

Page 102: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 102/142

 

In the wilds of the Outer Rim, being prepared to

fight is a necessesity, but as often as not, an

explorer’s greatest opponent won’t be

someone or something that’s shooting at them.

In cases like that, having the right gear, not the

right gun, can mean the difference between life

and death.

Sometimes the most helpful thing a lone spacer

can have is the ear and voice of someone else.

Being able to reach out and talk to that

someone is difficult in the frontier, but not

impossible.

This personal device is a device of last resort for

the spacer or explorer lost in the blackness ofspace. Containing a powerful, compact power

source, this palm-sized device is powerful

enough to send a short message to nearly

anyone in the sector – however, it can only do it

once. Once the short message has finished

being transmitted, the power supply is unable

to spool back up for another shot and must be

completely replaced.

Cybernetics aren’t an uncommon sight in the

Savareen sector. Not everyone’s born equal, but

the best explorers and hunters don’t let that

stop them from trying to shore up their

weaknesses with modern cybermedicine.

Implanted directly onto the optic nerve, this

tiny cybernetic allows its user to process

information about other people in close

proximity, including data on heart rate, pupil

dilation, and body temperature. This

information could then be used to help

contextualize the target’s behavior and

emotional state.

A character implanted with the Verifier gains

one rank in Charm and Deception and all

incoming Deception checks against the user are

upgraded one time.

This small, external ocular implant is designed

to give its user insight into the position and

actions of a single target. When active, the

tracking interface overlays a virtual heads-up

display over its user’s field of view, which

displays positional data of a target.

A character using a tracking interface may

select one target they can see within short

range, and as long as that target remains within

extreme range of the tracking interface, the

user will be aware of the target’s position no

matter what visual obstruction may occur.

Good help is hard to find, and many solo

explorers in the Outer Rim turn towards

consistently faithful and reliable droids to help

them in their journeys.

Climbsuit 0 1 400 2 2 2

Combat Wetsuit 1 1 1150 4 1 4

Uni-Environmental Survival Suit 0 2 2700 5 1 5

Page 103: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 103/142

 

1 0 0

-

2 1 2

1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

1 0 0

-

3 1 1 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

These small, spherical automatons, like Arakyd’s

Journeyman 460 or Rodian D-Tec’s RHTC-120

Explorer, were multipurpose droids designed

around a whole host of applications that involve

locating someone or something. Fitted with tiny

repulsorlift generators, these remotes could be

given a task on worlds with the roughest terrain

and still perform exceptionally. Seeker remotes

are used for a variety of tasks, but their skills

made them particularly capable as couriers or

scout droids. Some were even known to have

their programming modified slightly to allow

them to act as assassin droids, a task aided by

their small size and tracking capabilities.

Skills: Perception 1, Stealth 1, Skulduggery 1 

Talents: None

Abilities: Droid (does not need to breathe, eat,

or drink and can survive in vacuum or

underwater. Immune to poisons or toxins.),

Flyer (the seeker remote can fly; see page 202in the EotE core rulebook), Silhouette 0

Equipment: Storage compartment (can hold

one item of 1 Encumbrance or less), General

Purpose Scanner 

Similar in form factor to seeker or probe droids,

droid autoturrets are commonly carried by

mercenaries or soldiers seeking to givethemselves a tactical advantage on the field of

combat. Traditionally found in the employ of

the lone warrior (rather than with larger

groups), droid autoturrets enable a single

person to create a strategic crossfire or set up a

flanking maneuver without any companions.

While these droids hover in a stationary

position when deployed, they have a small

profile and are easily hidden and hard to hit.

Skills: Ranged (Light) 

Talents: None

Abilities: Droid (does not need to breathe, eat,

or drink and can survive in vacuum or

underwater. Immune to poisons or toxins.),

Silhouette 0Equipment: Droid blaster [Ranged (Light),

Damage 7, Critical 3, Range: Medium, Stun

Setting]

Communications  

Emergency Hypercomm Pulse 1150 1 3

Cybernetics 

“Verifier” Monitoring Implant  5000 0 6

Tracking Interface 6300 0 5

Droids 

Seeker Remote 3150 2 2

Droid Autoturret (R) 2300 4 5

Drugs and Consumables

Pheromone Cocktail 40 0 3

Medical

Antitoxin Patch 100 0 3

Adrenal Stamina Stimulant 200 0 5

Stabilization Gel 750 0 5

Security

Holographic Disguise Matrix 2400 1 7

Anti-Repulsor Trap 1950 2 6

SurvivalEMS-90 Bubble Cloak 800 1 3

Foraging Kit 150 1 2

Dampener Aerosol 130 1 4

Personal Fire Suppressant 70 1 2

Tools

Repulsor Boots 2200 2 5

Magnetic Boot Fittings 300 2 3

Page 104: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 104/142

 

Far from the more-highly-regulated Inner Rim

and Core Worlds, the people of the Savareensector and the Outer Rim have access to many

items that might raise an eyebrow in more

civilized areas of the galaxy.

Similar to a perfume or cologne, this is a strong

scent sprayed on to a user. It is designed to

elicit a positive reaction from those in close

contact. This particular cocktail is fairly

inexpensive, and consequently the strong smellmay occasionally be unpleasant.

Pheromone cocktails are a one-use item that

provides a conditional benefit to Charm checks

made at short or engaged range. To determine

the effect, the user should roll a d100. If the

result is greater than 35, Charm checks made

for the next hour have added to them. If

the roll is 35 or less, Charm checks (for the next

hour) have added to them.

One of the most important things a traveler in

the Outer Rim can do is to take care of himself.

When civilization is often light-years away,

there may only be no one else to turn to for

help, which is why having the gear to facilitate

that is so critical.

A small epidermal patch that is adhered to the

abdomen, the antitoxin patch is impregnated

with a generalized antitoxin and antivenom,

designed to bolster the user’s resilience to

known poisons, venoms, and toxins. While not a

complete solution, preventative antitoxin

patches have saved the lives of many an

explorer bitten by an unknown creature on a

newly-discovered world.

For twenty-four hours after applying the patch,any Resilience checks made to resist the effects

of poisons, toxins, or venoms is reduced in

difficulty by one.

A cocktail of adrenaline, atropine, and other

drugs, this stimulant is designed to revive a

critically-wounded patient and stabilize him for

further medical care. This stimulant provides a

temporary heightening of the user’s internal

healing processes.

Using one dose of an adrenal stamina stimulant

requires a maneuver and will provide a when

used with a critical injury recovery Medicine

check. Adrenal stamina stimulants are one-use

items.

Stabilization gel is made from a combination of

bacta and other medical agents suspended in a

green paste. The gel was designed by doctors

on Christophsis to be rapidly applied to painful

wounds taken in the course of working deep

underground and give its users enough time

and capacity to make the journey back to a

proper medical facility without distraction.

Stabilization gel is a one-use item that removes

the side effect of any or lower Critical

Injury (although not the Critical Injury itself). It

requires a maneuver to apply.

Page 105: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 105/142

 

Security far from the rule of law often takes a

more proactive approach than it might in more

civilized systems. In many Outer Rim sectors,

it’s just as valuable to make your move on an

enemy before he can make his move on you as

it is to try and react to those who might do you

harm.

An invention predating the formation of the

Galactic Empire by only a few years, the

holographic disguise matrix is believed to be the

handiwork of a Snivvian bounty hunter fromCadomai, although records are notoriously

poorly kept in the underworld. Regardless of its

inventor, two things are sure  –  it’s relatively

new, and it’s incredibly effective. The disguise,

controlled by a small holoshroud device,

projects the form of another humanoid over the

user’s body, a deception that’s almost

imperceptible to the naked eye.

When using this device, Deception checks made

to impersonate the individual projected by the

device are given two extra .

A small device, not much larger than a vehicle

mine, the anti-repulsor trap is creates what’s

known as a repulsorlift inversion field. The

device works first by sensing the presence of a

repulsorlift field within a close distance, and,

once identified, sends a feedback pulse into thepassing vehicle’s repulsorlift field to

immediately ground the vehicle. As long as the

vehicle’s engine remains active, the anti-

repulsor trap is able to use its own repulsorlift

field against it, keeping it in place.

Pilots of vehicles that come within medium

(personal) range of the anti-repulsor trap must

pass a Daunting  ( ) Piloting

(Planetary) check or be immediately set to a

speed of 0 for at least one round. Once caught,

vehicles cannot leave the trap unless the pilot

passes a Hard  ( ) Piloting (Planetary)

check.

The challenges of making one’s way in the

wilderness of the Outer Rim are extensive and

varied. Those explorers, spacers, and travelers

that are the most successful are usually those

prepared to survive in whatever situation theymight discover next.

This thick cape might be mistaken for an

ordinary cloak by most observers, but in reality,

it’s a self -expanding device designed to provide

the wearer with a temporary but effective

makeshift personal escape pod. When the user

activates a small trigger on the cloak’s shoulder,

the bubble cloak expands to its eponymous

bubble, a small enclosure a little larger than a

meter in diameter. Once inside, the wearer is

insulated and enclosed in an environmentally

sealed container and provided with a small,

two-hour air supply.

Whether it’s because the ration packs have

finally run out or because the local food issimply intolerable, sometimes travelers find

themselves needing to live off the land for long

periods of time. A foraging kit, containing small

harvesting tools, an agricultural scanner, and a

water purifier, is able to allow users to gather

plenty of food to live off of from the

Page 106: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 106/142

 

environment around them. As long as a planet

supports life, the foraging kit should allow

enterprising spacers to find food on it.

A small canister that sprays a fine mist of

plasma-dispersing gas, dampener aerosol is

often used in industrial situations when heavy

energy tools might be in use  –  mining, for

example. Dampener aerosol is often useful for

dangerous situations where carrying bulky

armor isn't necessary or desired.

Dampener aerosol is a personal spray that can

be used with a maneuver to grant +1 soak to

one person for one round. Dampener aerosol is

a one-use item.

These small, handheld firefighting foam

dispensers are made to be stored on one’s

person in case of fire. By pressing a small

plunger at the end of the canister, the device

immediately covers its user in a semi-gaseous

spray of aerosolized foam, which is usuallyenough to put out most small fires.

A personal fire suppressant canister is a one-use

device, and upon spending a maneuver to use

it, combustive or chemical flames are

immediately doused (removing the effects of

Burn without making a Coordination check).

Making one’s way in the fringes of the galaxy is

a lot of work, and that work often requires a

specialized effort. Having the right tools to take

care of whatever problems may arise is key to

surviving and thriving in the Outer Rim.

These boots are powered by a micro-repulsorlift

unit that effectively allows the user to operate

as a very slow landspeeder. Maximum altitude

of these boots is only a couple meters, and theboots can only maintain continuous operation

for thirty minutes at a time. Regardless of these

limitations, repulsor boots have found a niche

in machine shop and warehouse use, where

they give remarkable vertical maneuverability

when working with large machines or vehicles.

Repulsor boots allow the wearer to hover

within Short range of the ground for up to thirty

minutes at a time.

Magnetic boot fittings are made up of bulky

electromagnetic pads that can fit onto shoes or

inorganic feet. Designed to allow technicians to

easily perform maintenance in zero-G

environments, these fittings can be easily

adapted to allow for other tasks, like

maintenance of metallic structures.

The boot fittings, while being worn, provideenough force to attach one Silhouette 1 (or

smaller) being to any ferrous material. Any

Agility or Brawn checks made with these on

takes .

Page 107: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 107/142

 

0

6

-

5

2 0

0 -

0

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

0

3

-

3

3 +1 0 - 0

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Although there are many small, independent

shipbuilders in the Savareen sector  –  as there

are in any part of the galaxy  –  none areanywhere near the scale of Core Worlds like

Kuat or Corellia. Most of the time, spacers in

the Outer Rim have to make do with whatever

they can scrounge up. This makes for a hungry,

clever clientele that manages to eke every last

bit of use out of designs that might have been

rejected in other places.

Sometimes it’s best, on worlds where the

terrain is dangerous and unstable, to simply

take to the sky. Setting oneself away from the

dangers of the ground is an excellent way to

explore new worlds while minimizing risk.

Originally an aftermarket civilian modification of

SoroSuub’s RGC-16 airspeeder, the EGC-16

airspeeder plans became popular enough for

SoroSuub to release a set of official schematics

for the build, one designed to enclose and

reinforce the cabin of the airspeeder against the

environment.

Hull Type/Class: Airspeeder/EGC-16

Manufacturer: SoroSuub Corporation/Civilian Maximum Altitude: 50 kilometers 

Sensor Range: Short

Crew: One pilot

Encumbrance Capacity: 6 

Passenger Capacity: 1 

Cost/Rarity: 6,800 credits/2 

Customization Hard Points: 1 

Weapons: None

The transport vehicles of the Savareen sector

have to meet two basic needs  –  safety and

reliability. There’s simply no way around the

fact that, when one is working half a planet

away from the nearest speeder repair shop, a

speeder breakdown is simply unacceptable.

As one of the earliest production model designs

in Bespin Motors swoop bike series, the JR-4

has seen use in many corners of the galaxy.

With its relative agedness, the JR-4 has mostly

been relegated to second-hand markets in the

Outer Rim. However, it’s a rugged, reliable bike

and it remains a very effective vehicle for the

price.

Hull Type/Class: Swoop/JR-4

Manufacturer: Bespin Motors 

Maximum Altitude: 550 meters 

Sensor Range: None

Page 108: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 108/142

 

0

7

-

6

1 -1 0 - 0

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

0

18

-

22

1 -3

0 -

5

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Crew: One pilot

Encumbrance Capacity: 3 

Passenger Capacity: None 

Cost/Rarity: 2,800 credits/3 

Customization Hard Points: 1 

Weapons: None

More commonly seen in the Corporate Sector,

the JX40 is a rugged, reliable TaggeCo make

popular in many areas with law enforcement

personnel. It runs double duty as both a

prisoner transport vehicle as well as a riot

control vehicle.

Hull Type/Class: Landspeeder/JX40

Manufacturer: TaggeCo 

Maximum Altitude: 10 meters

Sensor Range: Close

Crew: One pilot, one gunner

Encumbrance Capacity: 100 

Passenger Capacity: 40 prisoners 

Cost/Rarity: 24,000 credits/(R) 5 

Customization Hard Points: 0 

Weapons: (All these weapons use personal

scale, not planetary scale) Grenade Launcher

[Fire Arc forward, Damage 8, Critical N/A,

Range: Medium, Disorient 3, Stun Damage,

Blast 8], Steam Jets [Fire Arc left or right,

Damage 8, Critical 4, Range: Short, Stun

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

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

Damage, Disorient 1, Knockdown]

SoroSuub’s APC-2 was a testbed of features for

a military personnel carrier. While it saw limited

use in the ground forces of the Rebel Alliance,

ultimately, the vehicle never saw widespread

adoption due to its perceived lack of armament

relative to its size.

Hull Type/Class: Armored Personnel

Carrier/APC-2

Manufacturer: SoroSuub Corporation 

Maximum Altitude: 5 meters

Sensor Range: Close

Crew: One pilot, one copilot, one gunner, one

engineer

Encumbrance Capacity: 125 

Passenger Capacity: 30 combat-equipped

troops 

Cost/Rarity: 61,000 credits/(R) 7 

Customization Hard Points: 6 

Weapons: Auto-Blaster [Fire Arc forward,

Damage 3, Critical 5, Range: Close, Auto-Fire],

Beam Turret [Fire Arc all, Damage 8 (Personal

Scale), Critical 4, Range: Close, Accurate 2,

Prepare 1]

Page 109: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 109/142

 

0

6

-

7

4

-2

1 -

2

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

0

8

-

11

4

0

1 -

2

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

While most think of starfighters as greater parts

of a whole, for many snubfighter jockeys in theOuter Rim, their one starfighter is it  –  home,

transportation, weapon, investment. As a

result, the starfighters of the Savareen sector

tend to be highly unique and heavily

customized.

SoroSuub’s Planetary Defender fighter is not, as

one might surmise, a very capable space

superiority fighter. Designed to fill the space

between small, unarmed fighters and military

starfighters, the Planetary Defender is only everused by small forces, usually a planet’s local

defense force  –  thus the name. For the Outer

Rim pilot, Planetary Defenders are an

inexpensive way to ward off opportunistic

pirates for long enough to make a jump out of

the system.

Hull Type/Class: Starfighter/Planetary Defender

Manufacturer: SoroSuub Corporation 

Hyperdrive: Primary: Class 3, Backup: None 

Navicomputer: Yes 

Sensor Range: Close

Ship’s Complement: One pilot 

Encumbrance Capacity: 6 

Passenger Capacity: 1

Consumables: One week 

Cost/Rarity: 35,000 credits/2 

Customization Hard Points: 2 Weapons: Twin Wingtip Light Laser Cannons

[Fire Arc Forward, Damage 5, Critical 3, Linked

1, Range: Close]

The 8-Q was originally constructed before the

Clone Wars as a heavily modifiable spaceframe

designed for independent shipyards to

customize. The project was ultimately

unsuccessful, financially, although certainelements of its design did make it into the far

more popular Y-Wing Starfighter.

Hull Type/Class: Starfighter/Toscan 8-Q

Manufacturer: Shobquix Yards 

Hyperdrive: Primary: Class 2, Backup: None 

Navicomputer: Yes 

Sensor Range: Close

Ship’s Complement: One pilot and one copilot

Encumbrance Capacity: 10 

Passenger Capacity: None

Consumables: Two weeks 

Cost/Rarity: 60,000 credits/6 

Customization Hard Points: 3 

Page 110: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 110/142

 

0

8

-

12

4

-1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

1

17

-

25

3

+1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

0

11

-

14

4

0

0 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Weapons: Wingtip Mounted Light Laser

Cannons [Fire Arc Forward, Damage 5, Critical 3,

Linked 3, Range: Close], Concussion Missile

Launcher [Fire Arc Forward, Damage 6, Critical

3, Range: Short, Breach 4, Blast 4, Guided 3,

Limited Ammo 2, Slow-Firing 1] 

This heavy fighter model by Byblos Shipyards

was created to fill a niche between personal

starfighters and small transports. This ship is

treated as a Silhouette 4 vessel for the purpose

of mounting weapons and attachments.

Hull Type/Class: Starfighter/G-1A

Manufacturer: Byblos Drive Yards 

Hyperdrive: Primary: Class 2, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: Close

Ship’s Complement: One pilot and one copilot

Encumbrance Capacity: 20 

Passenger Capacity: None

Consumables: One month Cost/Rarity: 115,000 credits/5 

Customization Hard Points: 2 

Weapons: Twin Medium Laser Cannons [Fire

Arc Forward, Damage 6, Critical 3, Linked 1,

Range: Close], Light Tractor Beam [Fire Arc

Forward, Damage -, Critical -, Range: Close,

Tractor 2]

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

response to a call for quick, small vessels for

exploration in the Outer Rim and beyond.

Although the vessel is lightly armed, it’s capable

of supporting long-range scouting missions

deep into potentially dangerous territory,

thanks to its easy reconfigurability and fast

hyperdrive.

Hull Type/Class: Scout Ship/Z-10

Manufacturer: Starfeld Industries

Hyperdrive: Primary: Class 1, Backup: Class 12 

Navicomputer: Yes 

Sensor Range: Long

Ship’s Complement: One pilot

Encumbrance Capacity: 50 

Passenger Capacity: 2

Consumables: Two months 

Cost/Rarity: 45,000 credits/4 

Customization Hard Points: 4 

Weapons: Auto-Blaster [Fire Arc forward,

Damage 3, Critical 5, Range: Close, Auto-Fire]

While there are certainly ships larger and more

capable, few types of ships are more versatile

than the small-to-medium freighter classes

owned by independent operators that make up

the majority of Outer Rim space traffic.

Of the dozens of attempts made by the

Corellian Engineering Corporation to advance

consumers beyond their YT-series, especially

the YT-1300, few have been successful, and

many have been outright failures. The YV-545

was one of the more successful attempts,

although everything’s relative. Never quitesurpassing its older sister ships in popularity,

the YV-545 was still a capable freighter that

became especially popular in the Outer Rim.

Page 111: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 111/142

 

1

20

-

30

3

-1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

1

14

-

20

3

-1

1 -

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Hull Type/Class: Freighter/YV-545

Manufacturer: Corellian Engineering

Corporation 

Hyperdrive: Primary: Class 2, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: ShortShip’s Complement: One pilot and one copilot

Encumbrance Capacity: 115 

Passenger Capacity: 5

Consumables: Three months 

Cost/Rarity: 120,000 credits/5 

Customization Hard Points: 4 

Weapons: One Dorsal and One Ventral Turret

Mounted Twin Medium Laser Cannon [Fire Arc

all, Damage 6, Critical 3, Linked 1, Range: Close]

Developed in response to the popularity of their

Z-10 Seeker scout ship, the ZH-25 was Starfeld’s

attempt to focus on the areas they’d 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 theexpense of just a little speed with no loss of

range.

Hull Type/Class: Light Freighter/ZH-25

Manufacturer: Starfeld Industries 

Hyperdrive: Primary: Class 2, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: MediumShip’s Complement: One pilot, one copilot

Encumbrance Capacity: 100 

Passenger Capacity: 6

Consumables: Three months 

Cost/Rarity: 115,000 credits/6 

Customization Hard Points: 3 

Weapons: Twin Medium Laser Cannons [Fire

Arc forward, Damage 6, Critical 3, Range: Close,

Linked 1]

Once considered one of Corellian Engineering

Corporation’s most promising and innovative

freighters, the Barloz-class has long since seen

its popularity fade, as it was phased out in favor

of newer models before the Clone Wars even

started. However, the Barloz-class was a

customizable, easy-to-maintain ship, and it’s

not uncommon to see vessels of this class still

available to use and purchase as you get fartheraway from the bright center of the galaxy.

Hull Type/Class: Medium Freighter/Barloz-Class

Manufacturer: Corellian Engineering

Corporation 

Hyperdrive: Primary: Class 2, Backup: Class 12 

Navicomputer: Yes 

Sensor Range: ShortShip’s Complement: One pilot, one copilot

Encumbrance Capacity: 120 

Passenger Capacity: 4

Consumables: Two months 

Cost/Rarity: 90,000 credits/6 

Customization Hard Points: 6 

Weapons: One Port and One Starboard Turret

Mounted Light Laser Cannon [Fire Arc all,

Damage 5, Critical 3, Range: Close]

Page 112: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 112/142

 

2

20

1

21

3

-2

2 1

3

SILHOUETTE  SPEED  HANDLING 

ARMOR DEFENSE 

SS. THRESHOLDHT. THRESHOLD 

Many of the largest ships that pass through the

Savareen sector are the massive industrial ships

that support the various industries on its

resource-rich worlds. Capable of transporting

large amounts of cargo safely and performingoperations on a scale that would simply be

impossible for transports or fighters, these

vessels are the backbone of many of the Outer

Rim’s commercial enterprises. 

Designed for small, independent mining crews

but often drafted into service for larger mining

concerns, such as those on and aroundChristophsis, the Y-8 mining vessel was made to

be hardy enough float idle in dense asteroid

belts and mine using mining cutting lasers.

Because of the Y-8’s stout defenses,

mercenaries were known to occasionally refit

the vessels as combat ships.

Hull Type/Class: Mining Vessel/Y-8

Manufacturer: Corellian Engineering

Corporation 

Hyperdrive: Primary: Class 2, Backup: Class 15 

Navicomputer: Yes 

Sensor Range: Close

Ship’s Complement: One pilot, two copilots,

four gunners

Encumbrance Capacity: 1700 

Passenger Capacity: 4

Consumables: Two months 

Cost/Rarity: 165,000 credits/6 

Customization Hard Points: 2 

Weapons: Twin Mining Lasers [Fire Arc

Forward, Damage 3, Critical 4, Linked 1, Breach

2, Range: Close], MediumTractor Beam [Fire Arc

Forward, Damage -, Critical -, Range: Close,

Tractor 4]

Page 113: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 113/142

 

No matter what the age or condition of the

ship, if the ship’s mechanic makes a concerted

effort to change, tweak, and modify the vessel,

even the grungiest of freighters can surpass a

ship fresh off the factory line.

Pirates, criminals, law enforcement – there’s no

wanting for danger for those skirting the edges

of the Outer Rim in a starship. While a quick

getaway is always ideal, sometimes a spacer’s

got to fight his way out of a situation, and if he’s

going to get into a fight, he may as well be

prepared.

This small, missile-launched projectile is known

far and wide across the Outer Rim as the

preferred tool of pirates and thieves. Once

deployed, a Conner net envelops a ship anddeals massive amounts of electrical damage to

the vessel. This is usually enough to completely

incapacitate smaller vessels, making them easy

prey for hijackers.

The magnetic pulse warhead is a system

recently developed, a result of the ongoing war

between the Galactic Empire and the Rebel

Alliance. Originally confined to military

starfighters only, plans of the warhead leaked

to civilian manufacturers, enabling knock-off

versions to become available to enterprising

space fighters across the galaxy.

Whenever a starship is hit by a mag pulsetorpedo, any Critical Hit results in one of the

target’s weapon system (attacker’s choice)

being disabled for one round.

A beam weapon system, the jamming beam,

rather than disrupting the flight of enemy craft

like a tractor beam, instead disrupts their

offensive capability. The jamming beam sends

massive amounts of junk sensor data that

overwhelms the fire control systems of its

target, preventing it from making an accurate

target lock.

Whenever a successful hit is made with the

 jamming beam, regardless of whether or not it

deals damage, all of the target’s attacks made

for one round take .

 

Conner Net Close 12 3 4-10 12000 (R) 5 Ion, Limited Ammo 3, Slow-Firing 2

Mag Pulse TorpedoLauncher

Short 4 1 3-10 8500 6 Ion, Breach 2, Guided 1, Limited Ammo 3, Slow-Firing 1

Jamming Beam Close - - 3-10 5000 6 Accurate 1

Page 114: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 114/142

 

Nestled just near the border of the Mid Rim,

the Savareen sector is, for many, the gateway

into the wilderness of the Outer Rim. Not as

rough-and-tumble as the large swath of Hutt

Space further to the galactic north, nor as

structured and controlled as the Corporate

Sector even farther away, the Savareen sector is

a unique combination of civilization and

frontier; a galactic border town.

Located near the terminus of the Corellian Run,

one of the galaxy’s largest trade routes, the

Savareen sector is home to worlds like Rodia

and Christophsis, large, developed worlds home

to millions. It also holds worlds like Nelvaan,

worlds that are untapped, rich worlds full of

promise, only recently visible in the galactic eye.

Despite the vast developmental differences

between worlds like these, though, all the

systems of the Savareen sector have one

heartbeat  –  the search for the rare and the

novel. Far from the galactic core, the mysteries

of the galaxy’s frontier feel almost tangible

here. It’s this hope that pulls explorers, hunters,

and treasure-seekers from around the galaxy

into this portal into the Outer Rim.

Page 115: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 115/142

 

Astronavigation Data: Tyrius System, Savareen

Sector, Outer Rim Territories

Orbital Metrics: 305 days per year/29 hours per

day

Government: Clan-based dictatorship

Population: 1.4 billion (Rodian 98%, Other 2%)

Languages: Rodian, Huttese, Basic

Terrain: Jungle, swamp, ocean

Major Cities: Iskaayuma (capital), Equator City,Matza, Karsteeku, Samana, Yusk

Areas of Interest: Chekkoo Enclave, Wesessa

Sea, Sirinettu Highlands

Major Exports: Weapons technology, tracking

equipment, exotic animals

Major Imports: Foodstuffs, luxury goods

Trade Routes: None

Special Conditions: None

Background: Rodia is the green jewel of the

five-planet Tyrius system; a lush, wet world

known for its variety and complexity of tropical

flora and fauna. Nearly the entire world is

watery in one way or another, from its dense

tropical rainforests to its swampy jungles to the

vast seas that cover a majority of the planet.

Although the environment is a rich one, it also

bears many dangers. The fruitful land has given

rise to fierce predators, and this has influenced

the Rodian culture in many ways. The Rodians

have been shaped by these dangerous wilds

into a violent hunter people, a cultural

tendency that took a great deal of effort to

work past before rising to prominence in the

galaxy. More prosaically, the tendency of the

wilderness to grow unabated has forced Rodian

settlements into a unusual architectural style  – 

despite the largely hospitable nature of the

environment, Rodians build most of their large

settlements in giant, clear-domed protective

structures.

Most planets that use large enclosures toprotect their settlements do it as amatter of life or death – the environmentoutside is simply unlivable.

Rodia is a different case. Its wilderness iseminently capable of supporting life, socapable, in fact, that Rodians in the pasthave had a hard time constructing long-term settlements that aren’t overrun by

natural growth within a year or two.

Consequently, Rodia has adopted amiddle ground  –  their cities are fullyenclosed, but rarely do they shut out thefull breadth of nature outside. This makesfor an exotic experience for the residents – almost like living inside a zoo.

Page 116: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 116/142

 

The rich world of Rodia could have been one ofmany lost, primitive Outer Rim worlds were it

not for the tenacity of its people. Rising from

the ashes of centuries-long clan warfare, Rodian

society found ways to smooth its rough edges

and emerge as a major player in the larger

galaxy.

The whole history of the planet has been

shaped by competition. Rodia, a verdant,

fruitful world, was bountiful enough to give rise

to several dangerous species. Despite  –  or

perhaps because of  – the vast natural riches of

Rodia, the various native species eventually

grew in numbers enough to force a fierce

struggle for those riches.

Enter the Rodians. While not possessed of the

sheer power of the ghests or the durability of

the karstagg, they possessed a fierceness and

intelligence that allowed them to dominate

their natural world. Ironically, because of the

density of the naturally-grown fauna on Rodia,

the Rodians were unable to effectively turn the

land for agriculture, and so needed to likewise

compete with the dangerous animals of their

world to survive.

This fight to live shaped Rodian culture for the

rest of time. They became extraordinarilyproficient at hunting, and when early Rodians

started running out of dangerous creatures to

hunt, they began to hunt each other. This

turned into a cycle of internecine warfare

between Rodian clans that lasted for hundreds

of years.

It wasn’t until the advent of the Soammei clan

into prominence that Rodia saw its first glimmer

of global organization. Their leader, through

force of both arms and personality, created the

position of Grand Protector to act as dictator

over all Rodia.

This first government was none too soon, as

short years after the Protectorate was

established, the first visitors from the galactic

core arrived on Rodia. Although the Rodians

were  –  as had become their wont  –  initially

violent towards the newcomers, the current

Grand Protector arrested the violence in favor

of learning about the galaxy beyond, reasoning

that intergalactic travel offered Rodianssomething new and highly desirable  –  the

chance to hunt and dominate somewhere

completely new.

As Rodians began to integrate into galactic

society, having joined the Republic as early as

fifteen thousand years before the Battle of

Yavin, their skills as hunters and trackers

became well-known throughout the galaxy.

They continue, to this day, to be known as someof the keenest bounty hunters the Outer Rim

has to offer.

Today, Rodia remains a relatively free society

despite the hegemony of the Galactic Empire.

Although the Empire is fiercely pro-human,

Rodia has largely been spared any Imperial yoke

simply because her people are so critical to the

institution of bounty hunting, a practice both

sanctioned and encouraged by the Empire.

The eponymous residents of Rodia, the Rodians

are a culture of directed aggression. Despite

their shorter-than-average stature, this reptilian

people is well-represented in the prominent

Page 117: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 117/142

 

actors of the Outer Rim, and even the galaxy as

a whole.

Rodians naturally tend towards roles that

involve tracking or hunting, as is supported by

their biology. They are largely colored in huesthat afford them camouflage on their home

world, which are most often shades of yellow

and green, although abnormal pigmentations

like red or blue are recessive traits that show up

in occasional members of the species. They

have exceptionally good perceptive senses, with

a greater-than-average vision, allowing them to

see farther into the infrared spectrum than

humans.

Rodians have social structures centered around

clans, large multi-family groups that originally

banded together as regional civilizations. These

clans are now the foundation of cultural power

in Rodian society, with the most powerful of the

Rodian clans given the right to place a Grand

Protector in charge over all Rodia.

Although Rodian culture was originally

characterized by internal strife, Rodians have

found many ways over the years to turn their

aggressive tendencies into useful assets for

their development as a culture. The most

prominent of these, of course, is their rise to

prominence as some of the premiere bounty

hunters and trackers in the Outer Rim. This has

seen Rodians spread throughout the Mid and

Outer Rim to become an extraordinarily

populous species.

Interestingly enough, another development ofthe Rodians’ sublimated aggression has been

their notable dramatic theater production.

Their original Rodian theater was designed to

be a popularly consumed bloodsport, but over

time, the fights evolved into something more

ritualized. This gradual development into

something visibly creative has created an

appreciation for the arts in Rodian society,

something that often seems paradoxical to

outsiders.

Rodia is characterized by its flourishing jungles

and forests, and many of its most interesting

and exciting sites are outside of the civilization

Rodians have worked so hard to build. The

following is a selection of some of the places to

see on Rodia.

Nestled on the southeastern shores of the Sika

Peninsula on Encheeko, Iskaayuma is the

current capital city of Rodia, recently replacing

Equator City as seat of power. This recent

change was due to Rodia’s current Grand

Protector, Navik the Red of the Chattza clan,

desiring to minimize the influence of outside

voices on his governance of the Rodians.

Iskaayuma reflects this desire for control, as the

city is in a perpetual state of near-martial-law. A

common sight for citizens is a marching squad

of Navik’s maroon-clad Protector’s Guard.

Iskaayuma’s other large industry  –  other than

government  –  is weapons manufacturing, and

there’s no bigger name in Iskaayuma weapons

manufacturing than Rodmark.

Interestingly enough, Rodmark used to be only

in the middle of the pack of local weapons

manufacturers, but after Navik the Red’s ascent

to power, he went after the heart of the Roolek

Page 118: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 118/142

 

clan, who had holed up in Rodmark Weapons

Plant. The subsequent takeover and

nationalization of the planet has brought it

more success and profit than it ever had under

control of the Roolek clan.

This large body of water emptying into the Iuliu

Sea is actually the geographical center of

Iskaayuma. As the city grew, it built outwards

from its initial harbor until it fully surrounded

the bay.

The heavy industrialization of Iskaayuma has

resulted in substantial changes to the ecology of

the bay. Originally a relatively-deep inland body

of water, as the land was cleared to further

develop the city, the shores of Chattza Bay

pushed further and further inland and the

water level of the bay dropped until its

connection to the Iuliu Sea was nearly dry.

Subsequent efforts have been made to restore

the flow of water out from the bay into the sea,

as the bay acts as a source of both recreation

and drinking water for the city residents.

Known in Basic as the Grand Protector’s

Hunters’ Guild Hall, this large complex of

buildings serves as the seat of the Grand

Protector’s Hunters’ Guild. The Hunters’ Guild is

the most ancient of Rodian bounty hunting

organizations, with ties back to the very first

bounty hunters ever allowed off-planet.

The Eanca Goa-Ato, in addition to containing

facilities for governing the Hunters’ Guild, also

contains a great chronicle of all the previous

hunts of guild members, a large auditorium, and

special chambers reserved for the Grand

Protector himself.

One of the few capitulations to visitors,

travelers, or the arts, the Iskaa Concert Hall is

the home stage for the world-renowned Rodian

Galactic Drama Troupe. Designed in the style ofsome of the earliest Rodian coliseums, this

ornate, open-air auditorium sits on the shore of

the Chattza Bay and, especially when the

Rodian Galactic Drama Troupe is in town, can

hold nearly twenty thousand viewers. The

Concert Hall is notable for being  – according to

Julo Rodof’s Travel in the Outer Rim – “the only

place really worth seeing on the whole

continent of Encheeko.” 

Navik the Red, the current leader ofRodia –  its Grand Protector – is the mostprominent member of his own Chattza

clan.

He rose to power after the fall of theRepublic, and he made several brutal,

hard moves to get there. He took steps todisplay his power by turning the might ofhis Chattza clan against the weaker Tetsuclan. This served a twofold purpose. Notonly did it demonstrate to the rest of theRodians his power and resolve – a criticalrequirement for ascending to the role ofGrand Protector  –  but it eliminatedideological rivals in the more peace-

loving Tetsu clan.

Once in power, Navik continued ruling

with a hard hand. He was relentless inhunting down the remainder of the Tetsuclan, despite its expulsion from the homeworld. He also continued to consolidatehis power by moving Rodia’s capital from

its traditional home of Equator City to hisclan’s stronghold in Iskaayuma. 

Page 119: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 119/142

 

The largest body of water on Rodia, the

Wesessa Sea sits on the western border of the

continent of Betu. As the location of some of

the final battles of Rodia’s destructive inter-clan

wars, the sea holds great historical significance

for most Rodians.

Far in the northern reaches of the Wesessa Sea,

this historical battlefield appears as normal as

any other part of the vast ocean. However, once

underwater, the countless sunken wrecks of

ancient Rodian naval vessels tells the tale ofRodia’s most destructive historical war, the

Third Great Conflict. This was the deadliest war

Rodia ever saw, and it was their final one before

taking to the stars.

The multi-front war came to an end here, at the

Senna Naval Battleground, where Rodia’s first

Grand Protector forced two opposing clans to

back down under threat of extraordinary force.

This marked the beginning of Rodia’s

Protectorate government. It is said that the first

Grand Protector, upon his death, was given a

full burial at sea at the Senna Naval

Battleground.

This large archipelago sits in the western waters

of the Wesessa Sea. Home to the An’yettu clan,

these islands are a soft prison for its people.

The current Grand Protector of Rodia imposed

heavy geographical restrictions on the An’yettu

clan, who he felt were making unearned inroads

into the continent of Betu to the east.

Consequently, he limited An’yettu holdings to

this archipelago, and forced official clan

settlements to uproot and return to the islands.

While the islands are rich in natural resources

and are very capable of supporting the An’yettu

clan at its current size, the population of the

island is firmly opposed to the rule of Navik the

Red, the current Grand Protector, and many of

its inhabitants feel that their efforts would bebest spent consolidating power in anticipation

of making a move on Navik when he and his

Chattza clan next show weakness.

One of the most ancient still-standing

settlements on Rodia, the Chekkoo Enclave is

something larger than a town, but lacking in the

infrastructure of most modern Rodian cities.

Originally built over twenty thousand years ago,

the Chekkoo Enclave is an unenclosed

settlement constructed largely out of quarried

stone, although most modern repairs are made

with other materials, giving the buildings a

patchwork appearance.

In lieu of an environment dome, the enclave is

protected from overgrowth by a series of

concentric walls, four in total. The majority of

the enclave’s living facilities and working places

lie in a massive tower located in the center of

the settlement. This tower, built in sections

over the course of a hundred years, sits nearly

fifty stories tall. Other smaller buildings radiate

out from the tower’s base, but the innermost

wall prevents much further expansion, limiting

the settlement to its current population of two

hundred thousand Rodians of the Chekkoo clan.

The Sirinettu Highlands is the largest mountain

range on Rodia  –  although compared to

offworld mountain ranges, it’s rather short. The

unique feature of the Sirinettu Highlands is its

Page 120: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 120/142

 

vibrancy. While most mountain ranges are

limited to a small subset of a planet’s flora and

fauna, the Sirinettu Highlands sit in the middle

of a large, dried inland sea on the continent of

Betu, and consequently don’t rise very far

above sea level. This mountain range, then, iscovered from foot to peak in dense jungles.

Some of the rarest forms of life on Rodia dwell

in the Sirinettu Highlands. The Zooptu “soaring

snake,” once thought hunted to extinction, can

be found flying and dwelling in the upper

altitudes of the mountains, while the

ponderous, two-headed Guriguri dwells in the

valley surrounding the highlands.

The Sirinettu Highlands are also the main source

of the tree which grows the Galma fruit, a deep

red fruit prized for its nutritional density. The

largest construction in the Highlands is a group

of several Rodian orchards on the eastern face

of the mountains designed just to harvest this

fruit.

Rodia’s vast jungles are home to many different

creatures, and collectors and xenobiologists all

over the galaxy relish the opportunity to see

them. The greatest and deadliest of all the

creatures from Rodia, however, remains its

clever and dangerous masters, the Rodians.

These giant, six-meter long reptiles sit

comfortably at the top of the food chain in

some swampy areas of Rodia. They have four

clawed legs, although they are capable of

rearing up onto their two hind legs and using

the front legs as grasping arms. Rodians

originally assigned a mystical quality to the

Ghests; because of their capacity to hide so

effectively and strike so quickly, they were

originally called “swamp demons,” believed to

be spirits responsible for taking the souls of the

dead.

Skills: Brawl 3, Perception 1, Resilience 1,

Stealth 1, Vigilance 1 

Talents: None

Abilities: Lurker (may take a maneuver to

descend into mud or water, forcing a

Perception vs. Stealth check to see it)

Equipment: Feral Claws [Brawl, Damage 9,

Critical 3, Range: Engaged, Disorient 1], Toothy

Maw [Brawl, Damage 4, Critical 2, Range:

Engaged, Vicious 3]

The Kwazel Maw, an oceanic slug species,

shares many similarities with other species of

slugs found around the galaxy  –  with theexception of its size. Capable of growing up to

100 meters in length, the Kwazel Maw is rarely

seen on the surface. Instead, it hunts its prey

with a unique lure. In the bottoms of deep

swamps and other bodies of water, the Kwazel

Maw entrances its prey with a series of

bioluminescent lights along the length of its

body, and when it moves in close to investigate,

the Maw swallows it whole.

Skills: Brawl 2, Deception 2, Perception 1,

Resilience 3, Stealth 2, Survival 1, Vigilance 1 

2 0 0

-

2 1 2

2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

8 0 0

5 -

1 3 3 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 121: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 121/142

 

4 0 0

0 -

3 1 1 2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

4 0 0

-

3 1 1 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Talents: Adversary 2

Abilities: Bioluminescent Flash (As a maneuver,

may make a Deception check against any target

in Short range; upon succeeding, the target

takes to its next check against the Kwazel

Maw), Silhouette 3

Equipment: Full-body Tackle [Brawl, Damage 8,

Blast 4, Critical 4, Range: Engaged, Disorient 2]

Also known as the Rodian Karstag, this

amphibious mammal is a common sight in

Rodia’s deep forests and swamps. While larger

than Rodians, this predator usually chooses to

dine on much smaller creatures, such as fish

and rodents, although if pressed, it’s quite

capable of defending itself against much larger

creatures. Covered in a leathery armor shell,

the Karstag is as home in the water as it is out,

and it’s capable of moving rapidly in both

environments, thanks to its webbed feet. In

addition to its natural armor, the Karstagg has a

particularly deadly spiked tail, which the

creature uses as a swung weapon.

Skills: Brawl 3, Perception 1, Resilience 2,

Survival 1

Talents: None

Abilities: None

Equipment: Bite [Brawl, Damage 4, Critical 3,

Pierce 2, Range: Engaged], Spiked Tail Club

[Brawl, Damage 7, Critical 2, Pierce 1, Range:Short, Vicious 1]

This small, serpentine winged creature is known

to Rodians best as the “soaring snake.” Born in

nests in the jungle canopies, Zooptu drop to the

ground as hatchlings and appear to be normal

serpents until their first adult molt, when two

pair of small wings emerge on the snake’s body.

As the wings grow, the Zooptu becomes a more

and more capable flyer until it eventually

spends most of its time in the upper boughs of

the highest jungle trees, hunting birds and

other small creatures. Zooptu rarely attack large

creatures (Rodians included), although when

pressed to defend themselves, they are more

than capable of delivering a painful, long-lasting

venom to anyone.

Skills: Athletics, Perception, Stealth, Survival,

Vigilance

Talents: None

Abilities: Flyer (adult Zooptu are proficient

flyers, see the EotE core rulebook page 202)Equipment: Venomous Fang [Brawl, Damage 3,

Critical 1, Range: Engaged, Pierce 2, Burn 4]

Page 122: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 122/142

 

Rodia’s hunters and trackers are regarded as

some of the best all across the galaxy, but some

of the most lauded of all of Rodia’s hunters are

those from the Goa-Ato, or the Grand

Protector’s Hunters’ Guild. The Goa-Ato is an

ancient society, having been around since the

very first Rodians traveled offworld in search of

new quarries. Today, this guild still represents

the best of the best from Rodia, with new

members being inducted by guild consensus

and approval of the Grand Protector after

particularly dangerous, successful, or thrilling

hunting quests.

Skills: Athletics 1, Brawl 1, Coercion 1,

Deception 1, Discipline 1, Gunnery 1, Melee 1,

Perception 1, Ranged (Heavy) 2, Ranged (Light)

2, Resilience 1, Stealth 2, Survival 2, Vigilance 1 

Talents: Adversary 1, Expert Tracker 1 (Remove

from checks to find tracks or track targets.

Decrease time to track a target by half.), Hunter2 (Add to all checks when interacting with

beasts or animals. Add +20 to Critical Injury

results against beasts or animals.), Natural

Marksman (Once per session, may reroll any

Ranged (Light) or Ranged (Heavy) check.), True

Aim 2 (Once per round, may perform a True

Aim maneuver to gain benefits of aiming and

upgrade combat check twice)

Abilities: None

Equipment: Modified blaster rifle [Ranged(Heavy), Damage 9, Critical 3, Range: Extreme,

Cumbersome 2, Accurate 2, Stun setting],

Vibroknife [Melee, Damage 4, Critical 2, Range:

Engaged, Pierce 2, Vicious 1], Blaster pistol

[Ranged (Light), Damage 6, Critical 3, Range:

Medium, Stun setting], Electrobinoculars

5 0 0

4 -

4 2 3 2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 123: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 123/142

 

Astronavigation Data: Christoph System,

Savareen Sector, Outer Rim Territories

Orbital Metrics: 369 days per year/26 hours per

day

Government: Merchant-led oligarchy

Population: 35 billion (Human 68%, Rodian

13%, Kerkoiden 11%, Other 8%)

Languages: Basic, Rodian

Terrain: Crystalline, rocky

Major Cities: Chaleydonia (capital), Soriniya,

Deep Mooritona

Areas of Interest: Mooritona Canal, Great

Crystal Sea, Farinom Impact Zone

Major Exports: Raw materials and minerals,

Artwork, Industrial goods

Major Imports: Foodstuffs

Trade Routes: Corellian Run

Special Conditions: None

Background: Christophsis, the crystal world, is a

geological rarity. The planet’s surface is almost

entirely covered in blue-green crystal growths,

reflective and visible even from orbit. This led

some spacers to give it the nickname “the

Savareen Sapphire,” and many of those whoapproach the planet on the day side might

agree with that assessment.

Christophsis is also notable for being the most

densely-populated world in the Savareen

sector, and indeed, is one of the most

populated worlds in the Outer Rim. While it is

indeed a beautiful  planet, the reason for its

large population has more to do with itslocation than anything else  –  it’s the primary

hub on the Corellian Run for the Savareen

sector. This, combined with Christophsis’s

unique geological makeup, has allowed industry

to flourish and populations to grow and support

that industry.

NATURAL LIFE

Because of Christophsis’s planetary

geology  –  the surface is nearly entirelycrystalline  –  very little in the way ofnatural organisms live on the surface. Thefew that do are usually imported species

from visitors or immigrants to the planet.

Christophsis isn’t without its own

ecosystem, though. Deep beneath thesurface of Christophsis lies a vast,underground cave system that supports

many different varieties of life.

These life forms rarely interact with theChristophsians on the surface, havingadapted to living in the dark, dank caveenvironments. Miners have reportedoccasional encounters with thesecreatures, although usually the twogroups know to stay out of each other’s

way.

Page 124: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 124/142

 

Christophsis has long been defined by itsdesirability, both as a world replete with

harvestable resources and as a key waypoint on

a major hyperlane. From its early history as a

mining colony to its recent history as a major

point of contention in the Clone Wars,

Christophsis has never been short on suitors.

Ever since its discovery, early in the plotting of

the first major hyperlanes, Christophsis has

been recognized as a treasure trove of raw

materials. At the center of a system with three

major asteroid belts  –  the Barren, the

Hammers, and the Halo  –  Christophsis has, in

addition to its own rich land resources, been a

prize for those who would journey into the

system.

However, for many thousands of years, the

sheer volume of asteroids in the approach to

the planet meant that only the bravest or the

most foolhardy would attempt to tap into its

resources. Consequently, up until about five

hundred years before the dissolution of the

Republic, Christophsis was only a curiosity,

deemed too much of a risk to mine, despite its

large potential.

That changed when a Core Worlds mining

concern from Tepasi made a concerted effort

and expenditure of resources to transform the

planet and its system into a workable mining

colony. While the effort was extraordinarily

expensive, as the first crews began to mine

Christophsis and its nearby asteroids in earnest,

they discovered deep mineral veins far in excess

of their original projections. The planet had

transformed from a location of interest to

speculators to a seriously prolific mining colony

in just a few short years, and the original

investors’ efforts paid off handsomely. 

The rapid growth – in both cultural prominence

and resource output  –  continued up until the

onset of the Clone Wars, at which time it was

notable as one of the largest citizenries in the

whole Outer Rim. This fact didn’t escape either

side in the war, both of whom set their eyes on

Christophsis as a critical strategic resource.

Over the course of the war, the planet changed

hands several times, at times even existing in

partial control of both sides. This unstable

allegiance was aided by the collapse of the

planets oligarchical government at the

beginning of the war. This collapse escalated

tensions between the native Christophsian

humans and the native Rodians, Kerkoiden, and

other non-humans, the latter of whom saw the

humans as representative of the oligarchy that

had oppressed them for so long.

After the end of the war and the transformation

of the Republic into the Galactic Empire,

Christophsis saw a return to its pre-war form. It

fell under the loose control of the Empire, and

its mercantile oligarchy was reinstated under

direction of Moff Grinak, governor of the

Savareen sector.

The majority of Christophsis’s thirty-five billion

inhabitants are humans, although non-humans,

chiefly Rodians and Kerkoidens, represent

nearly a third of the population. Humans also

made up the largest part of the merchant ruling

Page 125: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 125/142

 

class, although that group represents fewer

than ten percent of the population.

Despite its shining appearance from space,

Christophsis is a world marred by class conflict.

The majority of Christophsians lives on theplanet to support its massive mining endeavors

in some way, shape, or form, and they make up

a laborer underclass that sees little of the vast

prosperity Christophsis’s oligarchs possess. This

results in a perpetual undercurrent of

dissatisfaction with the ruling merchant class,

which often comes to the surface in times of

instability, as seen during the Clone Wars.

However, none of the citizens of Christophsis

sink into the depths of poverty that one might

see in Coruscant’s Invisible Sector, for example.

The reason for this is twofold. Primarily, this is

because the expansionistic nature of mining in

the Christoph system requires frequent new

workers, and wages must be kept high enough

to attract miners and laborers from out of the

sector. Secondarily, as the wealthy of

Christophsis have expanded across the surface,

driving the creation of its massive cities visiblefrom orbit, they’ve abandoned older areas in

favor of new ones, allowing “second-hand”

cities to be repopulated by the lower classes.

This has prevented, or at least slowed, the

descent of poorer neighborhoods into slums.

Most travelers to the Christoph system rarely

see more than the impressive approach into

Chaleydonia or one of its sister cities, since all

business is conducted in the metropolitan

areas. However, naturalists and geologists see

an entirely different world  –  Christophsis’s

unique environment provides habitats for

several rare cave-dwelling species, and there

are truly remarkable sights to behold below the

surface of the planet.

Christophsis also isn’t without its share offortune-seekers looking to strike it rich the way

the daring often did before the arrival of the

major mining companies. Although most of the

surface mines are kept under tight control,

some spacers still manage to slip into the

asteroid thickets and harvest valuable cargo

from the ground there.

Chaleydonia, the teal-hued capital of

Christophsis, is the largest major city on the

planet and center of commerce and social life.

Because of the giant crystals harvested as

construction material for the vast majority of its

structures, it’s known to residents simply as

“Crystal City.” 

Despite being the site of multiple major ground

battles during the Clone Wars, Crystal City saw

very little in the way of long-term harm to its

growth. Because of the use of local crystals as

the backbone for construction, Chaleydonians

were able to use a special “re-seeding” process

to grow back most of the war’s damage within

months.

The New Tagge Mercantile Hall is the dual seat

of government and economic power on theplanet. Built immediately after the founding of

the first Christophsian mining concern, the Hall

is mostly occupied by high-volume materials

traders managing sales and acquisitions for the

industrial and commercial interests of

Christophsis.

Page 126: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 126/142

 

While most offworld business matters are

handled discreetly in high-altitude or orbital

facilities, the Mercantile hall is one of the few

places on the planet’s surface where

offworlders are at least as prevalent as natives.

Consequently, this is one of the few placeswhere a fixed Imperial garrison is assigned,

given that billions of credits change accounts in

here each day.

On the very fringes of Crystal City sits

Christophsis’s densest population of

Kerkoidens, the third-most-represented species

on the planet. While the residents call it “Hiren

Maldine,” Kerkoidese for “Maldinian’s Hope,”

most of the non-Kerkoiden residents of the city

simply know it as Little Kerkoidia.

Little Kerkoidia is notable for being the only

spot in the city where arboreal life flourishes, as

the Kerkoidens erected a large savannah-styled

arboretum in the center of the neighborhood.

The arboretum is also kept stocked with a small

supply of Kerkoiden Farrabeasts, a grassland

animal featured prominently in Kerkoiden

cooking.

The subterranean city of Deep Mooritona

stands out among the numerous cities of

Christophsis for being a real experiment. As

surface mines became less and less profitable,

many of the mining facilities moved deeper and

deeper underground. While this opened upaccess to richer sources of materials, it also

presented logistical challenges, as planetside

supply lines became crowded and slow.

Deep Mooritona was a proposed solution for

that. Sitting at the junction of several core mine

access tunnels, Deep Mooritona started as the

management facility in charge of directing

traffic to the core mines. As technology and

processes improved, supply line issues abated,

but Deep Mooritona was still well-placed to

make an impact on the larger and largerunderground mines. Since deep delves into the

mines took increasingly long periods of time, it

became convenient to add to Deep Mooritona

the resources necessary to support a long-term

settlement, primarily to house miners and

support personnel.

Today, Deep Mooritona remains a busy hub of

activity for miners working long tours of duty in

the core mines. While few make permanenthomes here, preferring to stay for only months

at a time, the city is central enough to all the

mines that it maintains a year-round population

in the hundreds of millions, making it one of

Christophsis’s largest cities. 

The Mooritona Canal is jokingly referred to by

the miners of Deep Mooritona as “that big

mistake.” Connected to a vast underground

water system, the Mooritona Canal encircles

Deep Mooritona and heads off in one direction

into what appears to be a core mine access

tunnel.

The first mining groups to tap into the surface

at the location that would become Deep

Mooritona attempted to branch out first in the

direction of the Mooritona Canal. Believing the

already-partially-bored route along thewaterway would save effort, the miners bored

the tunnel for about three kilometers before

work abruptly halted and all the miners

disappeared. Follow-up investigative crews

found no remains of the miners, and in the

interim, other mine access tunnels had been

Page 127: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 127/142

 

started. After the fact, geological surveyors

determined that it would be potentially

dangerous to keep building along a waterway

the size of the Mooritona Canal anyway, and

the effort there was abandoned with little

fanfare.

Not really a “sea” in the traditional sense, the

Great Crystal Sea is a collection of constantly-

shifting crystal shards in the southern

hemisphere of Christophsis. Located on top of

the intersection of several major fault lines, the

Sea is thought to be caused by a naturally-

occurring seismic event that breaks downcrystal growths after a certain amount of time.

The crystals of the Great Crystal Sea are highly

prized by both artists and engineers, for

obviously different reasons. The crystals from

the Sea are extraordinarily resilient, and they

are ideal for shaping and cutting into jewelry

pieces. Additionally, the crystals react

sympathetically to multiple forms of energy,

and Christophsian scientists have been workingfor years to adapt them into power generation

devices. These dual facts have been the cause

of at least one notable incident where a

Christophsian noble was hit by a stun shot and

then subsequently vaporized.

Even though the crystals from the Great Crystal

Sea are potentially valuable, few venture to the

sea to harvest them. The terrain is notoriously

unsteady and dangerous, being known to

swallow excavating parties whole. Crystals in

the sea have also been known to cause strange

feedback loops in the repulsorlifts of certain

types of vehicles, compounding the issue.

One of the first regions on Christophsis turned

to a profitable resource-gathering site is the

Farinom Impact Zone. Fifty kilometers south of

Crystal City sits this large scarred plain, the site

on the planet where asteroids most frequently

fall. Believed to be caused by gravitational

“eddies” in the gravity well of Christophsis, the

Farinom Impact Zone sees over three hundred

asteroid impacts every year.

Although the danger posed by an asteroid

falling onto someone’s head can’t be

overlooked, the Impact Zone is rich with

minerals ready-extracted from the brokenasteroids that pockmark the surface. A global

sensor net currently tracks the movement of

the asteroids, and most of the large mining

companies schedule resource retrieval around

those warnings.

While that information is kept proprietary, it’s

not unheard of for individuals to venture out

into the Impact Zone in an attempt to strike it

rich. Fottari Zubo, one of the first Kerkoidens tomanage a mining company, is said to have

made his first hundred thousand credits by

rolling the dice at the Farinom Impact Zone and

turning his profits into a business. How true the

story is remains unknown, as most scavengers

in the Impact Zone rarely have the resources to

gather much in between the trips the larger

companies make.

The very first thing that drew speculators into

the Christoph system was its picturesque and

unusually dense asteroid belt system.

Composed of three different asteroid belts,

orbital positions at various points in the system

are thick with asteroids, providing on the one

Page 128: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 128/142

 

hand quite a collection of resources, but on the

other, a massive navigational hazard.

The Barren, the asteroid belt located closest to

the star in the middle of the Christoph system is

the most dangerous to access and

consequently, the least profitable and least

used. Orbiting at a relatively short distance

from the star, these asteroids move unusually

quickly. As such, collisions over the years have

ground the belt down to very small micro-

asteroids.

Few would even consider the Barren as more

than a curiosity but for the fact that the star

Christoph has an unusually high rate of coronal

mass injection activity. Every few hours, a wave

of energy from the star surges over portions of

the Barren, exciting some of the material

contained within. These asteroids glow for days

at a time, during which radioactive fuel material

can be extracted. It also provides for an

observable spectacle; visible from high orbit as

far out as Christophsis.

The Hammers are so named for two reasons.

They were originally called the Hammers

because they represented an enormous

navigation hazard to light freighters and

exploration vessels trying to make it to

Christophsis.

After the planet was popularized as a center of

mining, the mining corporations tried

rebranding the belt as the “Tepasi Hammers of

Christophsis” because of their unique

interaction with Christophsis’s gravity well and

its Farinom Impact Zone. While the new name

didn’t stick, it’s undeniable that the Hammers

function effectively as another tool in the

mining companies’ toolbox. 

At the very edge of the Christoph system,

beyond the orbit of its outermost planet,

Erodsis, sits the largest asteroid belt in the

system, the Halo. The Halo belt is the most

accessible to newcomers in the system, as it’s

farthest from the monitored spacelanes.

Unfortunately, its accessibility also means that

it’s the most picked-through of the resource

mines. It’s not uncommon for a prospective

miner to set down on a promising asteroid in

the Halo and find several deep tap shafts

already dug into its core, with abandoned

mining equipment simply left there.

The Halo was the very first of the asteroid belts

in the Christoph system to be noticed, and it

was inspection of this belt by crews plotting the

Corellian Run that originally drew visitors into

the Savareen sector.

While the vast skyscrapers of Christophsis’s

large cities might lead one to think Christophsis

has few mysteries left, the vast caverns

underground would give that assumption the

lie. The mining corporations of Christophsis

have made themselves masters of the surface,

but what lies below is its own world.

Page 129: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 129/142

 

A common sight in the underlevels of many

large metropolises and ecumenopolises,

duracrete slugs are large silica-consuming

parasites. Believed to have originated in the

Core Worlds, probably Coruscant, these large

mollusks feed off of building materials,

especially duracrete. They rarely interact with

people, but they can be very destructive to

property.

Skills: Resilience Talents: None

Abilities: Silhouette 2

Equipment: Consume [Resilience, Damage 10,

Critical -, Range: Engaged, Breach 2, Prepare 2]

This leathery-winged avian predator makes its

home in high aeries wherever there are strong

wind currents, and as a result, they’re

commonly found in cities and mountains alike.Hawk-bats are most often found in large

groups, and they’d hunt their prey –  duracrete

slugs among them –by mobbing it and tearing it

to pieces. Hawk-bats are not threatening to

people or other large animals, although they

can be dangerous  –  especially in a group  –  if

they are adequately provoked.

Skills: Athletics, Coordination, Survival 

Talents: None

Abilities: Flyer (Hawk-bats are excellent flyers,

see EotE core rulebook p.202)

Equipment: Fell Swoop [Coordination, Damage

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

Of all the creatures that make their homes deep

underground the surface of Christophsis, this

one is perhaps the most commonly seen, as

reported by the miners of Deep Mooritona. The

aquanid is a large, water-dwelling spider. These

spiders are known to be fiercely individualistic,

rarely coexisting with even their own kind.

Capable of growing up to a meter in length, the

aquanids will prey on anything they can isolate

and attack, even other aquanids.

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

Perception 1, Stealth 2, Vigilance 1 

Talents: None

Abilities: Amphibious (aquanids may breathe

underwater without penalty and never suffer

movement penalties for traveling through

water), Paralyzing venom (targets hit by theaquanid’s “bite” attack must make an Average 

( ) Resilience check or be immobilized for

one round)

Equipment: Bite [Brawl, Damage 5, Critical 3,

Range: Engaged, Pierce 1]

3 0 0

-

1 1 1 2 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

1 0 0

-

3 2 2 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

3 0 0

-

2 2 3 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 130: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 130/142

 

Also referred to as “tunnel wraiths” by the few

who have been unlucky enough to see them,

these large, vole-like creatures dwell in the

near-total-darkness of Christophsis’s vast

underground caverns. Fiercely territorial,

subterrics live in large dens of dozens or more – 

reports from surviving miners only report

experiencing several. Subterrics rarely hunt

people or large animals as prey; they’re only

aggressive when confronted in their nests.

Unfortunately for most who dwell below the

surface, though, subterrics are nearly invisible

to the naked eye, possessing a gland that

enables the subterric to absorb energy on the

electromagentic spectrum, including visible

light.

Skills: Athletics, Brawl, Stealth, Survival,

Vigilance 

Talents: None

Abilities: Energy Leech (Subterrics have +1defense against any energy-based weapons),

Imperceptible (Subterrics are effectively

invisible to the naked eye; sensing them

requires a Hard ( ) Perception check)

Equipment: Rip and tear [Brawl, Damage 5,

Critical 4, Range: Engaged, Vicious 2]

Christophsian miners come from all over the

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

Skills: Athletics, Brawl, Discipline, Knowledge

(Education), Mechanics, Ranged (Light),

Resilience, Survival 

Talents: Strong Arm (treats thrown weapons as

if they had one greater range)

Abilities: NoneEquipment: Light blaster pistol [Ranged (Light),

Damage 5, Critical 4, Range: Medium, Stun

setting], Mining equipment (breath mask,

mining laser, glow rods, scanner goggles)

The near-total hold that Christophsian mining

enterprises have over the planet means that, no

matter what you think you’re doing, you’re

always doing business with someone. Those

individuals in high positions with a corporation

or very successful individual businessmen have

a huge degree of control over the life of the

average Christophsian.

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

1, Knowledge (Core Worlds) 1, Knowledge

(Education) 1, Negotiation 3, Streetwise 1 

Talents: Nobody’s Fool 1 (May upgrade

incoming Charm, Coercion, or Deception checks

once), Smooth Talker 2 (May spend to add

to Negotiation checks), Natural Negotiator

(Once per session, may reroll any Cool or

Negotiation check)

Abilities: NoneEquipment: Holdout blaster [Ranged (Light),

Damage 5, Critical 4, Range: Short, Stun

setting], Datapad, 1000-credit credit chip

2 0 0

-

2 1 2 1 1

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

2 0 0

-

2 2 2

1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

2 0 0

-

2 3 2

2 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 131: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 131/142

 

Astronavigation Data: Koobi System, Savareen

Sector, Outer Rim Territories

Orbital Metrics: 349 days per year/24 hours per

day

Government: Tribal

Population: 23 million (Nelvaanian 96%, Bothan

3%, Other 1%)

Languages: Nelvaanese, Basic

Terrain: Glaciers, Mountains, Rivers, Forests

Major Cities: Rokrul settlement

Areas of Interest: The Mother’s Breath, the

Frozen Weald, Tsu’rey Monitoring Post, Otthont

Az Ördög

Major Exports: Water

Major Imports: None

Trade Routes: None

Special Conditions: None

Background: Nelvaan is a world that has only

recently been considered part of the general

astronavigational corpus of the Savareen sector.

For thousands of years the world existed as a

quiet, temperate world, although in recent

years, the world has been effectively

terraformed into an arctic globe.

The primary inhabitants of Nelvaan are the

native Nelvaanians, an undeveloped people

who live in small tribal groups scattered over

the face of the planet.

Until the transformation of the planet during

the Clone Wars, Nelvaan was only occasionally

visited by outsiders, and no civilization ever saw

fit to establish a long-term colony or settlement

there.

In recent years, Nelvaan has become more

frequently visited, although by and large its

natives still exist outside the sphere of influence

of the galaxy at large.

Nelvaanians, despite existing in a pre-technological culture, are not ignorant ofthe world beyond. As far back as thegalactic Cold War, Nelvaanians had beencontacted by alien cultures, but since noeffort was made by the people of thegalaxy to maintain long-term contact, the

meetings were largely ignored orforgotten.

Even today, when the impact of thegalaxy at large is impossible for theNelvaanians to miss, the usually chooseto ignore those who visit from offworld,perhaps because of the harm they sawvisited on them by the last large group to

arrive.

Page 132: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 132/142

 

Once a beautiful, peaceful planet – if somewhat

out of the way  – Nelvaan has long been home

to the isolated, primitive Nelvaanians. Todaythe world is a frigid world with a people no

longer blissfully isolated from the advanced

galaxy around them.

Nelvaan was originally a pleasant, temperate

world, ignored by most outsiders, and the

Nelvaanians have lived there for thousands of

years in a relatively unchanging state.

Despite being visited on occasion by alien

powers, Nelvaan escaped the fate of so many

other worlds, that fate of figuratively being

ground into fuel for the vast machines that

power the galaxy’s great civilizations. The only

things that Nelvaanians saw with any

consistency were the occasional visits by

Bothan traders using the planet to load their

freighters’ holds up with water. 

This calm was shattered, though, midway

through the Clone Wars. A Techno Union

science team, working for the Confederacy of

Independent Systems, decided that Nelvaan

was the perfect, out-of-the-way planet to use as

a laboratory for several experimental

technologies.

The first and greatest change to Nelvaan wasbrought by a massive power generation device

known as a siphon generator. Constructed deep

underground, the Techno Union’s siphon

generator tapped into the thermal energies of

the planet and converted it directly into

electricity used to power the entirety of a CIS

ground base and all its experiments. The

generator was effective in its task but

inefficient, as it drained excessive amounts of

geothermal energy and caused a climatological

crisis on Nelvaan. Mere weeks after the

generator was first activated, the planet’s

average temperature had dropped nearly thirty

degrees, resulting in a global ice age.

Amidst the drastic changes to Nelvaan’s

environment, the laboratory had a secondary

purpose  –  creating a new breed of cyborg

soldiers to aid the Confederacy’s all-droid army.

The Techno Union tapped the Nelvaanians

themselves as the base biological component,

capturing male Nelvaanians and subjecting

them to experimental genetic and cybernetic

modifications.

Ultimately, the lab was destroyed in an attack

by a strike team from the Republic, but the

effects of the Techno Union’s presence

reverberated far into the future. Nelvaan’s

climate appears to be permanently changed

into its current state, a frozen, icy land.

Similarly, the changes made to the small group

of male Nelvaanians have persisted  – while the

cybernetics were eventually removed, the

genetic modifications seem to have passed

down through male lines, appearing in the sons

and grandsons of the affected Nelvaanian

males.

Nelvaan has a fairly small global population, the

majority of which are Nelvaanians, a tribal

people spread out into small communities over

the face of the planet. They use little-to-no

technology, existing instead as partially

nomadic hunter-gatherers.

Page 133: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 133/142

 

The Nelvaanians have a shamanistic tradition

that centers on worship and communion with

the spirit of the planet, known to them as the

Great Mother. This belief manifests itself in a

careful tending of the land out of deference to

the planet’s well-being. The tribe’s spiritual

leaders ritualistically commune with the Great

Mother, passing on prophecy and direction to

the clans. Some outside observers believe this

shamanism to be connected to Force-

sensitivity, as records from the Clone Wars

indicate that a shaman from Rokrul village

predicted with some degree of specificity the

environmental calamity and the subsequent

resolution that their planet saw.

Nelvaanian societal responsibilities are split

along gender lines. In alignment with their view

of the planet as the Great Mother, Nelvaanian

women were given roles central to the tribe’s

day-to-day life, including construction,

entertainment, and education, while the men

were given roles in the periphery of the tribe’s

life, including tribal defense, scouting, and

hunting.

Very few Nelvaanians ever leave the planet or

interact with the larger galaxy, although ever

since the transformation of Nelvaan during the

Clone Wars, Nelvaan has seen more visitors.

Occasionally, this leads to a curious Nelvaanian

working with alien species and, in rare cases,

leaving the planet with them.

For more information on the Nelvaanian

people, including character creation rules, see

Chapter II: Player Options.

It is a rare traveler that makes it to Nelvaan,given its population and lack of activity.

However, for hundreds of years, Bothan traders

have recognized the world as rich in natural

resources, especially water, and they’ve made it

a stopping point on their trading routes.

Additionally, since the transformation of

Nelvaan from a temperate to a frozen world,

many naturalists from the Mid and Outer Rim

have made their way to the Koobi system to

investigate the new normal on Nelvaan.

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

Techno Union laboratory sits what the locals

call “The Mother’s Breath.” The Mother’s

Breath is a massive, stationary ice cyclone

whipped up from the geothermal energy taps

made by the now-ruined siphon generator deep

underground.

The cyclone spins at speeds varying between 30

and 130 kilometers per hour both day and

night. It’s responsible for a number of strange

weather phenomena in the area, not the least

of which is the fact that the surrounding thirty

square kilometers never see precipitation.

Nelvaanians who live nearby consider this to be

the act of their Great Mother blowing away the

clouds.

Initially, researchers who made it onto Nelvaan

after its ecological cataclysm attempted to use

the icy vortex as a controllable means to

harness wind energy, although several efforts

proved fruitless. Ultimately, the output from

Page 134: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 134/142

 

the winds there was too inconsistent, resulting

in overstressed turbines.

Rokrul settlement is one of the few settlementsof Nelvaanians that has any regular contact with

the outside galaxy. As the settlement most

directly affected by the Clone Wars incursion  – 

they were located a mere seven kilometers

from the Techno Union lab  –  they were among

the first to establish a rapport with off-world

visitors coming to investigate the world’s

changes.

Rokrul is unusual in its more permanent nature.By the dictates of their belief system,

Nelvaanians rarely make permanent

settlements, choosing instead to make minimal

impacts on the land out of respect. Rokrul,

however, was built into a natural cavern system

underneath a mesa, and very little in the way of

excavation has actually taken place. The locals

consider it to be a blessing provided by the

Great Mother to allow them to care for their

people in the face of hardship.

Rokrul is also notable as being the epicenter of

a genetic offshoot in the male Nelvaanian

population. It was the males of Rokrul that were

captured and experimented on by the Techno

Union during the Clone Wars, and many were

able to return following the destruction of the

Techno Union laboratory. It was this effort,

made by a Republic strike team led by what the

Nelvaanians refer to as a “Holt Kazed,” that

inclined Rokrul’s population so much towards

off-worlders. Those returning males were still

able to father children, and their male

descendants inherited the genetic modifications

made to their fathers.

Today, Rokrul is still a small, primitive village by

galactic standards, although with a population

in the thousands, it’s one of the largest

gatherings of Nelvaanians in one place on the

whole planet.

Situated in high orbit above Nelvaan, Tsu’rey

Monitoring Post was established nearly a

decade ago by a group of Bothans as a small

relief station for spacers arriving in the Koobi

system and a place for scientists to gather

planetary information on Nelvaan.

It was constructed piecemeal after a Bothan

trader, Lon Tsu’rey, took off from a water run

on Nelvaan. After exiting the atmosphere, his

sublight engines failed, and he was unable to

clear the planet’s gravity well to make the jump

to hyperspace. He might have been stranded

there for a long time, however, within a week a

research team from Rishi arrived to perform a

planetary survey. Tsu’rey’s ship was

unsalvageable, but the researchers purchasedhis ship and left it in orbit with a permanent

sensor package attached, making it a makeshift

listening post.

The use of Tsu’rey’s freighter became a

tradition of sorts for visitors to the system, and

over the years, arrivals have added to the ship

as they’ve seen necessary. Today, the ship is

entirely encased in modular components,

looking more like the small space station it actsas than like the ship that it was. 

While the crowd that visits Nelvaan has grown

more eclectic since the end of the Clone Wars,

Page 135: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 135/142

 

the majority of visitors are still probably water

freighters, as Nelvaan became a more popular

stop as word of its existence has started making

its way across the Savareen sector. The most

popular place on the planet to fill up on water is

a massive submerged plain known to theNelvaanians as Otthont Az Ördög.

Otthont Az Ördög is the seafloor plain that

surrounds a large, low shield volcano set in the

middle of one of Nelvaan’s largest freshwater

lakes. Following the icing-over of the planet,

the rift zone surrounding the volcano and its

magma flows have broken up the surface ice

floes, making the lake surrounding the volcano

one of the few sources of freshwater thatdoesn’t require extra effort to access.

Visiting Otthont Az Ördög is not without its

dangers, though. The same rifts that keep the

ice melted do occasionally vent lava, and they

vent it explosively, causing large steam geysers

on the lake’s surface. These geysers are massive

in scale  –  more than one freighter sits at the

bottom of the lake, having had its repulsorlifts

knocked out completely by a sudden jet ofheated water.

On a large archipelago near Nelvaan’s equator

sits the Frozen Weald. So named for the thin

layer of frost that sits on the leaves of the trees

here, the Frozen Weald is, ironically, one of the

last places on Nelvaan not completely given

over to ice or snow.

The Frozen Weald is an area on Nelvaan where

no Nelvaanians are believed to have ever lived,

but it’s been noted by visiting naturalists as a

place of great interest, given the relatively high

level of biodiversity there. Because of its high

temperature, compared to the rest of the

planet, the Frozen Weald is able to support

species that scientists have theorized may be

the last of their kind on the whole planet.

Although Nelvaan has almost entirely frozen

over, its life forms are a hardy bunch, and many

of them have thrived in the change, especially

its larger creatures more able to retain body

heat. Nelvaan boasts a wide variety of larger-

than-normal animals, given its slightly lower

gravity  –  eighty-five percent the Coruscant

standard – than most other planets.

While not technically related to its namesake,

the beast of burden so commonly seen around

the galaxy, the white-furred bantha is indeed

similar. A four-legged creature with a dense,

white hairy coat, the white-furred bantha is

found both in the wilds of Nelvaan as well as in

Nelvaanian camps around the planet. As one of

the few creatures that can be reliably tamed

and trained, the white-furred bantha is used as

both a food source and riding creature for the

native inhabitants of the planet.

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

Survival 2 Talents: None

Abilities: Silhouette 3

Equipment: Pointed Horns [Brawl, Damage 7,

Critical 4, Range: Engaged, Pierce 1, Vicious 1],

Trample [Brawl, Damage 8, Critical 2, Range:

Engaged, Knockdown, Disorient 1]

6 0 0

5 -

1 1 3

1 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 136: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 136/142

 

One of the most dangerous creatures on

Nelvaan, the horax is not actually a large-scale

predator. Instead, this massive territorial reptile

uses its curved tusks to dig through thick layers

of snow and ice to reach and consume the

nutritionally-rich burrows of small creatures

beneath. While the horax never has to fight for

its food, it is still very aggressive to any

creatures it finds in the territory it makes as its

home, including others of its species. Native

Nelvaanians would run into a lone horax on

occasion as they moved from one home to the

next, and they’ve become very proficient at

recognizing the marks left by a foraging horax,

knowing that it usually indicates that the tribe

should keep moving. However, there is one

exception to the Nelvaanians’ avoidance of

horaxes – young Nelvaanian males, as part of a

rite of initiation with a tribe’s warriors, might

have to face a horax and live to tell the tale.

Skills: Athletics 1, Brawl 3, Perception 1,

Resilience 3, Survival 1, Vigilance 1 

Talents: Adversary 2

Abilities: Silhouette 4

Equipment: Wicked Tusks [Brawl, Damage 12,

Critical 2, Range: Engaged, Pierce 3, Vicious 2,

Defensive 2], Bone Club Tail [Brawl, Damage 6,

Critical 4, Range: Short, Concussive 1,

Knockdown, Disorient 2], Fanged Bite [Brawl,

Damage 10, Critical 1, Range: Engaged, Pierce 4,Vicious 1]

The nixorr is well-known in Bothan water

freighter hands’ circles as a great way to break

in new crew members. Amphibious and

gigantic, the sight of an eight-legged nixorr

breaking through an ice sheet and climbing

onto the land is enough to turn neophyte

traders as white as the snow outside. Other

than the shock of seeing one for the first time,

nixorr are usually very docile. While quite agile

underwater, where they dine on fish, they

move ponderously slow on land. Nixorr spend

most of their waking hours underwater,

although they emerge onto land to sun

themselves or to sleep.

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

1, Resilience 1, Survival 2 

Talents: Adversary 1

Abilities: Silhouette 4, Amphibious (Nixorr may

breathe underwater without penalty and never

suffer movement penalties for travelingthrough water)

Equipment: Trample [Brawl, Damage 16, Critical

4, Range: Engaged, Blast 8, Knockdown,

Inaccurate], Toothy Bite [Brawl, Damage 12,

Critical 3, Range: Engaged, Pierce 1]

Few of Nelvaan’s creatures are as strange as the

mimarin floater. Nearly ten meters in length,

the first thing most notice about the creature is

its giant gas bladder, a large, red, balloon-like

sac on the creature’s rear. The mimarin floater

biologically synthesizes a lighter-than-air gas

that fills its gas bladder, allowing the large

creature to float several meters above the

ground. Found in small colonies living on top of

Nelvaan’s mesas, the mimarin floaters are

8 0 0

2 -

3 2 3

2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

7 0 0

7 -

1 3 2

2 3

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 137: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 137/142

 

herbivorous and use their hovering to reach the

tops of Nelvaan’s hardy conifers as well as

evade predatory creatures. Mimarin floaters are

able to manipulate their gas bladders to expel

gas at will, acting as a kind of ballast system to

control their flight as well as a defensivemeasure.

Skills: Athletics 1, Coordination 2, Perception 2,

Survival 2, Vigilance 2 

Talents: None

Abilities: Silhouette 3, Hoverer (Mimarin

floaters do not have to spend additional

maneuvers when navigating difficult terrain,

additionally, they may hover at extreme range

from the ground)

Equipment: Expelled Gas [Ranged (Light),

Damage 2, Critical 2, Range: Short, Burn 5,

Breach 1, Disorient 2]

Nelvaan’s natives usually keep to themselves,

living as semi-nomadic wanderers with their

tribes. While it is generally the men of the tribe

who will explore into the wilderness, all the

Nelvaanians are quite resourceful in the face of

a planet that’s suddenly changed form on them.

They don’t have any innate distrust of or

preference for offworlders; as a people, they’ve

seen them appear on their world on occasion

but usually have no particular affinity for

interacting with them. Very few of the

Nelvaanians, outside of those in the Rokrul

settlement and their immediate neighbors, are

aware of the reason for the sudden change in

their planet’s climate. Most view it as a portent,

and see the increased presence of aliens as

simply another part of the changes that the

Great Mother is bringing to them.

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

1, Discipline 1, Medicine 1, Melee 1, Perception

1, Ranged (Light) 1, Resilience 1, Survival 2,

Vigilance 1 

Talents: Keen Eyed 1 (Remove from

Perception and Vigilance checks. Decrease time

to search a specific area by half.), Outdoorsman

1 (Remove from checks to move through

terrain or manage environmental effects.

Decrease overland travel times by half.), Hunter

1 (Add to all checks when interacting with

beasts or animals. Add +20 to Critical Injury

results against beasts or animals.)

Abilities: Unlearned (Nelvaanians have little

cultural experience with technology or the

intellectual advancements of the galaxy. All

Astrogation, Computers, Mechanics, and

Piloting checks are automatically increased in

difficulty by one.)

Equipment: Obsidian Spear [Melee, Damage 7,

Critical 3, Range: Engaged, Pierce 2], ObsidianSpear, thrown [Ranged (Light), Damage 7,

Critical 3, Range: Short, Pierce 1], Hide Shield

[Brawl, Damage 3, Critical 5, Range: Engaged,

Cumbersome 2, Defensive 2]

8 0 0

2 -

4 3 3

2 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE 

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

4 0 0

2 -

3 2 3

1 2

BRAWN  AGILITY   INTELLECT  CUNNING  WILLPOWER  PRESENCE  

SOAK VALUE  W. THRESHOLD S. THRESHOLD  M/R DEFENSE 

Page 138: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 138/142

 

Although the Savareen sector is in the galactic

frontier, it certainly has more systems than the

three aforementioned. Below is a set of

descriptions for the remaining major systems of

the Savareen sector, highlighting places players

might visit on their adventures in the sector.

A small system at the edge of the Savareen

sector, the Apatros system is likely one of the

cosmologically oldest systems in the sector. All

the planets in the system are tiny rocky planets,while the single star at the center is a fading

orange-red sun.

The only notable world in the Apatros system is

its namesake, Apatros. The second planet in

orbit from its star, Apatros is a barren world

that nevertheless caught the eye and effort of

the Outer Rim Oreworks Company for being a

valuable source of cortosis ore.

Apatros, both the planet and the system, have a

very small population that exists entirely to

service the single mining colony located there.

Very few arrive in or out of the system,

excepting, of course, the occasional mine

company vessel picking up shipments of

cortosis ore.

The Fordon system is considered a “red system”

to the people of the Savareen sector. This

otherwise unassuming system is surrounded by

a large ring of nebular clouds, and inside the

clouds sit at least one large pirate shadowport.

Records are not specific about the location of

the shadowport, as the location is believed to

be kept a closely guarded secret by several

Outer Rim shipjacking crews.

Sector law enforcement patrols, what few there

are, tend to avoid the Fordon system as well.

While some attribute this to evidence of a

massive pirate fleet hidden in the sector, many

simply believe it is more likely that the pirates

have established terms of a quid pro quo with

the Sector Rangers.

The Korness system is home to the planet

Gellefon and, in fact, many also know it as the

Gellefon system. Gellefon is the sole inhabited

planet in the system, home to a large colony of

humans under the governance of the Galactic

Empire  –  one of the few planets in the sector

controlled as such.

Gellefon was founded by a group of human

settlers nearly fifty years before the Clone

Wars, and the colony has expanded healthily

since then. The Gellefonians have carved a pair

of large cities, Kig Dannen and Mir Farrakan, out

of the rocky world.

The human settlers have also forged a unique

relationship with the intelligent, near-sentient

gellbeasts of the planet, a large, four-legged

canine species. The original settlers were metby the cautious gellbeasts, who led the settlers

from their landing site to the site of the future

city of Kig Dannen. Ever since, the gellbeasts

and humans of Gellefon have been inseperable.

Page 139: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 139/142

 

Like many first discoveries of planets, the planet

Redcap was first discovered by enterprising

miners looking for a place to land their

excavators. Although initial system scans

suggested that Redcap would indeed suit their

needs, the miners had to change tack when

they realized their excavation droids were

getting stuck.

Redcap’s surface, as the miners soon found out,

is nearly entirely covered in muddy, wet plains

and swamps. While there were indeed rich

veins of ore deep beneath the crust, access was

a tricky endeavor. Soon, though, with moreeyes on the problem, the miners discovered

what’s now known as Tyma Canyon, a gigantic

rift along the southern edge of the equator on

the largest continent. This split far into the

crust, and more importantly, provided a dry,

deep access to resources below.

Today, Tyma Canyon supports multiple

spaceports and miniature settlements, while

other settlements have sprung up around faultlines  –  mountains and canyons  –  all along the

planet. Many of its population are still involved

in mining, but in recent years strides have been

made towards development of aquaponic

technology that allows the mud lakes of Redcap

to be used for agriculture.

The Ruhe system’s planet Ruhe is an interesting

case. A temperate world, Ruhe has a broad

variety of vegetation and animal life, although

the geology of the planet would indicate

something very different. Underneath its

verdant cloak, Ruhe’s surface is marked by

several large craters, scars of ancient asteroid

or meteor impacts.

It is believed that Ruhe once possessed no

atmosphere and at some point before the

foundation of the Republic was terraformed

into the world it is today. However, the first

recorded humans to have colonized the world

found a green world with no other sentient lifeforms dwelling on it, so the mystery of who

transformed Ruhe remains to this day.

The namesake of the Savareen sector, the

eponymous planet is a lush, misty world filled

with rolling hills and dangerous seas. The planet

is one of the most established in the sector,

third most populous, following Christophsis andRodia.

Savareen is best known for its spirits, which are

considered a luxury even as far into the galactic

core as Coruscant. Perhaps the most famous of

its spirits is Forsom’s Stellar Green, known to

most simply as “Savareen brandy.”

Besides several famous breweries  –  Forsom’s,

Maladar’s, and Ithop’tep’s, to name a few – 

Savareen is also known for producing top-of-

the-line sensor equipment for land vehicles.

Since the first arrivals to Savareen, industrial

production of planetary exploration craft have

been important, and that industry has

transformed to produce some of the best

repulsorcraft sensing and detecting packages in

all of the Outer Rim.

Page 140: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 140/142

 

While Nelvaan and the Koobi system could

consider itself fortunate to have avoided the

ravages of industry and exploration for so long,

the neighboring Tythe system and its namesake

planet cannot consider itself so lucky. Originally

a flourishing, grassy world, an industrial power

company, LiMerge Power, beset the world and

stripped it of its resources.

Once full of life, the planet today is little more

than a wasteland, having been long ago

abandoned by LiMerge Power, whose facilities

on the planet imploded due to failing safety

standards and overwork. The LiMerge facility’swreck remains today, but having survived both

its original use and use as a stronghold in the

Clone Wars, there is little left for even

scavengers to pick through.

A system only recently discovered, Zaadja is the

primary planet in a system with a dying sun. It

sits in a far orbit, and consequently,

temperatures rarely exceed freezing anywhere

on the surface.

Zaadja was most recently discovered during the

course of the Clone Wars. Geonosians, allied

with the Confederacy of Independent Systems,

decided to try and make inroads into the

Savareen sector from the neighboring Arkanis

sector and established a base on the planet.

Few can guess and even fewer might know whyZaadja, given the Geonosian environmental

preferences of “hot” and “dry,” but the facility

built on Zaadja was of enough concern that it

was the site of a minor battle in the war.

Following the war, no records indicate any

inhabitants remained on the planet.

Page 141: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 141/142

 

The Savareen sector, despite its size, shares

many commonalities with its neighboring

sectors, given their shared position  – 

cartographical and sociological  –  in the galaxy.

The following section highlights some of the

major details about those sectors adjacent to

the Savareen sector.

Perhaps the best-known of Savareen’s

neighbors, the Arkanis sector is home to such

worlds as Geonosis and Tatooine. The Arkanissector is often seen through the lens of its role

in the spice trade, part of the sector making up

a large majority of the Spice Triangle, those

worlds most involved in the trade.

The Arkanis sector is also just at the periphery

of the Hutts’ grasp –  located far outside Hutt

space, but active enough in the underworld that

several prominent huts, including Gardulla (“the

Hutt”) Besadii and Jabba (“the Hutt”) DesilijicTiure, who found reason to exert influence over

the world of Tatooine.

The Arkanis Sector, likely because of its visibility

in both enterprise and crime in the Outer Rim,

is one of the few sectors heavily controlled by

the Empire. Most of their efforts are exerted in

the so-called “Regency Worlds” of the sector,

including Arkanis, Issor, and New Ator, although

Imperial garrisons of some size can be found on

most planets in the sector.

Daimar, Savareen’s neighbor to the galactic

north, sits just over the border in the Mid Rim.

The Daimar sector was known for being the

home of a number of spacefaring species,

including the Radnorians and the Yuzzem.

Unfortunately, Daimar was also a hotbed of

slave trading. Few of the races of the sector

represented major powers in the galaxy, but

some of those races made excellent slave labor

for those willing to pay, including the Hutts and

the Galactic Empire.

One notable recipient of this treatment was the

Yuzzem species, who were enslaved on a scale

only comparable to the Wookiees of Kashyyyk.

Extraordinarily physically gifted, the Yuzzem

were often forced into manual labor, including

work on several major construction projects of

the Empire  –  although surviving Yuzzem, when

asked to provide specific details, were unable to

identify exactly which.

The Dalchon sector, home of the Pacithhip

people, was a major trading sector. Located

along the routes of both the Corellian Run and

the older-but-still-trafficked Old Corellian Run,

It saw vast movements of interstellar cargo

move through its spacelanes. Some of this cargo

was legally legitimate, but the vast majority was

cargo being shipped in and out for extralegal

businesses, including the spice and slave trades.

Skirted on one edge by the Triellus Trade Route

and split down the middle by the Corellian Run,nearly half of the Dalchon sector was right in

the middle of the Spice Triangle, a major

shipping zone and center of business for

(primarily) ryll spice, harvested from Ryloth.

Page 142: One Shot First

7/24/2019 One Shot First

http://slidepdf.com/reader/full/one-shot-first 142/142

 

It also played a significant part in slave trade

shipping, facilitating shipments from the Arkanis

and Daimar sectors into its neighboring Gaulus

sector as well as farther travel into Hutt Space.

The Karthakk sector finds itself largely under

the sway of one group, and it’s not the Empire.

A group of pirates, the Lok Revenants out of the

Karthakk system, have styled themselves as

freedom fighters of a sort. While originally

founded as a militia-type organization in

support of the Galactic Republic, the Lok

Revenants have formed themselves into a small

pirate fiefdom in the Outer Rim.

Today, the Lok Revenants hold little sway

outside their home sector, although inside, and

especially on their home planet of Lok, they

hold absolute control. The Empire has never

exerted massive amounts of resources to seize

control over the sector, likely because of the

desolation of the worlds therein  –  while the

Revenants hold their territory, it’s a constant

other sectors of the Tolonda Oversector, the

sector was quickly reorganized into his center of

command for his management of the Outer Rim

worlds.

Few of the native peoples of the sector resistedthe rule of the Empire, and consequently, the

systems of the Tolonda sector were nearly as

crime-free as many Core sectors  –  which is to

say that they were at least better than most

other Outer Rim sectors.

Neighboring the Savareen sector to the galactic

north alongside the Daimar sector, the Trans-Nebular sector is so named for the massive

nebular zone at its core, making the whole

sector a dangerous astronavigational hazard.

For many thousands of years, the sector

remained “dark” to galaxy charts –  simply

existing as a blank spot where so many other

sectors were filled in with star systems and

planets. It wasn’t until the Republic pushed its