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HIT F9

Discover Destroy Roll Twice, combining into a Rebel Alliance (local cell) Businessman Corporation (Medium)

Deliver Passengers Businessman Assassinate Investigate / Reconnaissance Rebel Alliance (Command)

Imperial Military

2d10 2 3 4 5 6 7 8 9 10 11 12

ACTION Protect Destroy Kidnap Steal Smuggle Passengers Deliver Cargo Deliver Cargo Smuggle Cargo Rescue Deliver Passengers Collect Bounty(alive) Collect Bounty (dead or alive) Investigate / Reconnaissance

Who is Hiring Oppressed Cult Community in Need A Citizen Scholar or Academy Merchant or Trader Local Politician Criminal (other) Criminal (Hutts) Corporation (Small) Corporation (Medium) Corporation (Large)

13

Businessman

14

Rebel Alliance (local cell)

15 16

Salvage Discover

Old Friend or Loved One Imperial Military

17 18 19

Assassinate Evacuate Repossess Roll Twice, combining into a complex Heist

Rebel Alliance (Command) Desperate Rival or Enemy Planetary Governor

20

Imperial Intelligence

Obligation It's illegal Obligation It's illegal Profit margin -

Rivals Businessman Criminal Cell A corporation Criminal Cell

Profit margin -

Small Business

Why Us

Who Else is Involoved The Galactic Empire

Need a patsy Clandestine Needs Best price Unique Skill Keep A Low Profile Obligation It's illegal It's personal Profit margin Profit margin -

The Galactic Empire The Galactic Empire Criminal Organization Criminal Cell Local Autorities Bounty Hunter A Friend or Loved one Rivals Innocent Bystanders An old rival or acquaintance

Profit margin -

A beautiful woman

Profit margin -

A corporation

Convenience Desperation -

Businessman Small Business

It's illegal Unexplained Unexplained

An old rival or acquaintance The Rebel Alliance The Rebel Alliance

As a Take That!

Jedi

Space Station Business complex or office building Business complex or office building Underwater Civilian housing complex

Will benefit a friend or loved one Weve got a good feeling about this; start the Heist with all Light Will benefit a friend or loved one Weve got a good feeling about this; start the Heist with all Light Will reduce one of our Obligations

Underground

Will reduce one of our Obligations

The Setting Uncharted World Religious Site Military Outpost Scientific Outpost Space Station Desolate Location Underground Smuggler World Small Town Small City Large City

INSIDE INFORMATION Nothing special We can gamble while were there The Location is under siege The Location is hidden The Client is wealthy; +500 credits profit Weve got someone on the inside Will benefit a friend or loved one We can ride local B is for Beasts We have the security codes Will reduce one of our Obligations We have forged permits

Business complex or office building

We can use ground vehicles

Civilian housing complex

It leads to an A is for Artifact

Rural setting Wilderness

This will deal a setback to a hated N is for Nemesis Its only lightly guarded Weve got a good feeling about this; start the Heist with all Light Side Destiny Points Most people avoid it or are afraid The Location is abandoned

Wilderness Underwater Imperial Ship

Imperial Ship

Roll twice, adding both results

Ive got a bad feeling about this. The Crew may not spend Destiny Points during the Heist The Heist needs to be secret and the Client wont pay for sloppy work The Heist draws the attention of organized crime Pulling off this Heist will increase the Crews Obligation(s) The Heist draws the attention of organized crime The Client is just a proxy. The real patron is something far less savory

16 3 20 11 17

14 13 11 13 17

8 17 8 17 11

10 15 6 14 6

14

16

11

16

UNFORESEEN COMPLICATIONS Betrayal! A spy or traitor reveals themselves during the Heist T is for its a Trap! An old N is for Nemesis shows up to cause trouble A friend or loved one becomes endangered during the Heist The Heist draws the attention of organized crime Innocent civilians become involved, perhaps as hostages Authorities are tipped off. Upgrade all enemy Vigilance and Perception checks An unexpected hostile military presence is in the area Ive got a bad feeling about this. The Crew may not spend Destiny Points during the Heist Something about the Heist turns out to be far more dangerous than previously thought A moral quandary crops up affecting a Crew Members Motivation A strict time limit prohibits regaining Strain outside of combat Pulling off this Heist will increase the Crews Obligation(s)

The Heist needs to be secret and the Client wont pay for sloppy work The Client is just a proxy. The real patron is something far less savory

The Crew are confronted with something utterly terrifying during the Heist; see F is for Fear A weird cult is involved, such as a Z is for Zealot A rival Crew of smugglers, scoundrels, and/or bounty hunters are on the job as well

Roll twice, adding both results

6 13 13 18 14

11 9 13 14 5

11 18 12 11 4

7 5 8 8 7

16 9 13 8 4

15 10 13 10 11

14 13 7 9 14

13 10 13 9 14

14 17 14 4 9

16

12

12

20

10

Smuggle Cargo Collect Bounty(alive) Assassinate Investigate / Reconnaissance Deliver Cargo Investigate / Reconnaissance

Scholar or Academy Criminal (Hutts) Pirates Imperial Military Criminal (Hutts) Pirates

2d10 2 3 4 5 6 7 8 9 10 11 12

ACTION Protect Destroy Kidnap Steal Deliver Passenger s Smuggle Passenge rs Deliver Cargo Smuggle Cargo Rescue Win a Tournament Collect Bounty(alive) Collect Bounty (dead or alive) Investigate / Reconnaissance Salvage

CLIENT Local Politician Corporate (manufacturing) Corporate (mining) Corporate (technology) Merchant or Trader Oppressed Cult Scholar or Academy Criminal (Hutts) Criminal (other) Its Your Idea! A Community in Need

13

Rebel Alliance (local cell)

14 15

Rebel Alliance (Command) Old Friend or Loved One

16

Discover

Imperial Military

17 18 19

Assassinate Evacuate Repossess Roll Twice, combining into a complex Heist

Pirates Desperate Rival or Enemy Planetary Governor

20

Imperial Intelligence

The Heist needs to be secret and the Client wont pay for We have the security codes sloppy work Ive got a bad feeling about this. The Crew may not spend We can ride local B is for Beasts Destiny Points during the Heist The Client is just a proxy. The real patron is something far It leads to an A is for Artifact less savory A rival Crew of smugglers, scoundrels, and/or bounty Will benefit a friend or loved one hunters are on the job as well Ive got a bad feeling about this. The Crew may not spend Weve got someone on the inside Destiny Points during the Heist We can use ground vehicles Pulling off this Heist will increase the Crews Obligation(s)

9 12 17 14 8 14

INSIDE INFORMATION Nothing special We can gamble while were there The Location is under siege The Location is hidden The Client is wealthy; +500 credits profit Weve got someone on the inside Will benefit a friend or loved one We can ride local B is for Beasts We have the security codes Will reduce one of our Obligations We have forged permits

UNFORESEEN COMPLICATIONS Betrayal! A spy or traitor reveals themselves during the Heist T is for its a Trap! An old N is for Nemesis shows up to cause trouble A friend or loved one becomes endangered during the Heist The Heist draws the attention of organized crime Innocent civilians become involved, perhaps as hostages Authorities are tipped off. Upgrade all enemy Vigilance and Perception checks An unexpected hostile military presence is in the area Ive got a bad feeling about this. The Crew may not spend Destiny Points during the Heist Something about the Heist turns out to be far more dangerous than previously thought A moral quandary crops up affecting a Crew Members Motivation A strict time limit prohibits regaining Strain outside of combat Pulling off this Heist will increase the Crews Obligation(s) The Heist needs to be secret and the Client wont pay for sloppy work

We can use ground vehicles

It leads to an A is for Artifact This will deal a setback to a hated N is for Nemesis

Its only lightly guarded

The Client is just a proxy. The real patron is something far less savory

Weve got a good feeling about this; start the Heist with all The Crew are confronted with something utterly Light Side Destiny Points terrifying during the Heist; see F is for Fear Most people avoid it or are afraid A weird cult is involved, such as a Z is for Zealot A rival Crew of smugglers, scoundrels, and/or bounty The Location is abandoned hunters are on the job as well

Roll twice, adding both results Roll twice, adding both results

8 9 17 16 9 17

10 9 14 8 7 13

15 10 16 19 10 14

Major Spaceyard

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44

Abandoned Colony Out of Contact Alien Ruins Outpost World Altered Humanity Perimeter Agency Area 51 Pilgrimage Site Badlands World Police State Bubble Cities Preceptor Archive Civil War Interplanetary War Pretech Cultists Cold War Primitive Aliens Colonized Population Frozen World Jungle World Water World Desert World Eugenic Cult Bureaucratic Exchange Consulate Quarantined World Feral World Radioactive World Flying Cities Regional Hegemony Forbidden Tech Restrictive Laws Freak Geology Rigid Culture Freak Weather Seagoing Cities Friendly Foe Sealed Menace Gold Rush Sectarians Hatred Seismic Instability Heavy Industry Secret Masters

2 3 4 5 6 7 8 9 10 11 12

45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64

Heavy Mining Theocracy Hostile Biosphere Tomb World Hostile Space Trade Hub Local Specialty Tyranny Major Spaceyard Warlords Xenophiles Misandry/Misogyny Xenophobes Slavery Secret Jedi Technologically Advanced Medically Advanced Scientifically Advanced PIRATES! Peaceful

Number of Inhabitants Never Inhabited Outpost Thousands Tens of thousands Hundreds of thousands Millions Millions Millions Billions Billions Dead Civilization

Start World (when needed) 6 Hundreds of thousands 53 Major Spaceyard 35 Freak Weather

Target World 8 Millions 3 Alien Ruins 38 Sealed Menace

Mission Discover

Rebel Alliance (local cell)

Will benefit a friend or loved one

Ive got a bad feeling about this. The Crew may not spend Destiny Points during the H

end Destiny Points during the Heist

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