Professional Documents
Culture Documents
Suns of Fortune
Suns of Fortune
Corellian Sector
SUNS OF FORTUNE
Corellia, the cradle off galactic civilization. This
jewel of the Core worlds invented hyperspace
travel and blazed the path for colonizing the
galaxy.
LUCAS LICENSING
DIRECTOR OF PUBLISHING SENIOR EDITOR MANAGER OF THE
Carol Roeder Jennifer Heddle HOLOCRON
Leland Chee
ISBN 978-1-61 661 -685-4 Product Code: SWE07 Print ID: 1 91 8DEC1 3
For more information about the Star Wars: EDGE OF THE EMPIRE line, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com www.StarWars.com
CREDITS
SUNS O F F O R T U N E
TABLE O F CONTENTS
Exploring Corellia 5 Froz 76
So What's In This Book. Anyway? 6 Vagran 78
C h a p t e r I: The Corellian System 8 Xyquine II 80
Corellia 10 Other Corellian Sector Systems 82
Points of Interest 13 C h a p t e r I I I : Player O p t i o n s 88
I could hear the Drall give a disapproving tsk over "I have a plan," Cus replied. "However, I need some
the comlink. "Come now, Tala, this is important. You're time to enact it. Tala needs to keep racing. Maybe she
just driving a swoop, you can pay attention." can even win."
"Racing a swoop, a n d - " I yelped and ducked as vi- "Right," I said sourly. "No problem."
cious blades of razorgrass whipped by my head, "-it's We were coming up to the end of the course. The ra-
not as easy as it looks!" vine terminated in a cliff face, the track splitting off at
I shot through the razorgrass grove, spinning my the last moment and running down a steep but navi-
swoop desperately to avoid the murderous crystalline gable path. Jostero still had the lead, and if I didn't
blades, then pulled out over a long stretch of bub- get ahead of him before that cliff...
bling, steaming mud. I went low, skimming less than a Just then I saw Jostero's red swoop pop out of the
meter above the swamp, my repulsorlifts kicking up a ravine, heading for the cliff path. No choice. I hit the
fantail of boiling sludge. Just ahead, I could see a red throttle and powered straight ahead.
blur through the mist. Jostero's swoop.
The swoop shot out of the ravine and soared, fifty
"How you doing, Tala?" Conevor's worried voice cut meters above the swamp basin. Razorgrass grew in
in over Cus's grumbling. "You catch up to Jostero yet?" huge, five meter high clumps, everywhere below me. I
"I'd be doing better without your questions," I was falling fast; I aimed the swoop at the closest thing
snapped. A fallen tree capped the far end of the to a clear patch and hoped.
mud flats, forming a sunken arch. Over or under; I The impact nearly blew the repulsorlift, bent the
chose over. The swoop's afterburners boomed and vanes, and shattered the faring. But somehow, mi-
I soared over it in a long arc, coming down hard raculously, none of the meter long blades impaled the
enough that I almost cratered in the swamp despite swoop—or me. Sputtering, listing, and leaking smoke,
the repulsorlifts. For a moment I lost sight of Jostero, my swoop limped into the clearing where Conevor,
then I saw him pulling a beautiful little high-speed Gus, and Jostero's gang waited.
side slip around a rocky outcropping. He glanced
back as he did it and I caught the flash of his perfect When Jostero pulled in, I could see the open-
teeth. I gritted mine. mouthed astonishment on his face. I took off my
crash helmet and tried to act cool. "Glad you could
"Hey, just a little worried about losing my ship,
make it, Jos."
Tala. That makes this a big deal," Conevor said as I
shot past the same outcropping. Turns out it was on Conevor stepped forward. "Well, I guess we win the
the edge of a ravine. A ravine lined with razorgrass. bet, right?" I could see the sweat beading on his brow.
I power dove into the gulch and pulled the hardest Some of Jostero's boys started reaching for their
right I could. Half a dozen razorgrass spines snapped pockets. Jostero shook his head. "Yeah...about that..."
off my steering vanes; one tore down my arm. I didn't
spare a second to look at it—the ravine zigzagged like The crack of a hypersonic airspeeder drowned out
a drunken Camorrean—but the burning pain told me anything else he had to say. A long-range recon speed-
nothing good. Luckily, I could still shout. er in CorSec colors shot in low over the valley, spiral-
ing around the clearing. An amplified voice boomed.
"Listen, you nerf-herding moron!" Left turn. "I wasn't "Stay where you are. You are all under arrest!"
the one who thought it would be fun to slum on Trea-
sure Ship Row." Razorgrass clump. "I wasn't the one Jostero swore and waved to his crew. "Let's get out
who got in with a bunch of kriffing privateers." Right of here!"
turn. "And I certainly wasn't the one who started talk- Gus gestured to our speeder. "Leave the swoop,
ing up how my pilot—" Whoops, big rock, "—was the Tala. Conevor, we should follow their example."
hottest jockey this side of Kessel, and you'd wager
As I hopped into the driver's seat, I glared at Gus.
anything, including your ship, on a race-"
"Awfully convenient, CorSec showing up."
"Ahem," Gus cut in. "As much as I enjoy listening to
The diminutive humanoid smiled placidly. "I'm sure
your verbal tirade, I think you should both know that
it's just a coincidence that they received a call about
Jostero's crew has been talking amongst themselves.
illegal swoop racing in the northwestern Agrilat. Now,
They've decided that even if you win, Tala, they are
since you outraced a privateer captain, I assume out-
still going to kill everyone and take Conevor's ship."
running law enforcement will not be a problem?"
Silence on the corns.
EXPLORING CORELLIA
| | e l c o m e to Corellia. Home of fast ships and the breaking intergalactic law? For their part, Corellians
W daredevils who pilot them, Corellia has long main- embrace their role as galactic troublemakers. They
tained a reputation of being the birthplace of smug- regard it as nothing less than their sacred duty—and
glers, scoundrels, and the most talented jockeys ever incredibly entertaining—to keep their boring follow
to fly a snubfighter or ride a souped-up speeder bike. Core-worlders on their toes.
While this reputation may be slightly—but only Corellians enjoy their freedom above almost all
slightly—exaggerated, Corellia is nonetheless a per- things, and that carries over into their planet's interac-
fect place to find excitement and adventure. Located tions with everyone else. It's nearly impossible to find
among the ancient worlds and civilizations of the ga- a Corellian who won't go on at length about how their
lactic Core, Corellia avoids being stuffy and overly planet reserved the right to withdraw from the Repub-
constrained with laws and regulations. The spirit of lic if they didn't like how things were going. Likewise,
adventure still thrives here, drawing thrill-seekers Corellians love to remind their fellow Core-worlders
from all over the galaxy. Whether they hope to win it that it was Corellia who finally ended thousands of
big on Treasure Ship Row, make a fortune smuggling years of intermittent warfare between Coruscant and
to Selonia, purchase one of Nubia's amazing ships, neighboring Alsakan by trouncing the Republic and
or even pull off the art heist of the century on Aurea, the Alsakan fleets in a few months. They gleefully re-
things are just more fun in Corellia. count how Prince-Admiral Jonash e Solo stood on the
floor of the Galactic Senate on Coruscant and forced
both sides into a truce at the point of his sword, then
YOUNG, BRASH, pause and reassure the listeners, "but I'm sure your
AND FULL O F planet is very nice, too."
INTRODUCTION
SUNS O F F O R T U N E
C H A P T E R I: T H E C O R E L L I A N S Y S T E M produces some of the best works of art in the galaxy.
Sacorria hides its ruthless police state beneath a calm
Home to no fewer than five habitable worlds and facade, and Froz burns after deadly reprisals from the
three different sentient species, the Corellian system Imperial fleet. The sector also hosts Corfai, Vagran,
has plenty to explore. and dozens of other worlds.
Corellia combines beautiful wildlands with bustling
metropolises and extensive orbital infrastructure. Drall C H A P T E R III: P L A Y E R O P T I O N S
serves as a welcome counterpoint to Corellia's hustle
and bustle, the planet where intellect and contempla- This chapter presents two new playable species—the
tion are prized above all. Storm-wracked Selonia is a Drall and the Selonians—as well as the Corellian-born
world of deep oceans and the deeper tunnels beneath human for those who want to play a more specialized
the waves. Finally, Talus and Tralus, the Double Worlds, human character. It then details new weapons, armor,
orbit around each other (and around the enormous Cen- and gear that one can find in the Corellian sector, in-
terpoint Station). They are sparsely populated planets, cluding specialized blaster pistols, Selonian glaives,
where vice is present and opportunities abound. Drall flashsticks, and Whyren's Reserve whiskey. The
chapter ends with unique Corellian sector starships,
including a selection of swoops, light freighters, and
C H A P T E R II: T H E C O R E L L I A N S E C T O R
singular ships made by Nubia's famed shipwrights.
The greater Corellian Sector includes several other
worlds just as important in galactic affairs as Corellia. C H A P T E R IV: M O D U L A R E N C O U N T E R S
Duro argues Corellia's claim as one of the first The modular encounters here include at least one set
planets to explore the galaxy. The Duros are natural- on every major planet in the Corellian sector, and cov-
born astrogators and pilots. Nubia presents an idyl- er events such as rigged sabacc games, swoop racing,
lic exterior that hides the corporate power structure smuggling, and exploring.
beneath. Aurea is the world of beauty, a planet that
THE CORELLIAN
SYSTEM
T
he Corellian System is, without a doubt, one of the There are five inhabited planets orbitingCorell (Corel
most important political and economic entities in ga- lia, Drall, Selonia, Talus, and Tralus) along with two un-
lactic history. Located to the galactic east of Coruscant, inhabitable frozen worlds far on the system's fringes.
the system is an economic and industrial powerhouse, The first three are home to the native humans. Drall,
supplying ships, ship components, and other high-tech and Selonians. Talus and Tralus, known as the Double
goods to much of the Core. Corellians are one of the first Worlds, orbit one another in a strange binary planetary
cultures to pioneer hyperspace travel. They established system, and in the stable gravity point equidistant from
long and stable trade routes that bound the disparate each planet sits the gleaming cylinder of Centerpoint
systems and sectors of the galactic east together and Station. This small microcosm bears the self-appointed
are a founding member of the Galactic Republic. title of the Federation of the Double Worlds, and is a
The h i s l o j x o f the Corellian System is shrouded in separate and often antagonistic political entity from its
mystery. Researchers from the most prestigious uni- neighbors. The last two worlds in the system, Crollia
versities in the galaxy have puzzled over the system and Soronia, have little in common with the terrestrial
for millennia. The most curious issue is the odd unifor- worlds, and are thought to be native to the star system.
mity of the planets and the regularity of their orbits. They are lifeless planets with no atmospheres and little
It is widely believed that the Corellian system did not in the way of natural resources.
develop like other systems in the galaxy, but was in Understanding the history and current state of the
fact constructed by a long-dead race of godlike be- Corellian System is important to the understanding of
ings. Why this would be the case cannot be explained. the Core Regions as a whole." The following chapter
However, it is the most widely accepted theory for deals with this history, detailing each world and the
why the Corellian System has no fewer than five hab- events which led to the system's current political and
itable worlds and the massive and incredibly ancient economic ascendency.
space station known as Centerpoint Station.
Visiting Corellia is an eye-opening experience for the For more information on the Corellian people, in-
uninitiated. With their reputations as mavericks, scoff- cluding character creation rules, see page 9 3 in
laws, and scoundrels, most people in the galaxy imag- Chapter III: Player Options
ine that Corellian society is a mixture of crooked busi-
ness deals, thievery, and unbridled bacchanalia. While
CORELLIAN SOUL DIAMONDS
there is certainly some of that, on the whole Corellia
is an urbane and sophisticated world with shining, ef-
ficient, comfortable cities, beautiful beaches, and ex-
citing tourist attractions. That being said, the Corellian
O ne of the more touching traditions of Corellian
culture is the production of soul diamonds.
When a Corellian passes away, his body is cre-
love of speed and danger has given rise to a number of
mated and his family has his ashes turned into
organized swoop-rider gangs who take part in a unique
pure blue-white synthetic diamonds. It is said
subculture of underground swoop racing.
that some small part of the dearly departed's
Dangerous in the extreme, the only thing these spirit remains in the gem and, in fact, many have
swoop gangs hate more than a CorSec officer is a a subtle glow about them that seems to. come
member of a rival swoop gang. When they are not from within. Soul gems are commonly incorpo-
building ever-faster, more powerful swoop bikes rated into jewelry or mounted in special displays
in anonymous garages in rundown neighborhoods equipped with small repulsors that keep the
or racing pell-mell through city streets and hidden gems floating in mid-air, often with other soul
marshy lanes, they are battling one another for con- gems from long-dead family members.
trol of turf and profits from criminal activities. Swoop
POINTS OF INTEREST
« s befits its long history and its important influence
on the galactic economy and culture, Corellia is a
treasure trove of dramatic, exciting, and often danger-
Coronet City's economy is driven mainly by the ga-
lactic starship industry and the high-tech firms which
serve it. The beating heart of Coronet's commerce is
ous locations. The following is a selection of interest- the Central Business District. This section of the city
ing locations on Corellia. is packed with graceful, soaring towers hundreds of
stories high that house the offices of numerous cor-
porations. Smaller service businesses stand in the
CORONET CITY shadows of the office towers, providing all manner of
goods and services to the thousands of office work-
Coronet City is the capital city of Corellia, and arguably
ers employed there. The offices of Corellia's premier
the entirety of the Corellian System. Located on Corel-
news organization, the Coronet Times, are also locat-
lia's southernmost continent on the shores of the great
ed here; the hundreds of sub-space transceivers and
southern ocean, Coronet is a huge, densely populated,
holonet uplinks sprout from the top of its tower like
thoroughly modern metropolis home to millions of
a forest. There is also a bustling service and tourism
sentients from all across the galaxy. Coronet City is re-
industry, both above and below board, that serves
nowned throughout the Core for its beautiful architec-
the multitude of Coronet's inhabitants and the count-
ture, its bustling night life, its flourishing economy, and
less business and pleasure travelers that pass through
its cultural and academic institutions.
the city each year. Since its founding, the city has
Thanks to Corellia's proximity to important hyper- been built with the goal of facilitating commerce and
space routes and the numerous industrial concerns making it easier to live and work within its borders.
headquartered there (including the legendary Corellian Coronet City has an incredibly efficient and compre-
Engineering Corporation), Coronet City's population is hensive transit system that consists of interconnected
the most diverse in the Corellian Sector. In its neighbor- maglev, subway, and speeder bus lines that operate
hoods lives a multitude of species all working, living, day and night, carrying hundreds of thousands of pas-
and playing together in relative peace and harmony, sengers about their daily business. For entertainment,
and it is this diversity that makes the city so strong.
BLUE SECTOR
T
reasure Ship Row may be known for its games House is the historical residence of the chief execu-
of chance, but one game stands above the rest. tive of Corellia (currently Diktat Daclif Gallamby). It is
Brali Ixxis and Prahman Su, two of the smoothest a sprawling, majestic four-storey mansion, built on a
and most disreputable scoundrels in the Sector, two-hundred acre plot in the center of the city. Within
run a semi-regular sabacc game whenever they its walls are numerous bedchambers, parlors, kitchens,
both find themselves in Coronet City. A female
sitting rooms, and even two grand ballrooms used to
Chandra-Fan and a dapper Corellian human may
host state events or diplomatic galas. Rebuilt, remod-
seem like an odd pairing, but the two have been
eled, and upgraded countless times over the centuries,
friends (and rivals) since a mutually botched
precious little of the original structure remains.
clotheslegging stint off the Cron Drift. The game
generally floats from location to location over While it maintains its antique character, Corona
the course of a week, and is by invitation only. House is completely modern within, and contains
Despite (or possibly because of) this, it proves state-of-the-art communications and security. The
a draw for up-and-coming gamblers and experi- majority of the lands were long ago turned into a
enced card sharks alike. The only requirement is public park called Corona House Gardens, which is a
an invite by Ixxis or Su, and the only people they popular spot for weddings and other formal events.
invite are those who've been in trouble with the
law. In addition, anyone who doesn't bring five SELONIA TOWN
thousand credits as an initial stake gets beaten,
robbed, and tossed in the gutter. Deep beneath Coronet's subway and sewer systems
lay the labyrinthine Selonian Tunnels. A vast metropo-
lis in its own right, it is here that the majority of Selo-
The raucous atmosphere is shot through with music, nians who live and work on Corellia make their homes.
laughter, shouting, and the smell of exotic foods and Often referred to as "Down Town" by the more droll
unwashed humanity; it's sometimes punctuated with residents of Coronet, Selonia Town was built over the
the shriek of a blaster or the uncouth chatter of an au- course of many centuries by Selonian immigrants who
tomatic slugthrower. The streets are lit by a combina- traveled to Corellia for work in the Corellian Engineer-
tion of garish holographic signs, strings of multi-colored ing shipyards. Covering an area hundreds of square
lights, softly glowing lamps, the headlights of vehicles, kilometers across, this complex of tunnels and vast
and even bonfires. In addition to the numerous stalls, terraced caverns is home to hundreds of thousands
shops, and wholesalers, The Row is also home to count- of Selonians, Drall, and assorted other sentients who
less restaurants and food stalls, popular cantinas, and prefer a cooler, less exposed subterranean life to that
music venues that cater to almost every taste. of the crush and whirl of crowded Coronet.
Along with its various attractions and the constant Generally considered to be simply one more sub-
pulse of Treasure Ship Row, Blue Sector is also the loca- urb of Coronet City, Selonia Town is connected as
tion of a huge and legendary scrapyard known as "The intimately with Coronet City as if it were on the sur-
Pit." Officially named the Coronet City Waste Disposal face. The majority of the Selonia Town's municipal
Center, The Pit is an ancient landfill centered in a mas- infrastructure, its power supply, water, maintenance,
sive crater caused by a meteor strike sometime in Corel- police and security, and waste disposal are provided
lia's pre-history. In use since Coronet's founding, it is a by Coronet City and are paid for by a number of taxes
treasure trove for mechanics, hot-rodders, scavengers, and fees. In addition, the tunnel complex is fully con-
archaeologists, anthropologists, and other scientific ex- nected to Coronet's subway system, maglev lines, and
plorers. The many strata of garbage, industrial waste, the communication and HoloNet grid.
scrap, and starship hulls tell the story of Corellia's his-
tory as succinctly as any history book, and the crater is
CEC H E A D Q U A R T E R S
constantly home to at least one archaeological dig.
The corporate headquarters of the Corellian Engineer-
There are also residents of the Pit, a collection of
ing Corporation largely exists in Coronet City for show.
desperately poor, disenfranchised people who fell
Most of the megacorporation's real work takes place in
through the cracks of society and ended up in one
the Orbital Industrial Zone. However, the CEC still makes
of the dangerous shanty towns littering the landfill.
a point of maintaining a grand and sprawling campus
They make their living (if it can be called that) dig-
overlooking the beach. The campus consists of several
ging through the trash for items of value that can be
dozen administrative buildings and offices, most of
sold or recycled, typically for only a handful of credits.
which are off-limits to non-employees. However, the CEC
Territorial and suspicious, these "scrappers" jealously
does run PR tours through the campus, and tourists may
guard their claim of junk, and visitors to The Pit are
visit the Corellian Museum of Space Exploration.
given constant warnings to avoid them at all costs.
O
ernment. While it lacks the soaring skyscrapers of its
ver the past few months, a number of high-
larger neighbor, it retains much of its historic charm,
ranking technicians, engineers, and naval ar-
and is still a vibrant and diverse metropolis with much
chitects employed by the Corellian Engineering
promise and potential to an enterprising individual.
Corporation have gone missing in North-East.
As if that weren't bad enough, confidential cor-
TYRENA porate data such as ship blueprints, inter-corpo-
rate memos, lists of secret projects, and other
The city of Tyrena is a large, bustling metropolis that sensitive material has gone missing or turned
straddles the Auric River on Corellia's southern conti- up on Corellia's black market. CorSec isn't
nent. Initially two separate cities, Ty and Rennah, Ty- quite sure what the situation is, but industrial
rena grew into one large city over the centuries since espionage seems to be the current consensus.
its founding. Neither as large nor as influential as the Headhunters from Kuat Drive Yards, aggressive
capital city of Coronet, Tyrena is nevertheless a bus- recruiters given wide-ranging powers and nearly
tling commercial city and one of the most important bottomless expense accounts by KDY to attract
trade hubs on the planet, thanks to its proximity to new employees, are rumored to be operating in
Coronet and its location on the broad, lazy Auric.
Tyrena, possibly in some of the safer cantinas
Where Coronet is the seat of corporate and com- and tapcafes in the North-East where CEC em-
mercial power on Corellia, Tyrena is Corellia's center ployees are known to congregate.
of culture and tourism. A beautiful, well laid out city
of nearly a million souls, Tyrena is home to some of everything has its price, including life. Crime is ram-
the most luxurious hotels and resorts in the Sector. pant, streets are openly patrolled by enforcers em-
Beautiful parks and plazas break up the orderly grid ployed by gangs and crime syndicates, and all manner
of streets, and graceful, high-arching bridges cross the of legal and illegal goods and services can be had for
Auric, connecting the cities and giving the region a the asking. Middle- and upper-class residents some-
slightly fantastic and otherworldly feel. Corellia's most times wander into North-East attracted by the cheap
prestigious music conservatory is headquartered in goods and the thrill of danger. Many establishments
Tyrena, as is the Tyrena School of Art, which has pro- catering to the needs of these "poverty tourists" have
duced some of the galaxy's most accomplished and popped up over the years, and the sight of a well-
well-loved artists. The city's glamorous theater dis- heeled socialite rubbing elbows with purse snatchers,
trict, a monument to the performing arts, comprises pimps, and scoundrels in a seedy cantina hardly elicits
some of the finest theaters and opera houses in the a comment.
Core, and is home to both the Tyrena Dance Com-
pany and the Corellian Symphony Orchestra. Corel-
lia's most popular tour companies and outfitters are AGRILAT
headquartered here as well, offering expeditions to
Agrilat, the Gold Beaches, Kor Vella, and countless Located in the cooler regions of Corellia's northern
other outdoor adventures, such as large game hunt- continent, the Agrilat Region, also known as the Crys-
ing, mountaineering, and high altitude grav-jumping. tal Swamps, is one of Corellia's most stunning natural
wonders. Covering an area of nearly 10,000 square
Not all is sweetness and light however; like any city, kilometers, the Agrilat region is nestled between the
Tyrena has its rough neighborhoods. The roughest of all northern sea and Orik's Spine, a long chain of saw-
is a district simply known as North-East, a ragged scar toothed mountains that split the continent in two. The
of vice, crime, urban decay, disinvestment, and squalor area is largely composed of coastal marshes fed by
that gives Coronet's Blue Sec- both streams that flow down from Orik's Spine and the
tor a run for its credits. rise and fall of the northern sea. There are vast, mud-
In the North-East, dy bayous home to large predatory creatures, dotted
here and there with semi-solid islands
and broad marshy plains covered in
swamp grasses and stunted trees.
. The region's defining fea-
ture is the strange na-
tive plant life that
gives it its nick-
• name. Most
of the plants, trees, and grasses in the Agrilat Region climate, the entire region shares one feature in com-
are a mix of organic matter and dense, super-hard sil- mon: the stunning, shimmering, gold-colored sand
ica that give them a crystalline appearance. Hundreds that gives the region its name.
of crystal plant species grow here: deadly, meter-high
A combination of fossilized algae, the metallic shells
razor grass that can slice an incautious explorer to
of sea creatures and microscopic organisms, and con-
bloody ribbons; gently glowing, light-absorbing sing- centrated silica from the broad coral reefs just off-
ing ferns; and lovely dewdrop trees, which bear de- shore, the sand of the Gold Beaches has a soft, pow-
licious fruit that look for all the world like fist-sized der-like consistency and glitters in Corell's light like
rubies and emeralds. It is a dangerous and lovely solid gold. The more southerly beaches have a purer
place overall. Thanks to its natural beauty and unique color and texture. These are called the "24-karat"
ecosphere, the entire region has been declared a pro- beaches, and are the most popular tourist destina-
tected nature preserve by the Diktat, and access to tions, featured heavily in advertising. The more north-
the Crystal Swamps is strictly controlled. erly beaches lie close to the equator, and are known
However, the average Corellian has never met a law as the Black Gold beaches, as their glittering sands
he wouldn't bend for the sake of fun, and the laws gov- are mixed with a large amount of ancient, shining,
erning the Crystal Swamps are no exception. Hidden black volcanic silica. These beaches are usually either
here and there throughout the region are a number quiet, undeveloped areas or are home to incredibly
of crude race tracks built by swoop racers who come expensive and exclusive full-service resorts catering
from all across the planet to test their skills and their to the wealthy and powerful.
machines against one another for money, for glory, and
for simple thrill. Highly illegal and potentially deadly, OTHER GEOGRAPHIC REGIONS
the clandestine swoop racing circuits of the Crystal
Swamps push every button in a red-blooded Corel- This is a brief overview of some of the other geograph-
lian. Speed, daring, drama, the ebb and flow of luck, ic regions found on Corellia.
and the constant danger of either death or incarcera-
tion charge the atmosphere of each race and create a The High Deserts: Corellia's high desert regions exist
heady mixture irresistible to even the most staid Corel- in the mountain-locked regions of two of the planet's
lian. Big money and even bigger risks can be found in larger continents. These deserts tend to be cool, dry,
illegal swoop racing; winners go home with prestige, and rocky, and have few permanent inhabitants. This
credits, and often their opponents' swoops, while los- does make them appealing to minor criminal opera-
ers are lucky to exit the swamps with their lives. tions who wish to avoid notice. These settlements
tend to be small collections of prefab buildings with
The most famous (or infamous, depending on one's several vaporators for water.
outlook) of these underground racing circuits is sim- Lowland Forests: A large portion of Corellia's sur-
ply known as the Agrilat Swamp Circuit. With names face is covered in temperate forests, interspaced
like Kribben's Folly, the Oblivyn Gate, and the Sulphur with grassland meadows. Small farming communities
Archway, the different legs of the circuit have been the dot the countryside, tiny hamlets with a few general
siren song to Corellian daredevils for ages, and proof of stores, meeting halls, cantinas, and a cluster of outly-
the track's difficulty can be seen in deeply scored can- ing farms. Many of these communities can be found
yon walls, sun-bleached wreckage, and small placards near the numerous small lakes scattered throughout
commemorating the loss of friends and loved ones. the forest regions.
C O R S E C OFFICER (MINION)
WRIX (NEMESIS)
O
largely peaceful world home to the learned Drall peo- ne of Drall's claims to fame is that the spe-
ple. Slightly larger than its sister world Corellia, Drall's cies has no need for the discipline of arche-
surface is composed of huge, continent-sized land- ology, because their species has no era of pre-
masses punctuated by large lakes and small, brackish history. Basically, if something happened to
inland seas of surprising depth. the Drall. there was a Drall who wrote about it,
recorded it. and preserved information about
The topography of the planet consists mostly of it for future generations.
rolling ranges of low hills covered in dense forests or
lush grasslands. While the planet has no true oceans, Though this is obviously an exaggeration (the
its lakes and inland seas are connected by a vast and Drall have no insights into the Corellian sys-
complex network of navigable rivers fed from count- tem's strange formation, for example), the Drall
less springs and streams that provide more than do have almost 3 5 . 0 0 0 years of continuous re-
enough water to both nurture the native flora and corded history stored in their copious archives.
fauna and provide transportation for sentients. These records, however, do focus almost ex
clusively on Drall and its peoples. This makes
Drall tends to be a warm planet, even warmer than them almost entirely useless for anyone who
Corellia (though Corellia is closer to their shared star) wanted to know what else was going on in the
due to Drall's unique atmospheric composition. An galaxy during this time.
Some 30,000 years ago, Drall (along with the rest of This was a peaceful, prosperous time for Drall, with
the Corellian system) was swept into the fold of the rap- the constant ebb and flow of tourists and the influx
idly expanding Infinite Empire. By this point in their de- of wealth allowing the Drall more time to study and
velopment, the Drall were already a relatively advanced to develop their society. The only blemish on this
people making their first infant steps from the bosom of otherwise pristine era was an ill-advised alliance with
their underground warrens into the vast galaxy. When Selonia and Corellia during a failed conquest of Talus
the cruel Rakata descended on the introspective and and Tralus nearly 5 0 0 years ago. Since then, the Drall
peaceable Drall, they found a intelligent, hard-working have largely given up war, choosing instead to focus
population with a large scientific and technological un- their energies on self-improvement and scholarship.
derstanding. Immediately, the Drall were put to work in
the factories and laboratories of the Rakata, designing Today, Drall is still a popular tourist destination, if
and building countless Imperial war machines alongside perhaps a bit old-fashioned. While for centuries it was
lauded as the Core's premier vacation spot, with the
dozens of other technically inclined species from across
opening of more hyperspace routes and the coloniza-
the Rakata's galactic holdings.
tion and development of the Outer Rim, Drall's popu-
When the Infinite Empire finally began to crack and larity began to wane. Facing stiff competition from
was consumed from within by slave revolts and savage newly discovered worlds, many of the planet's resorts
civil war, the Drall rose up and threw off the shackles closed and faded from memory.
of their oppressors in a short, bloody insurrection
that eliminated every Rakata on the planet. With the Those that remain, while still elegant and capable
Rakata gone and the Empire extinct, the Drall turned of providing excellent service on a par with that found
inward once again to study the Drallish condition and on Corellia or Coruscant, are considered a bit down-
the mysteries of the galaxy. at-heel by the more fashionable citizens of the Core.
Drallish resorts possess a mildly shabby, lived-in gen-
Over the following millennia, Drall suffered the kinds teelness that some clients find incredibly charming
of small- and large-scale calamities to be expected on and others find hopelessly outre. Despite this, Drall
a planet. There were shattering groundquakes, volca- remains a popular vacation spot among a certain
nic eruptions, plagues, and famines. Different societies section of Core Worlders who prefer its comfortable,
of Drall rose and fell, controlling different parts of the slow-paced atmosphere over the frenetic and more
planet and holding sway over their brethren. There were modern resorts of the Core.
enlightenments and purges, schisms and factional con-
flicts among scholars, and the usual number of proph-
ets and charlatans. It was also during this age that the P E O P L E AND CULTURE
first off-world explorers and traders came to Drall. They
came up the Corellian Trade Spine in droves, bringing ex- As is evidenced by the planet's name, the Drall repre-
sent the vast majority of sentients on Drall as well as
POINTS OF INTEREST
U nlike its bustling neighbor Corellia, Drall is a peace-
ful and bucolic world, with few cities and even fewer
artificially created wonders. This is not to say that
is cloak Mastigophorous's true character. The city's
streets, boulevards, elevated roadways, walkways,
and maglev lines make an intricate
Drall lacks for spectacle; far from it. Along with lattice of ferrocrete, transparisteel,
numerous natural wonders, beautiful landscapes, gratenite, and imported Selonian
and stunning flora and fauna, Drall also offers visi- marble punctuated here and
tors a number of luxurious and very respectable there by broad swaths of well-
vacation resorts as well as some of the finest and tended parkland or multi-use
most comprehensive libraries in the galaxy. The public plazas. A dizzying ar-
following are some locations on Drall that visitor; t. ray of architectural styles
might find of particular interest. can be found throughout
Mastigophorous, from
MASTIGOPHOROUS
Located on the shores of the Boiling Sea,
Mastigophorous is the largest of Drall's
domed cities and the political, social, and
cultural center of the entire planet. De-
scribed by visitors as "the largest small
town in the Corellian System," Masti-
gophorous successfully combines the
lively atmosphere and diverse populace
of Coronet City or Tyrena with the sense
of community and civic engagement of
a much smaller, rural town. Protected
from Corell's glare by an opalescent
transparisteel dome dozens of kilome-
ters across, Mastigophorous is home to
tens of thousands of native Drall and
an equal number of sentients from
nearly every corner of the galaxy.
THE CORELLIAN S Y S T E M
SUNS O F F O R T U N E
types of ancient, traditional, and holistic treatments ous rivers and streams which constantly refresh and
from across the galaxy designed to relax, restore, and circulate it, and flows out by the simple act of evap-
rejuvenate. The finest massage therapists, hospitality oration. Up to three hundred meters deep in some
professionals, and practitioners of traditional healing places, the Boiling Sea is home to a wide variety of
arts from dozens of different cultures spend their days aquatic creatures, from solitary, slow-moving spikefish
tending to the every need and whim of politicians, cap- and swarms of diaphanous redjellies to the massive,
tains of industry, celebrities, and stylish socialites who gentle, semi-sentient aquatic mammals known collo-
travel from across the Core to take the waters and re- quially as Drallish Mermaids. In addition to the native
fresh themselves at The Gardens. wildlife, the Boiling Sea is also home to a plethora of
unique plant life, including the quick-spreading algae
Due to its popularity and the nature of its clien- from which the sea takes its name.
tele, The Luminous Gardens has gained a reputation
as a place where galactic business is done. Treaties During the cool, wet seasons of Drall's autumn, win-
between planets are drawn up on shaded verandas ter, and spring, a thick, ropy, jet-black algae known as
in the cool of a Drall evening, as legal workers sip in- kettleweed grows to cover large swaths of the Boiling
toxicating Corellian whiskey blends and chilled Josen Sea. It clumps together in huge mats that can cover
blue wines. In dense clouds of perfumed steam, busi- vast areas of sea dozens of kilometers across and
ness mergers worth hundreds of trillions of credits are are strong enough to support the weight of an aver-
hammered out by powerful corporate CEOs wearing age Drall. As the kettleweed grows, it is kept largely
nothing but towels. in check by a number of creatures who come out of
hibernation on the seafloor to feed upon it, growing
Along with all of this political maneuvering and fat on the highly nutritious algae. It is also often har-
corporate dealing, a ceaseless stream of informa- vested by locals, as it is delicious, nutritious, and easy
tion flows in and out of The Luminous Gardens. The to cook; dishes featuring kettleweed are considered
proprietress, a savvy young female Drall named a delicacy in Drallish cuisine. As the weather grows
Drusa, collects bits and pieces of information she hot in the summer, Corell's harsh light, unfiltered by
and her attentive and ever-present staff pick up as Drall's atmosphere, combines with elevated tempera-
they serve. Drusa herself has gained a reputation as tures, causing the sensitive kettleweed to die off en
a discreet and canny information broker who knows masse and sink to the bottom of the sea. As the huge
the value of a rumor or a snippet of overheard con- mats of dead algae rot away, they release gas that
versation, and is willing to share her knowledge with bubbles to the surface, causing the waters of the sea
others for a price. to steam and roil. The sea boils for no more than a
few weeks at most, and this time is the busiest season
for the resorts clustered on the shore, with sentients
THE BOILING S E A traveling hundreds or thousands of light years to take
Located southeast of Mastigophorous and nestled in in the spectacle of an entire inland sea boiling away.
a countryside of rolling hills and grasslands, the Boil-
ing Sea is one of Drall's most famous natural wonders,
and is widely considered the catalyst for Drall's long MECCHA
established tourism industry. The Boiling Sea is a long,
narrow, brackish body of water that enjoys pleasant, Meccha is a middle-sized farming town situated a few
temperate seasons and gentle tides. In the distant hundred kilometers from Mastigophorous near the
past, the natural beauty and rich resources of the re- planet's equator. As opposed to a single large dome
gion brought the first Drallish settlers to its shores. like most Drallish cities, Meccha is a complex of a doz-
Then, after the Corellian System threw off the shack- en small domes containing different commercial, resi-
les of the Infinite Empire, off-world visitors discovered dential, and industrial areas all connected by a series
the sea and its unique ecosystem, and took tales of of skywalks, tram lines, and underground tunnels. The
its wealth and beauty back with them to their home city is surrounded by thousands of square kilometers
planets. More visitors arrived, causing the native Drall of orchards, fields, ranches, and pasture land and
to build resorts, health spas, and other attractions provides much of the raw and processed foods con-
to cater to the needs of their visitors. Now, centuries sumed by Drall's inhabitants. Meccha's location in the
later, the shores of the Boiling Sea are littered with hot and humid equatorial region was chosen to take
comfortable, luxurious, and well-respected resorts advantage of the rich soils and warm climate found
that run the gamut from simple native cabins with few there—perfect for large-scale agriculture. While the
amenities to all-inclusive spas where an individual can climate is indeed perfect for growing numerous crops,
have his every need met. the thickly furred Drall who work the fields and tend
the herds suffer greatly in the heat. To counter the
The sea itself is nearly a thousand kilometers long heat and humidity, the inhabitants of the city keep
and four hundred kilometers across at its widest to the cool, climate-controlled domes during the day,
while labor droids perform basic functions such as wa-
point. Water flows into the Boiling Sea from numer-
W I N G R I D E R (RIVAL)
Still the Selonians stayed in their dens, undisturbed For centuries the Selonians remained underground,
by the occasional explorers traipsing about on the severing nearly all ties with Corellia and Drall save for
surface. Now and then scouting parties of Selonian some trade agreements and the continued licensed
warriors were dispatched to patrol the planet and construction of starships for CEC. The Selonians on
report disturbances, and it was in this way, nearly a Selonia even went so far as to sever all contact with
thousand years after the collapse of the Infinite Em- the many expatriates living on the other Corellian
pire and the rise of the Galactic Republic, that the planets, leaving them bereft of support and cut off
Selonians finally made contact with their neighbors. from their family and friends. Only within the past few
decades has this coolness receded, and a new gener-
ation of Selonian explorers is at large in the Corellian
FIRST CONTACT
System, seeking out new horizons and making their
Those few decades after first contact with the Seloni- mark on the galaxy.
ans was made were unpromising. Full of suspicion and
xenophobia, the Selonians wanted little to do with the
rest of the Corellian system. They were happy to keep
The Selonian people are a difficult people to know. For more information on the Selonian people, in-
Naturally suspicious of outsiders, rigidly honorable, cluding character creation rules, see page 91 in
and honest to a fault, they strike most other species Chapter III: Player O p t i o n s
POINTS OF INTEREST
I nlike its neighbors, Selonia offers little to interest beneath the seas in the planet-wide den complex or
U the average interstellar traveler, unless that trav- in orbit in the Selonian Shipyards.
eler has a taste for saltwater, seafood, and hurricanes.
Aside from the majestic and imposing Cloudland
Peaks, only a dedicated marine scientist or xenoan-
CLOUDLAND PEAKS
thropologist could find much to love about Selonia.
One of the few, rare tourist destinations on this other-
The planet's most compelling places lie either deep
wise staid and insular world, the Cloudland Peaks are
A
THE DEEPWATER DOCKS
THE CORELLIAN S Y S T E M
SUNS O F F O R T U N E
When left to their own devices, tunnel worms
trundle through the Selonian den complexes eating
fungus, debris, and filth. They keep the tunnels clean
and occasionally burrow new tunnels or excavate long
lost dens in their constant search for food. They are
difficult to provoke, but once angered, they spit their
caustic saliva and lash about with their tails until the
threat is melted or pummeled into submission. Skills (Group Only): Brawl, Coordination, Vigilance.
Talents: None.
Abilities: Flyer (teryx are excellent flyers, see STAR
W A R S : EDGE OF THE EMPIRE Core Rulebook page 202).
Silhouette 0.
Equipment: Beak (Brawl; Damage 2; Critical 4; Range
[Engaged]; Disorient 2, Pierce 3, Stun 3).
Skills: Survival 2.
S A L E R O D R E X (NEMESIS)
Talents: None.
Abilities: Silhouette 3, Tunneling (using their pow- Massive, black-eyed, single-minded killing machines,
erful maws and their quick-acting acidic saliva, tun- the salerodrex are the dominant predator of Selonia's
nel worms can move through solid stone as if it were endless seas. These sleek, torpedo-shaped creatures
difficult terrain). have smooth blue-white skin with occasional gray or
Equipment: Serrated maw (Brawl; Damage 6; Criti- black mottling along their spines, and a prominent
cal 4; Range [Engaged]; Burn 4, Sunder, Vicious 2), ridge of dorsal spikes. Their broad mouths are filled
crushing tail (Brawl; Damage 10; Critical 4; Range [En- with a triple row of sharp, constantly growing teeth
gaged]; Concussive 3, Knockdown, Prepare 1). that can easily pierce the hulls of ocean-going vessels
or bite a grown human in two. They have incredibly
T E R Y X (MINION) sensitive hearing and olfactory senses, and can hear
the thrum of an engine or smell blood in the water
Teryx are small, feathered species of reptavian found dozens of kilometers away. Constantly on the prowl
in abundance all throughout the Cloudland Peaks. for food, these monsters prey on anything they can
Tiny and exceedingly nimble, these fist-sized crea- fit in their maws, but they seem to prefer live, warm-
tures have long, sharp, needle-like beaks and lovely, blooded creatures.
multi-colored plumage that shimmers in the sunlight
as they dart among the small alpine meadows where
they make their nests. They feed on insects and the
bodily fluids of small rodents, stabbing their prey with
their beaks, injecting the target with a numbing ven-
om, and drinking its blood. While individually they are
not particularly dangerous, their habit of swarming
around any creature and draining them completely of Skills: Athletics 4, Brawl 4, Perception 4, Survival 3.
blood is one of the many well-documented dangers of Talents: Adversary 1 (upgrade combat checks target-
exploring the Cloudland Peaks. ing this creature once).
Abilities: Aquatic Creature (salerodrex suffer no
penalties for moving through water and can breathe
underwater, but cannot move or survive on land),
Silhouette 3.
Equipment: Teeth (Brawl; Damage 8; Critical 3;
Range [Engaged]; Pierce 4, Vicious 4).
Major Imports: High-tech goods, medi- Orbital Metrics: 392 standard days per
cine and medical equipment year/24 standard hours per day
Trade Routes: Corellian Trade Spine, Corellian Run Government: Federation of the Double Worlds
POINTS OF INTEREST
T hanks to their curious relationship, the Double
Worlds are considered one entity when speaking
of people, cities, and governmental entities. Both
facade. Beneath the glamorous surface lies a black
heart of corruption, vice, and despair.
While the happy and productive (and most impor-
worlds feature a number of natural and artificial won-
tantly, prosperous) citizens are real, those unfortu-
ders, from breathtaking mountains to verdant jungles
nate enough to be less well-off are shuffled away into
to soaring, glittering cities of ferrocrete and transpar-
segregated neighborhoods full of addicts, the insane,
isteel. Presented here are a number of the more inter-
the poor, and other undesirables whose existence
esting locales on the Double Worlds.
is anathema to the Fed-Dub authorities. The condi-
tions in these out-of-the-way sectors of the city are
DEARIC every bit as desperate as the worst parts of Corellia's
Blue Sector, but they have no silver lining. No tourists
The capital city of Talus and home to that planet's main or slumming socialites frequent the dives and pawn
spaceport, Dearie is a city as corrupt and dangerous shops in the makeshift commercial districts. No gov-
as it is beautiful. A large and bustling metropolis often ernment aid, no protection from gangs or criminals,
compared favorably to Coronet City on Corellia, Dearie nothing at all is provided to these unfortunates, and
is a dense urban landscape of soaring skyscrapers, they are fed a constant stream of blame and lies that
broad, lush parks, orderly neighborhoods, and busy keep them in their place. As long as they stay quiet
commercial districts. It is home to respected cultural and keep their heads down, the authorities leave
and educational institutions, has a booming economy, these inhabitants alone. However, there is a long his-
and has a population of happy, productive citizens tory of rabble-rousing and protesting that comes from
whose government provides to meet their needs. these sectors, and an equally long history of suppres-
sion and police brutality as the corrupt authorities do
That's the official line from the Fed-Dub information all that they can to maintain the horrible status quo.
ministry, at any rate. The fact is much of Dearie's so-
phistication and urbanity is a carefully manipulated
KYSTES' SPINE
The Kystes' Spine is a long and nearly impassable
mountain range bisecting Talus' great southern con-
tinent. These ragged, ancient mountains are home to
a number of deadly native creatures and are prone
to violent storms and groundquakes. Here and there
throughout the range are small, sheltered alpine val-
leys in which human villages and Drall research stations
have sprung up, but these are few and far between; the
Spine has few sentient inhabitants. Vast forests stretch
across the flanks of the mountains, broken by jagged
rockslides and cloaked by mists and clouds.
Deep beneath the Spine are a vast series of tunnels,
ancient lava flues and vents from when the mountains
were young. Within this dark maze live the majority of
the Selonian population of Talus. A loosely allied con-
federacy of dens, the Selonians who live beneath the
Kystes' Spine are radical xenophobes who shun both
the company of aliens and that of their own kind back
on Selonia. They have little contact with the outside
world, and those outsiders foolish enough to intrude
upon the dens without invitation often meet with a
very messy end.
NASHAL
Built along the banks of the scenic Me
phyt River in the far north of Talus,
Nashal is held up by Fed-Dub officials
as the very model of a Federation city.
Founded millennia ago in the aftermath
of the fall of the Infinite Empire, the city
was initially a neutral meeting place
where different tribes of humans and
Drall could come to trade, mingle, and
work out their differences.
Today, Nashal is a sprawling and lovely riverside city local government. It is an open, airy city nestled in a
of half a million citizens. Home to most of Talus' cultural valley near the equatorial sea with broad, tree-lined
elite, Nashal is dedicated to the cultivation and preser- streets and stout buildings full of antique charm. Qui-
vation of native Talusian art, music, and writings. It has et and staid, Rellidir has little of the flash or vice of its
also gained a reputation as neutral ground throughout sister city Dearie, but neither does it have a fraction of
the galaxy, and over the centuries many peace treaties Dearie's wealth. The inhabitants of Rellidir are mostly
and negotiations have been held here by peoples from middle-class working men and women who make their
all across the Core. Thanks to its character as both a livings digging ore in the mines, toiling away in the re-
cultural and diplomatic center, Nashal is the most di- fineries, or working the fields and pastures of Tralus'
verse city on Talus, and the languages of hundreds of many factory farms.
species echo in its streets and parks.
QAESTAR TOWN
SEA OF JARAD
The largest city on Talus—and the Double Worlds—
Tralus' Sea of Jarad is a small, shallow, exceedingly with a quarter million people, Qaestar Town is often
stormy inland sea located in the planet's northern said to be what Dearie looks like under its veneer of
hemisphere. The small human and Selonian communi- gilt and Fed-Dub propaganda. It is an ugly, dirty port
ties that have grown up on its shores are a throwback town situated in the shadow of the massive Qaestar
to a simpler, slower age. Sleepy fishing-and-aquacul- Ridge. High atop the ridge is the largest, most dan-
ture towns of typically fewer than 2,000 souls, these gerous spaceport on the planet (if not in the entire
settlements are home to a rogue's gallery of repro- system). Frequented by pirates, smugglers, and other
bates, dropouts, exiles, survivalists, and sentients from assorted undesirables, Qaestar Town is a place that
a plethora of species who fell through society's cracks explorers end up when they are down to their last
and had nowhere else to go (and nothing left to lose). credit or have made one too many mistakes. It is a
rough, mean-spirited town with hard-eyed and suspi-
The denizens of these towns make their meager liv- cious citizens who look upon visitors as equal parts
ings as fishermen, hunting the massive and dangerous predator and prey. Always ready to believe the worst
styanax fish or raising crustaceans, mollusks, and ed- about a person or a situation, the sullen and suspi-
ible sea plants in crude, littoral operations. The fish- cious people of Qaestar Town are always on their
ing is still done the old-fashioned way, in broad, flat- guard. They are quick to take offense and quick to
bottomed canoes rowed by powerful oarsmen, using anger, forever playing the role of the martyr and the
handheld harpoons that have changed little throughout constantly aggrieved.
the course of history. Occasionally a daring or wealthy
hunter travels to this forsaken region to hunt styanax,
hiring the local fishermen as guides and assistants.
THE JARAD RUN
Life on the Sea of Jarad is hard. The meager economy
T
is subject to the whims of wind and tide; the weather is he Sea of Jarad provides a deadly challenge
capricious, with storms that whip up out of clear skies to even the most skilled pilots. Those in
to scatter fishing boats and drown laborers, only to dis- the know can participate in a dangerous race
appear in an instant. Changes in temperature, salinity, across the sea in high-performance low-altitude
or the chemical makeup of the waters can drive schools airspeeders, pushing themselves and their craft
of fish into the deep center of the sea where they can- to the limit of their abilities. Many young Tralu-
not easily be reached, or kill thousands of them en sians use this race as a rite of passage to prove
masse, cutting the fishermen off from their livelihoods their merit. Those that survive may go back to
and making the difficult living situations even worse. Al- their community with honor. Although the race
though life is grueling and often deadly, not all is doom caters mostly to the local population, outsid-
and gloom throughout the region. In what little spare ers have been known to make the attempt.
time they can find, people make music or write verse The track is split into three legs, each of which
about the sea and its inhabitants. Scrimshaw, the art crosses the sea. The massive triangle increases
of carving detailed images and even whole stories into the likelihood of encountering a storm. Each
styanax bones is quite common, and many fishermen year a few unlucky individuals die during the
make their livings in the off season by selling their art race; most of these are outsiders. Those who
in the far-off city bazaars. have lived their lives around the Sea of Jarad
are used to its temperament and can spot the
signs of approaching storms better than out-
RELLIDIR siders can. Both spectators and participants
are provided with hours of suspenseful enter-
Home to over one hundred thousand sentients, Rel- tainrnent and many opportunities for wagers.
lidir is Tralus' largest city and the seat of the Planet's
THE CORELLIAN S Y S T E M
SUNS O F F O R T U N E
lection of hangars, slips, warehouses, and dens of ill
THE IMPERIAL PRESENCE repute is connected to the city below by maglev lines
and an ancient, winding staircase cut into the wall of
Q
aestar Town is home to a small Imperial gar- the ridge. The staircase descends for two kilometers,
rison consisting of a few squads of storm- ending in the heart of Qaestar Town's governmental
troopers, their officers, and a much-harried Im- district. Port of Qaestar is infamous throughout the
perial customs inspector. Ostensibly assigned system for being nothing but a front for rival gangs
to the city to help oversee customs at Port of of cutthroats and smugglers who charge the highest
Qaestar, the garrison is also under orders to berthing fees; they are just as likely to strip a ship to
get a handle on the crime and corruption in the hull or impound it indefinitely as they are to fuel
the city and bring the Fed-Dub officials into the and service it. Despite its well-earned reputation, Port
Imperial fold. This has proven to be an impos- of Qaestar is wildly popular among the more raffish
sible task. Underfunded by Coruscant, ignored set of smugglers and traders. A credit goes a long way
by the Fed-Dub officials, and outgunned by the in Qaestar, and a good reputation and a flush bank
criminals who run the city, the beleaguered account can slip nearly any cargo imaginable past the
Imperial Garrison has thus far been unable to Fed-Dub customs officials.
bring the "Qaestar Situation" under control.
OTHER GEOGRAPHIC REGIONS
Perhaps the largest problem with Qaestar Town is
the lack of good leadership. The Fed-Dub authorities This is a brief overview of some of the other geograph-
are shockingly corrupt even by Double Worlds stan- ic regions found on Talus and Tralus.
dards. Fully in the pocket of both the pirate outfits
Mud Flats: Talus's mud flats are notable to geolo-
that operate the port facilities and the organized
gists in the Corellian system due to their extensive
crime families who run the city proper, the govern-
size. Some of the flats stretch for thousands of kilo-
ment officials are there to do little more than pay lip
meters, formed by shallow seas and flat, silt-laden
service to law and order while keeping the law away
terrain. Though dotted with small islands of swampy
from the actual business of the city.
vegetation, much of the flats are open expanses of
While this is a remarkably lucrative arrangement for steaming mud, constantly drenched in brief but furi-
the politicians and the crime bosses, the average citi- ous downpours. The flats are so large whole ecologies
zens are trapped in the middle, squeezed by taxation exist within, with the notorious sludge panther at the
on one hand and extortion on the other, with no one top of the food chain.
to turn to for redress. Most visitors say that if the city Steppes: Tralus's steppes are rolling expanses of cool
were well and truly cleaned up, the people would be- grasslands, washed by rains in the summer and dust-
come more amicable, but less charitable souls believe ed by snow during the long winter. Despite the high
that Qaestar Town is the city that its inhabitants de- winds, they are considered one of the more appealing
serve, and no amount of change will make them happy. places to visit on Tralus; the local herding communi-
The port itself sits high above the city on the Qae- ties tend to be free of much of the corruption that
star Ridge. An ugly, ramshackle col- plagues the rest of the Fed-Dub.
CREATURES AND G U F D R O L G (RIVAL)
Languages: Ba-
sic, Drallish, Selonian
Terrain: Urban, artificial farms, parkland
Major Cities: Hollowtown, Null Town
scholars in the Corellian System, no one truly knows
A r e a s of Interest: TechSec, The Shells who created Centerpoint Station, or why. The inhab-
Major Exports: High technology, tourism itants of Centerpoint itself are more concerned with
daily routines than the origins-of their home. Most
Major Imports: Luxury goods, technology locals take the station for granted, and leave the ex-
Trade Routes: Corellian Trade Spine, Corellian Run ploration and questions to newcomers.
G
its polar axis every twelve hours to generate artifi- ravity generation has been a ubiquitous part
cial gravity. This spinning design necessitates that all of spacefaring life in the galaxy for millen-
decks are concave, and oriented so that "up" is to- nia. Centerpoint Station is one of the very few
ward the station's axis. constructions in the galaxy that relies on a far
older means of inducing artificial gravity—cen-
The interior of Centerpoint is divided into four dis- trifugal force. The entire station—all 3 5 0 kilo-
tinct regions. Hollowpoint encompasses the open meters of it—spins to generate artificial gravity.
center of the spherical section, and is the focus of
Centerpoint's tourism trade. The Shells are made up A spinning space station presents a multitude
of roughly 2 0 0 concentrically larger spheres around of challenges. Docking with a rotating station
Hollowpoint, and an estimated 2,000 surrounding makes a simple piloting exercise quite exciting,
decks. The North Pole, which points toward Corell, and means most pilots rely on the station's
is known as the Technology Sector or TechSec, and tractor beams for a docking aid. The spin-
hosts most of the scientific research and manufactur- generated gravity of Centerpoint also causes
ing projects on Centerpoint. Finally, the South Pole is nausea and claustrophobic reactions in new-
the least explored area of the station, and is home to comers. The effect is especially noticeable in
a small but thriving criminal element. Hollowtown. turbovator shafts, and the polar
regions. One way to notice a newcomer to Cen-
The station is estimated to be over a million years terpoint is to see them react to Hollowtown;
old, making it one of the oldest known artificial con- momentary bouts of panic upon seeing the
structions in the galaxy. Though hotly debated by rest bf the sphere about to "fall" are common.
C
haracters present in Hollowtown or areas of entire small ships) to station airlocks inside the han-
the Shells near the polar axis enjoy the ben- gar bay. The Northern bays are controlled by the Ex-
efits of low gravity, while those present in the ecutive Secretariat, which handles traffic control and
outer regions of the Shells suffer the penalties security, though a number of these bays are leased to
of high gravity (EDGE OF THE EMPIRE Core Rule- corporations with research and development facilities
book, page 21 3). Most of the inhabited areas onboard. The Southern bays are not in official use,
of the polar regions have been equipped with though criminal elements have been known to appro-
gravfield generators, but areas without them priate them.
have either low gravity or none at all.
THE P E O P L E O F
CENTERPOINT
Centerpoint is governed by the Executive Secretariat Skills: Charm 3, Coercion 4. Cool 3, Deception 3. Dis-
led by the Chief Executive, who is appointed by the cipline 3, Knowledge (Underworld) 3. Negotiation 3.
Federation of the Double Worlds. The secretariat is Perception 4, Streetwise 4, Vigilance 2.
charged with managing Centerpoint Station on be- Talents: Adversary 2 (upgrade difficulty of all combat
half of the Fed-Dub and takes an active role in most checks against this target twice). Plausible Deniability 2
T
per session, may reroll any Cool or Negotiation check).
o represent typically encountered
Abilities: None.
NPCs of Centerpoint Station, refer
Equipment: Heavy blaster pistol (Ranged [Light]; to the adversaries in EDCE OF THE
Damage 7; Critical 3; Range [Medium]; Stun setting), EMPIRE Core Rulebook, pages
superior concealed armored clothing (1 defense, + 2 A 391-415. The Spaceport Se-
soak), comlink. i curity Detail and Spaceport
A Security Officer are appropri-
GUSTIP [RIVAL] A ate as Centerpoint Security
forces. The Corporate Sector
Baron Kaldo depends on Custip, his fastidious Drall Authority Security Captain
majordomo, to manage the day-to-day affairs of his and Viceprex are perfect
criminal empire. Gustip carries himself like an aristo- A w for private security and
crat, and is never without his aurodium-plated cane. ''^fc leadership in the Tech-
When not on Kaldo's Hollowtown or Null Town estates, [ ^,S~ Sec. Use the Street
Custip is accompanied by a gang of Selonian thugs.
^ * % ' ^ Tough and Pirate
W Crew to repre-
AV sent the dregs
A \ i^^K of Null Town.
SERA
RIGGERS
Skills: Cool 2, Knowledge (Core Worlds) 3, Knowl-
edge (Education) 3, Knowledge (Underworld) 3, Ne- [NEMESIS]
gotiation 2, Perception 1, Streetwise 2.
Sera is a mid-level
Talents: Stroke of Genius (once per session, may
officer in the secre-
substitute Intellect characteristic on a skill check). tariat and frequent-
Abilities: None. ly acts as the Offi-
Equipment: Holdout blaster (Ranged [Light]; Dam- cer on Duty, where
age 5; Critical 4; Range [Short]; Stun setting), su- e is responsible
perior concealed armored clothing (1 defense, + 2 for the day-to-day
soak), aurodium cane, encrypted datapad, comlink operations of
Centerpoint Sta-
SELONIAN THUG [MINION] tion. She is driven
to keep Centerpoint a safe place
The Selonians of Den Kimotte act as the enforcers of for tourism and research, and is obsessed with rooting
Baron Kaldo's criminal empire. They are trained to out organized crime, much to the annoyance of her po-
be silent and without mercy in the execution of their litically connected superiors. She is not above enlisting
tasks. Kaldo's killers always travel in groups of three. independent contractors to gather evidence.
OTHER PLANETS
AND FEATURES
B eyond the famed "Five Brothers" of the Corellian
System, a number of other astrographical features
six-month tours to scour the planet for new veins or
work existing mines. CMC favors all-Selonian crews,
exist, including space stations, asteroid fields, and
even other planets. as studies have shown crewmembers resist the psy-
chological strain of longer tours if among Selonians
from their own sept. Transports arrive weekly to haul
CROLLIA crates of raw materials to CMC storage facilities; CMC
also maintains lucrative supply contracts with various
A rocky wasteland distantly orbiting Corell. Crollia is CEC shipyards and most of the mined metals end up
largely uninhabited due to a poisonous and almost fueling Corellia's voracious space industry.
opaque atmosphere. However, the planet still proves
valuable to Corellia's industry. Crollia was where cro-
dium ore was first discovered. A very hard metal used SORONIA
in early spacecraft that traveled via hyperspace can-
non, crodium is rarely used in modern shipbuilding. Furthest out from Corell circles Soronia, an uninhab-
Most mines were located in Crollia's Maw, a massive ited icy rock cloaked in a mottled purple and blue
canyon formed by diverging tectonic plates. Howev- atmosphere. The air contains large amounts of cy-
er, the majority of the crodium mines are long since anogen and methane, and the extreme distance from
played out. the star means the temperatures are so cold most life
forms would freeze solid in moments.
However, other ores and metals are still mined on
At night, once the far distant Corell descends below
Crollia in abundance by the Corellia Mining Corpora-
the horizon, temperatures plummet even further. Many
tion. CMC maintains a fleet of several hundred digger-
of the heavier gases in the atmosphere flash freeze
crawlers, each crewed by a dozen sentients super-
into "trees" made of delicate ice crystals. The haunting
vising mining droids. The crews usually contract for
and ethereal flash-forests are best known as part of a
RAYLESS LANTERN
10 3 (JHD
Skills: Computers 4, Mechanics 5, Negotiation 2.
Talents: None.
Abilities: None.
Equipment: Tool kit, datapad, emergency repair
GORMO VOSADII GRASSO [NEMESIS]
patch, hand scanner.
Gormo owns Gus Treta Market Station, which he runs
as a legitimate business. Most consider him very LIDDY R A V O R A [RIVAL]
trustworthy, for a Hutt. The truth is Gormo has little
interest in the station beyond profits and information. Liddy used to waitress at Bell's Cantina, a veteran
Decades ago, Gormo was dishonored among his clan spacers' hangout. However, once she recognized the
for a botched spice smuggling enterprise and Gormo value of information, she became an amateur info-
has been actively seeking a new scheme to restore his chant. Liddy amassed a small fortune trading secrets
reputation ever since. and purchased the cantina a decade ago. Spacers
trust her, and she has been known to help many a
down-on-his-luck spacer find work. Still, her first loy-
alty is to her top-paying customer, Gormo the Hutt.
T
hough many galactic citizens frequently make the ca- its, and established the hyperlanes their descendents
sual mistake of using "Corellian System" and "Corel- would travel for generations to come.
lian Sector" synonymously, nothing could be further
The various societies of the Sector are fiercely com-
from the truth. Corellia is only one of thirty systems
mitted to maintaining their diversity. However, unity
that sprawl across the sector, ranging from sparsely in-
exists through the shared spirit of independence and
habited mining worlds bathed in the light of harsh suns wanderlust. Now, while individual systems strive to
and barely explored jungle worlds to densely packed maintain their unique cultural heritages, the Corellian
ecumenopolises and worlds riven by toxic waste. Sector as a whole stands firmly united to maintain its
As one of the oldest collections of systems in galac- strength and importance in galactic matters.
tic history, the Corellian Sector proudly bills itself as
the foundation for intergalactic civilization. At the same
time, most who live within the sector cannot stand al-
NAVIGATING T H E SECTOR
lowing their cultures to become homogenized into the Beyond the home planets and other important land-
Empire's greater whole. The Empire knows that a caul- marks of the Corellian System, there are the various
dron of discontent brews within the Corellian Sector. other systems of the sector to consider: the polluted
Before the hyperdrive allowed the Corellians to ex- factory world of Duro; the cosmopolitan and ecologi-
plore the galaxy, they started with their own galactic cally balanced Nubia; the artisan's haven of Aurea;
backyard. Daredevil explorers blazed new hyperspace the highly disciplined agriworld of Sacorria; and many
routes out from Duros and Corellia to Corfai, Nubia, more. All told, thirty systems make up the Corellian
and other nearby worlds, always seeking new horizons Sector. Many of these contain the long-inhabited
to discover and challenges to overcome. The Duros planets involved in the major trade clusters which give
and the Corellians discovered they were kindred spir- the sector its extraordinary power and influence.
SCARRED BY WAR
T
hough there has always been extensive coop- Under the leadership of Emperor Palpatine, the
eration and trade between Duro and the Qorel- Imperial bureaucracy has many hidden agendas.
lian Sector, the Duros were perfectly content to One of them, by his specific direction, is to fo-
consider themselves a separate society and cul- ment as much discord and political wrangling as
ture living in their own sector of space. They had, possible at local government levels. Engineering
after all, taken to the stars far earlier than their such chaos makes it much easier for Moffs and
neighbors, winning their freedom from an oppres- other Imperial officers to manipulate their charg-
sive tyranny; why should they wish to sublimate es as they step into such situations as mediators
their identity into a human-dominated culture? and, where necessary, enforcers.
Heedless of Duro sensibilities or desires, the Em- By attaching Duro to the Corellian Sector, the Em-
pire chose to reorganize the lines on the galactic pire seeks to engender resentment among both the
map to suit its own administrative needs. Including Duros and the Corellians. It is hoped the Duros will
the management of Duro's ecological disaster and see the move as subverting their sovereignty (which
its extremely important manufacturing capabilities is true), yet focusing that resentment to the Corel-
within the Corellian Sector was presented as a sim- lian government that has been nominally assigned
ple logistics decision. The Empire needed Duro's control of them now. The Corellians, meanwhile, are
assets in its military buildup, and it needed the re- being asked to take on the burden of Duro's reha-
sources of the Corellian Sector to aid in rebuilding bilitation, which creates resentment over resources
Duro society to adapt to the crisis of their planet. already being stretched thin. All the while, Grand
Moff Naomi Dargon manipulates the entire situa-
This, however, is only part of the truth. tion to her political and personal fortune.
the Empire, the long-suffering Duros are once again and is located in the same hemisphere as the second
second-class citizens in their own homes. continent, well into the planet's southern regions.
The only mollifying factor for the people of Duro is the These days, virtually none of the lush greenery of
slow-but-steady reintegration of the Neimoidians back the past remains. Mass extinctions of flora and fauna
into their culture. With the defeat and disgrace of the were well underway before the first terrible invasion
Trade Federation laid thoroughly at their feet, the prodi- by the Mandalorians took a devastating toll. Pollution
gal colonists are now returning to the ways and means and toxic waste, resulting from the utterly unchecked
of their home system and looking for a new beginning. Industrial Age, turned the air into a hazy, choking per-
Some are even making the actual return to Duro, finding petual smog bank covering the entire atmosphere,
homes among the orbital cities. They bring with them while sludge-filled rivers flowed into acidic seas. What
extensive experience in trade, commerce, bureaucracy, few efforts were made to manage pollution were de-
and management, all useful as the people of Duro wres- stroyed during the Basilisk war droid ravages.
tle with the uncertain future they face.
Desperate to rebuild their economy in the after-
math of the Sith Wars, the Duros paid only minor at-
THE PLANET O F DURO tention to the ecological impact of their industries as
they struggled from the ashes of war. Food produc-
Once covered in lush jungle greenery over most of the tion plants were built to minimize air pollution, but
surface, Duro was home to millions of indigenous spe- the safeguards of those systems were barely tertiary
cies of flora and fauna. The heat and humidity of the concerns next to pumping out enough food to feed
planet was particularly nurturing to reptilian forms of the workers who broke their backs to get ore flowing
life, from which the Duros species evolved. Low moun- from the mines again, and getting ship parts up to the
tain ranges created many thousands of plateaus and yards being rebuilt in orbit.
valleys, where the growing Duros populations thrived,
and water flowed throughout the lands via great rivers Thus it was an ecosystem already on the brink of to-
tal collapse that General Grievous tipped completely
and many thousands of streams.
over the edge when he ordered massive orbital bom-
Duro has three major landmasses. One great conti- bardments. The last of the safeguards against toxins,
nent stretches over a full third of the planet's surface. waste, and air pollutants disappeared in smoking ru-
A second continent, about a fourth of the size of the ins, leaving behind a planet impossible to live on with-
main one, stretches from the northern pole into the out hazard gear. The last of the population had to be
opposite hemisphere from the main continent. The moved off of the surface into the orbiting cities, while
third mass is not much more than a very large island, the rest of the wildlife simply died off.
T
most galactic citizens when they think of Nubia. In wo distinctly Nubian sports have gained prom-
many ways, they exemplify the dual emphases of the inence throughout the Core and even the rest
planet's population: a strong connection to its natural of the galaxy—grav-ball and ronto racing. Crav-
treasures and a powerful drive for technological ad- ball involves two teams of six players on a spe-
vancement and galactic reach. cial court. Wearing hover boots that allow them
to bounce several meters into the air and use the
Terraformed to make the best use of the great aqui- whole three dimensions of the court, the players
fers beneath the surface, Nubia's original colonists wield repulsor batons that catch and throw a ball
crafted the planet as a pleasant world capable of sup- to each other and, ultimately, though a goal on
porting a wide variety of flora and fauna, and it grew one wall. Now the sport is wildly popular, with
into a strong source of agricultural needs for the entire large sums of money spent on championship
Corellian Sector. Shrewd and wise governmental poli- events (and large sums won and lost through ex-
cies mixed with a very fortunate history of little conflict tensive gambling).
or involvement in galactic wars to provide an excep-
tionally attractive environment for corporate interests. Ronto racing is a passion for almost all Nubians.
The sport features the large quadruped mammals
Now Nubia stands as one of the most prosperous
native to the planet, normally used as beasts of
and.successful planets in the sector. The fact that it
burden (and for general riding, before the time of
•is run by corporate puppet-masters rather than the
speeders and other machines). Ronto racing has
nominally elected officials doesn't seem to impact
become an elaborate sport with exacting breed-
the planet's population in the slightest. They are only
ing and training regimes. The most famous of all
somewhat concerned about the increased presence
ronto tracks is the Tallera Downs, located just
of Imperial customs agents and patrols around the
planet; so long as their work is allowed-to continue south of Nuba City. This is where the annual Tail-
being their own, as is their leisure time, the Nubians era Open is held. The Tallera Open has become
generally don't have many worries at all. an event at which the truly rich and famous of all
the Core Worlds endeavor to be seen.
I " I liant red hues and are yet another treasure the
Advisory Council is loath to despoil.
However, trade in Aurean crafts remains
the core of the planet's economy, and the
Advisory Council has a staff of highly trained and trust-
ed brokers who manage the sales and transport of all
CREATURES AND
art commissioned "and sold. One of the more unique CHALLENGES
aspects of this trade is the guarantee provided for any
artwork created by the Masters of the Aurean ^Glass- Aurea has a very vital and diverse array of flora and fau-
workers Guild. If any work of art created by a Master is na, but most of its natural predator population tends to
broken, the Master will re-craft the broken piece into leave sentient beings alone. The most dangerous plac-
artwork even more exquisite than the original. es to journey are Aurea's deserts. Traveling the desert
without a knowledgeable guide can be challenging. Not
only must one account for the extreme heat during the
T H E MARDRI S O U L W O R K S COLLECTIVE
day and shocking cold at night, but the deserts are also
home to one of Aurea's few dangerous predators.
The legacy of Coovo Mardri resonates across Aurea,
and nowhere more so than within the ranks of the If a group spends a great deal of time out in the
auspicious Soulworks Collective. Built on the site of desert without the proper gear or appropriate abili-
Coovo's home next to Shakamm Crater, the arcology ties, the GM can impose penalties for the harsh cli-
is home to over ten thousand artists, craftsmen, po- mate. Typically this can take the form of • added to
ets, and musicians. All of them seek the inspiration all checks, with one additional • imposed per day
Coovo found on Aurea, whether it is through the ma-
spent consecutively in the desert without proper gear.
terials the planet provides, its history of creation, or
simply collaboration with like-minded people.
A U R E A N VULTURE [RIVAL]
The Soulworks Collective Advisory Council became
the de facto government for the planet early in its de- With a wingspan of more than four meters, an Aurean
velopment. Eventually an overwhelming majority of the vulture won't hesitate to swoop down on a humanoid
for a chance at a solid meal. The creature has excellent
planetary population established the Advisory Council
long-range eyesight, enabling it to find prey while it
as the official government via planetary referendum.
drifts on warm updrafts over the planet's desert lands.
Though the Council spends a great deal of time in Crysal-
Flocks follow their prey for days. Then, at the height of
lia, its spiritual home will always be the Mardri arcology.
the day, they dive in from the angle of the sun, hoping
The arcology housing the Soulworks Collective is a to blind their targets long enough to slay them.
self-sustaining community. Hydroponic gardens and
water-reclamation technology help create an environ-
ment that can last without outside support for at least
a decade. However, the Advisory Council tries to avoid
cutting themselves off from the rest of Aurea. Towards
this, a strong alliance exists between the Collective and
the Aurean Glassworker's Guild (a wider guild of artists
across Aurea), and the two groups work closely together. Skills: Brawl 1, Perception 2.
Talents: None.
There is an oft-told legend that the famous Heal- Abilities: Dive Attack (the first attack made during an
ing Crystals of Fire of the Jedi Temple originally came encounter gains + 2 damage and • ) . Flyer (see page
from Aurea. Tales insist that some burning crystals are 2 0 2 of the EDGE OF THE EMPIRE Core Rulebook).
connected to the Force, and the Soulworks Collective Equipment: Beak and talons (Brawl; Damage 4; Criti-
secretly handed them over to the Jedi Council. The cal 3; Range [Engaged]; Vicious 2).
Advisory Council denounces this as just so much ro-
mantic nonsense, of course.
SACORRIA
Astronavigation Data: Sacor
rian System, Corellian Sector
(Outlier Systems), Core region
Orbital Metrics: 3 4 3 days J
per year/23 hours per day J
Government: Dictatorship
Population: 6 0 0 mil-
lion (Human 4 0 % , Selo-
nian 3 0 % , Drall 30%)
Language: Basic, Dral-
lish, Selonian \
Terrain: Forests, plains,
mountains, small seas
Major Cities: Dorthus Tal
City (Capital), Saccorata
A r e a s of Interest: Cobble Stone
Square, Dorthus Tal Prison, Sar-
cophagus Moon, Watchtower Base
Major Exports: Wood, foodstuffs, alcohol
Major Imports: Weapons and defense systems,
electronics, luxury goods
Trade Routes: Corellian Trade Spine
Special Conditions: Sacorria is highly, insular, with
fluences are considered generally disruptive at best,
very strict laws governing the influence of non-natives.
and devastating to the Sacorrian way of life at worst.
Visitors are safest keeping their travels to the areas
Even the most minor infractions by anyone, not from
closest to the starport of Dorthus Tal City.
the planet, if committed outside of the Trade Zone
Background: Forged from a bloody and violent his- of Dorthus Tal (the capital city), can result in-very
tory, the civilization of Sacorria is now one of peace severe consequences.
and order.. The entire planet is given over to the pro-
duction of food and other agricultural needs in vast
quantities. Sacorria exports enough food to supply
the needs of the rest of the Corellian Sector, as well
as ample amounts for exportation to the rest of the
Core. This is the heart and soul of the planet and its
people, as determined by the all-powerful Triad that
rules them. S acorria is orbited by one moon, Sarcopha-
gus. The early Triad established the practice
of burying Sacorria's dead on Sarcophagus.
Sacorria is not a place for outsiders, and the plan- Though much has been made of the practice
e t s authorities go quite out of their way to make that in spiritual terms, such as the elevation of the
known to visitors. The people are insular and highly honored dead into the heavens, the real rea-
conservative, preferring very much to be left out of son is far more pragmatic. Not wishing to lose
galactic affairs and the business of offworlders. They profitable hectares for the interment of the
are brought up from birth to believe their safety and dead, the Sacorrian Triad determined that the
prosperity relies solely on their commitment to their less-productive lands of the moon would serve
community and their work. Frankly, this makes Sacor- better. Despite this fairly cynical origin to the
ria a fairly dull place for anyone not born there. '. . practice, the population at large is encouraged
to treat the whole process with great reverence.
However, visitors may find Sacorria dangerous to
There is even a law prohibiting the use of tele-
visit, in addition to being unpleasant. The mysterious
scopes to observe the moon, declaring that do-
Triad jealously guards both its secrets and the essen-
ing so is disrespectful of the deceased.
tial balance of the society it rules over. Outside in-
CONSTRAINED B Y L A W
S acorria is one of the "breadbaskets" of the Corel-
lian Sector, capable of providing ample food for the
populations of many planets at once. From a violent,
control of the colony, the Triad had established planet-
wide agricultural production. Vast stores of foodstuffs,
raw lumber, and even various alcoholic beverages await-
bloody beginning, Sacorria has been forged into a ed the representatives of the parent planets. Presented
peaceful, law-abiding planet with a population that with a fait accompli, the expeditionary force's leaders
values productivity and prosperity over just about ev- agreed to negotiate rather than attempt armed conflict.
erything else. A firm, authoritarian hand in the guise
The earliest iterations of the Triad enforced order
of a trio of mysterious, powerful individuals ensures
with an iron hand, though the people of the planet
that the food grows and the peace is maintained.
enjoyed peace and prosperity so long as they lived
according to the draconian laws. The Triad's rule
SACORRIA'S HISTORY seems uncomfortable or even repressive to most Core
worlders. However, Sacorria's unending productivity
Full of enormous agricultural potential, Sacorria was continues to supply the entire sector with ample food
one of the first planets of the Outlier Systems colo- and other needs, so no other governments interfere.
nized by the Five Brothers. As was the case with so
many early colonizing efforts, however, much of the
population exported to Sacorria consisted of paroled T H E PLANET OF
criminals, ne'er-do-wells, and other undesirables. SACORRIA
Thus, the earliest days of Sacorria were marred by
chaos, crime, and disaster. Sacorria's orbit, size, and other factors make it a
beautiful and hospitable planet, ideal for agricultural
With little support from Corellia and the other home
development over most of the surface. A few small
systems, Sacorria quickly fell into chaos. Tensions be-
seas dot the planet, and there are some impressive
tween the three main species—humans, Drall, and Se-
mountain ranges, but arable land covers the majority
lonians—resulted in frequent bloodshed and threat-
of the world.
ened to plunge the young civilization into civil war.
Criminal organizations sprang up like weeds across Dorthus Tal, the capital, is built on an island in the
the planet, bringing in illegal contraband from all middle of one of Sacorria's shallow seas. This is the
over the galaxy. The administrators appointed by the main starport and trade hub for the planet, and one
Corellian Diktat grew desperate, fearing they would of the few places non-Sacorrians may visit without ex-
have to call in military forces from Corellia. tensive regulation. Gaining the necessary permission to
travel Sacorria beyond the Trade Zone of the capital is
THE TRIAD EMERGES extraordinarily difficult, and violating the travel ban is
a severe crime. To enforce this and other laws, Watch-
On the brink of this disaster, a group of three individu- tower Base, a huge edifice housing an entire regiment
als (a human, a Drall, and a Selonian) approached the of security police, overlooks the entire capital. It over-
colonial administration with a proposal. This group sees batteries of surveillance cameras, drones, listen-
asked for three months to organize a movement that ing devices, and police patrols that blanket the island.
would bring peace and order to the colony. With noth-
One of the more popular attractions in Dorthus Tal
ing really left to lose, the administrators agreed, as is Cobble Stone Square. Located on the south edge of
they retreated behind their defenses and waited. the Trade Zone, it is a tourist attraction portraying an
Through negotiation, politics, disreputable deals idealized version of early life on Sacorria. Trained arti-
with criminal factions, outright coercion, and even sans and re-enactors work and live in the Square, inter-
murder, these three delivered on their promise in just acting with visitors as they show ancient techniques for
over two months. They brought Sacorria under con- working metals, making clothes, and preparing foods.
trol, with the majority of the criminal groups expelled Of course, no one speaks of the very violent early his-
and the major leaders of the single-species factions tory of Sacorria, and any re-enactor caught discussing
eliminated. The Triad, as they came to be called, re- such matters finds himself jailed for sedition.
turned to the colonial administrators at the head of an
impressive force. Within a week, they sent the Corel- On the opposite end of the spectrum is Dorthus Tal
lian officials packing and the Sacorrian Triad estab- Prison. Interestingly, this huge and imposing struc-
lished itself as the sole authority of the planet. ture is also something of a tourist attraction, though
visitors are never allowed inside. Tour guides always
By the time an expeditionary force sent on the be- emphasize the reputation that the prison is complete-
half of the entire Corellian System arrived to re-establish ly escape-proof, a claim that remains undisputed
and business leaders—mostly unknown to the
planet at large—who select new members of
the Triad. A great deal of politicking, backstab-
bing, and negotiating goes on constantly among
Sacorria's elite as the rich and powerful maneu-
ver to be the next leader for their people.
One tradition that developed over time was
the secretiveness of the Triad. The identity of
.each member is utterly unknown to the gen-
e r a l public. Even the cabals who elect new
members only know the identity of the mem-
• ber they chose; once someone becomes
part of the Triad, they swear to promise to
maintain the secrecy of the membership.
No doubt the practice is valued as a de-
fense against assassination.
SACORRIA'S ECONOMICS
thus far. Pow- More than simply a world with a strong focus on ag-
ered by geothermal energy from a nearby ricultural development, Sacorria was planned as an
volcano, Dorthus Tal Prison is immune to power agriworld from the very beginning. When the Triad
failures, and repeated inspections and interrogations ousted the Corellian-appointed administration, it
by the Triad ensure virtually no corruption occurs in had no intention of shirking this plan. Instead, it em-
the ranks of the guards and officials. braced the plan and even accelerated agricultural de-
velopment. Their basically insurrectionist government
THE SACORRIAN TRIAD avoided all-out war with Corellia because they proved
themselves so valuable.
The Sacorrian Triad defines Sacorria's history, from its
bloody and nearly catastrophic past to its currently The source of agricultural success lay in the benign-
peaceful and prosperous status. Exerting absolute ly-named Sacorrian Meritorious Incentive Program.
authority across the world, the Triad manages the se- Simply put, every agricultural (and logging) opera-
curity and economy of the planet and its citizens in tion on the planet falls directly under the SMIP, with
almost all facets of life. inspectors and auditors sent on a quarterly basis to
evaluate performance and production. So long as
The very first Triad certainly saved the planet from goals set by the Triad are met, the operation remains
a military campaign of bloody suppression and repri- in private hands.
sals, though the tactics it used were questionable. Af-
ter seizing power, the Triad maintained autocratic rule If, however, an operation fails to meet its goals, it
through both force and manipulation. is placed on probation for a quarter. Failure to meet
goals for a second quarter results in the business
Eventually, as each original member of the Triad died
being immediately nationalized; SMIP removes the
off, the leadership of their respective factions chose
owners and managers from their positions (and usu-
another representative, a process that continues today.
ally relegates them to work as indentured servants in
Each species of Sacorria has a cabal of powerful family
In addition, anyone not native to the planet runs the SECURITY E N F O R C E R [MINION]
very real risk of being tracked down and arrested by
Sacorrian security authorities. Armed strangers find Sacorrian Security Police tend to be Selonian or human
that Sacorrian security tends to take a "shoot first, due to their physical advantages. Drall tend to work as
never mind the questions" attitude. investigators or surveillance operatives, instead.
SACORRIAN G R E Y B E A R [RIVAL]
K O R R A K [RIVAL]
n
oldest human civilizations in the Core.
world with a particular focus on outdoor
Similar to Nubia, the people of Corfai maintain a sports and activities has plenty of sporting
great respect for their environment. Their cities are goods shops, but Hel's Outfitting stands out
built in harmony with their surroundings, and the archi- from the rest. Located in the Icecrest neigh-
tecture and design maintain a certain rustic and natu- borhood of Winterdome, the shop appears
ral sensibility that blends buildings with mountains, riv- a minor enterprise on a winding side-street.
ers, and trees wherever possible. The Salvarrn Nature However, Viktor Hel is far more than a simple
Reserve is one of the largest natural reservations in the shopkeeper. A semi-retired bounty hunter and
Core, dedicated to ensuring the continued healthy sur- a crack shot, the gruff human still takes on the
vival of a vast majority of Corfai's native species of flora occasional job. Although he puts on an abra-
and fauna. The more mountainous regions, especially sive front, Hel is actually a personable individ-
those far away from the planet's equator, are liberally ual who has been known to help young fringers
dotted with grand resorts dedicated to snow sports just starting their career. If one is willing to get
and related activities year-round. Enthusiasts consider to know him, Hel can give valuable pointers on
skiing Mount Lorrist, the highest mountain on Corfai, the finer points of bounty hunting, referrals to
one of the great "danger sports" of the Core worlds. illegal weapons dealers, and even advice on
the best blaster for a particular individual.
Corfai became a major trading partner with Coruscant
and other Core worlds fairly early in the Pre-Republic
Era, ensuring its economic and, ultimately, political im-
portance in the centuries to come. As a center of trade
in its region of space, Corfai served as home for many
shipping companies, cargo brokerage firms, starship
repair companies, and related businesses. Of course,
the massive forests, full of strong trees that provide
exceptionally high-quality wood, meant that Corfai
was destined to become a lumber giant in galactic
trade. Corfinians also have a well-deserved repu-
tation as some of the galaxy's finest wood furni-
ture makers, and furniture from Corfai fetches a
very good price on most Core Worlds.
F
planet covered in golden plains and emerald green for- ew realize that Froz's shattered surface still
ests. Its native sentient species, the Frozians, evolved harbors some wealth. Although the Frozians
from plains-running, vegetarian mammals. They were were not a wealthy people, their government
peaceful, introspective, and.giving, though they tended did possess a planetary treasury with currency
to assume the worst about situations and constantly ex- and precious metal reserves. Some intrepid (or
pect disaster at every turn. This trait probably came from simply mercenary) individuals have already
their role as prey instead of predator on their planet. braved the burned-out surface to search for
Frozians are a thin and lanky bipedal mammalian spe- some treasures that might have survived the
cies with multi-jointed arms and legs. Even when they ferocious bombardment.
developed a unified planetary civilization, Frozians shied
However, the most valuable treasures may not
away from large metropolitan centers. They preferred
be gems or currency. Some of Froz's scattered
small communities built amongst the sweeping grass-
network of botanical hothouses and research
lands that dominated most of the continental interiors.
labs may have escaped destruction. If some-
Frozian science focused on the fields of agriculture and
one could find an undamaged lab, they could
biology, with plant breeding programs a particular spe-
recover the genetic information on thousands
cialty. Heavy industry was notably lacking on Froz, with
of Froz's now-extinct species. They may even
local needs being served by local craftsman conglomer-
be able to recover the plant required by Fro-
ates. Other items, such as starships or industrial machin-
zians to breed—and save a sentient species
ery, were imported from Corellia or Duro.
doomed to slow extinction.
DOOMED BY HONOR
T
he tale of the planet of Froz is one of terrible trag- As they discovered other cultures and opportuni-
edy. The Frozians were a kind and decent people, ties, many Frozians took to the stars and sought roles
dedicated to helping others, and they were destroyed among new civilizations. Excellent civil servants with
in an act of genocide when their planet was bombed a reputation for irrefutable integrity (a typical Frozian
into oblivion. Some take it as a cautionary tale. Oth- would rather die than break a promise, even if the
ers see it as a call to action. person on the other side of the equation has already
broken faith), Frozians were widely accepted in many
DEVELOPMENT AND bureaucratic, managerial, and related roles.
CRAEEN SYSTEM
Yet another system with a planet generally
hospitable to human life, the Corellians
colonized Craeen primarily for its minera
wealth. Eventually, numerous technol-
ogy and manufacturing firms founded
operations on the planet, especially
when the administration offered ex-
tensive tax breaks and other incen-
tives. Though nowhere near as bad
as Duro, Craeen's environment has 4
suffered somewhat from the overly
lax regulations regarding industry
and development.
T
he Corellian Sector provides players in EDCE OF THE in any large endeavor. Fortunately, the Corellian Sec-
EMPIRE a broad spectrum of new prospects and re- tor has plenty of options from which to choose. From
wards. Though a Core World, Corellia retains its own fast and functional Corellian light freighters to' the.
separate identity, distinct from the rest of the galaxy. sleek and beautiful starships produced by Nubia Star
Known for their fast ships, sharp wits, and quick trigger Drives, the Corellian Sector offers much for the dis-
fingers, there are many rogues who call the Corellian criminating spacer and struggling smuggler alike. One
Sector home. Whether one is a Corellian smuggler, Drall can also find exotic armor and strange weapons in the
doctor, or Selonian bounty hunter, the sector is ripe for shadowy stalls of Treasure Ship Row.
those who iive on the fringe; but, for every opportunity,
there is an equal chance to meet a grisly end. In the following chapter, players can find informa-
tion on new playable species, weapons, armor; ships,
Finding the right equipment for the job—the right and gear available in the Corellian Sector.
ship, the right weapon, the right tool—is a vital step
NEW SPECIES
T
he Corel liar) Sector encompasses dozens of inhab- the three species who share the Corellian System, al-
ited star systems, with three sentient species— lowing players in EDCE OF THE EMPIRE to easily step into
Drall, Selonians, and humans—native to the Five the role of a character from the Corellian sector.
Brothers alone. This section offers detailed rules for
PLAYER OPTIONS
SUNS O F F O R T U N E
DRALL clans as aberrant and overly-adventurous behavior—
Drall elsewhere in the galaxy are often employed
The Drall are renowned throughout the galaxy as by megacorporations, such as Athakam MedTech,
thinkers. A race of scholars and scientists, relatively Chiewab Amalgamated Pharmaceuticals, or TaggeCo,
few Drall ever journey beyond the bounds of the as researchers and pharmaceutical consultants. A
Corellian System, preferring to pursue sensible, quiet few even earn their credits as information brokers or
lives of study and reflection. Those Drall who under- through criminal associations.
take a life of perilous travel and adventure in the wid- Homeworld: A relatively temperate world of rolling
er galaxy are rare indeed. grasslands and forests, the Drall homeworld is the sec-
Physiology: Averaging about one meter tall, with fe- ond planet from Corell. Dotted with several large, land-
males being slightly taller, the Drall are covered in fur locked seas—the most famous of which is the Boiling
ranging from a ruddy brown to shades of grey and black. Sea—Drall remains sparsely populated and largely ru-
Drall have short snouts and small, almond-shaped ral, with only a few small urban regions and scattered
black eyes which are sensitive to bright light. Their limbs townships. The climate is uncomfortably warm during
are relatively short, giving them a somewhat dwarfish the summer, only cooled by mild winter precipitation.
appearance, with well-articulated four-fingered hands For more information on Drall, see page 23.
and back-bent legs ending in slender, clawed feet. Drall Language: The Drall speak Drallish. As might be ex-
mature quickly relative to humans, and tend to live for
pected of a species obsessed with knowledge and re-
about one hundred galactic standard years.
cord-keeping, Drallish is a very precise language with
Society: Practical, dignified, and highly intelligent, the an enormous vocabulary and different words to de-
Drall tend to be very level-headed and unflappable, scribe subtle variations of the same thing or concept.
with a penchant for order and stability. Analytical and Truly mastering the language is difficult for native
meticulous by their nature, the Drall excel at scientific speakers, and most non-Drall are lucky to be at best
investigation and research, record-keeping, and other conversant. Nearly all Drall also speak Basic fluently,
scholarly pursuits. Throughout history, the Drall have and most tend to speak multiple languages.
produced countless brilliant scientists and engineers,
and Drall theories undoubtedly helped lead to the
development of hyperspace travel. There is little that
does not interest them to some extent, yet for all their THE FIRST DUCHESS AND
genius, Drall prefer to tackle problems in the abstract THE ARCHITECTS
rather than implement their ideas to practical ends.
T
As a result, the Drall rarely innovate new technologies,
he Drall have recorded their history for tens
but instead adapt the tools of other species.
of thousands of years, going back long before
the establishment of the Galactic Republic. How-
Drall society is ordered around extended family
ever, prior to their recorded history, the Drall
clans headed by a matriarch known as a Duchess.
believe they were visited by an almost-mystical
Rather than a hereditary or elected position, Duch-
race of beings known as the Architects, who they
esses are chosen by their predecessors or a council
maintain also built the vast Centerpoint Station.
of elders based on merit, and they retain their title
According to legend, the Architects moved their
for life or until they choose to step down and ap-
homeworld into orbit around Corell, along with
point a successor. Once appointed, a Duchess owns
the other planets of the Five Brothers. Descend-
all of her clan's property and goods, and she governs
ing to the Drall, the Architects walked among
the clan as a sort of benevolent dictator, often taking
the creatures that crawled upon Drall.
direct interest in the lives of her individual subjects.
Though no Duchess holds absolute sway over their
At that time, the Drall were little more than
homeworld, most clans tend to follow the general di-
beasts, who burrowed into the ground in ter-
rection set by the Duchess of the most prosperous
ror. However, one Drall remained above the
and influential clan (which can vary as clans' fortunes
ground, her curiosity overcoming her fear. The
rise and fall).
Architects rewarded her courage by bestowing
on her intelligence and wisdom, so that she
Among the Drall, gossip is practically an art form,
could record the deeds of the Architects and
and a Drall will talk for hours about the latest news
rule over her people. Thus, she became the
regarding his extended family or rumors about other
First Duchess. Generally considered an allegor-
clans. This tendency towards gregariousness can wear
ical myth, some Drall maintain that the story
on other species, especially when a Drall begins to
is more fact than fantasy and that a chronicle
recount every trivial event regarding themselves and
of the Architects, known as the Celestial Re-
their families. While few Drall ever venture beyond the
cord, actually exists. Such claims are usually
Corellian System—something frowned upon by most
dismissed out of hand by more sensible Drall.
PLAYER OPTIONS
SUNS O F F O R T U N E
Life on the Fringe: As a rule, the Drall are not an ad-
venturous species, preferring to read about and study
SELONIANS
the galaxy from afar rather than experience it directly. For Selonians, nothing is more important than the
However, some Drall do take to the stars to explore protection and preservation of their species, and they
and seek knowledge and opportunities beyond their will go to any lengths to defend their homeworld and
homeworld, an activity viewed as peculiarly un-Dral- their kin. Honorable and forthright to a fault, Seloni-
lish by their peers. Because of their natural proclivi- ans appear backwards and gullible to outsiders, but
ties, Drall will most readily take on the roles of Doctor what they lack in cunning they make up for in fero-
or Scholar, though particularly outgoing individuals cious determination.
might assume the mantle of Politico or even Trader.
Physiology: Covered in short, sleek brown or black
fur, Selonians are carnivorous, mammalian bipeds
SPECIES ABILITIES
with long, slender bodies and elongated heads that
bristle with whiskers. Adult females average about two
meters tall, making them significantly taller than most
humans, with slightly longer arms and legs. Males of
the species tend to be smaller and weaker than the
females. Selonians have strong tails about a half me-
Wound Threshold: 8 + Brawn ter long that they use to counterbalance themselves
Strain Threshold: 1 2 + Willpower when walking upright. Though generally bipedal, Se-
lonians can move comfortably on four limbs, and their
Starting Experience: 90 XP retractable claws can be used for digging and burrow-
Special Abilities: Drall begin the game with one ing, climbing, or defense. Most Selonians are sterile
rank in Knowledge (Education). They still may not females, with only one fertile female per den, and
train Knowledge (Education) above rank 2 during relatively few males.
character creation. Drall have a mind for prob-
lems and their solutions. In addition to using his Society: Selonian society is governed by a rigid caste
skill or characteristic rating, a Drall adds • to the system, which is itself a product of their biology.
dice pool when providing skilled assistance. Though a technologically advanced society, there is
no central authority on Selonia. Their culture is orga-
PLAYER OPTIONS
SUNS O F FORTUNE
AN O P P R E S S E D M I N O R I T Y
T r e a t e d as little better than prized breeding accept their status within Selonian society, some
I stock, male Selonians do not have many rights males do rebel at their life of forced indolence and
in Selonian society. Smaller and far less numer- servitude, albeit in a modest manner that doesn't
ous than their female counterparts, they are endanger the welfare of the den, such as sneaking
generally considered inferior by the females of out of the den for several hours or petitioning the
the species. Kept within their dens as virtual pris- Queen for some sort of responsibility.
oners and expected to perform no other duties
Female Selonians have difficulty understanding
besides procreation with the Queen, male Selo-
nians are rarely seen by outsiders. how males can be so fully integrated into hu-
man and other alien cultures, and they tend to
In spite of this, Selonian females are often iden- view males in positions of authority with some
tified by their sept. This has nothing to do with degree of hesitation, if not outright suspicion.
paternal pride or affection, however, but instead As such, Selonians are generally more favorably
identifies hereditary traits passed down through inclined towards matriarchal societies, such as
the male line. Though genetically predisposed to the Drall.
nized around dens, which are composed of a single that make up the planet's landmass are connected
fertile female known as the Queen, a few males, and by a sprawling and complex network of tunnels exca-
large number of sterile females. The dens are further vated by the Selonians beneath their world's oceans,
divided into septs, the offspring of individual males. allowing the natives to journey across Selonia without
The females of the septs tend to serve specific func- ever setting foot on a vessel. For more information on
tions within the den based on their genetic lineage, as Selonia, see page 3 1 .
determined by the Queen. Males in Selonian society
have virtually no purpose beyond breeding and are Language: The Selonian language, Mandaba, is dif-
generally dismissed as essentially useless for anything ficult for non-Selonians to speak, and virtually impos-
but procreation with the Queen. sible for them to speak well. While several models of
protocol droids are able to communicate fluently in
Pragmatic, industrious, and sober, Selonians put Mandaba, even they cannot precisely convey every
the necessities and security of their den and their nuance of the language. The Selonian language is al-
race in general above all else. Individual needs and most never heard outside of the Corellian System, but
desires are almost always subsumed to those of the most Selonians who deal with outsiders are at least
den. Since the actions of an individual can affect the conversant in Basic.
whole den, Selonians put a high value on honesty and
fidelity. Duplicity among the members of a den is ta- Life on the Fringe: Selonians generally have little use
boo in the extreme; lying is a crime on a par with mur- for or desire to engage in events in the wider galaxy. How-
der. While Selonians are aware that most alien species ever, those who do tend to have been specially trained
are not as scrupulously honest in their dealings, they to interact with humans and other aliens, and thus have
have difficulty comprehending deception and they a better understanding of non-Selonian cultures. A very
are virtually incapable of outright deceit. small number of Selonians, known as Wanderers, occa-
sionally seek out adventure beyond their homeworld,
Some Selonians are trained to deal with outsiders, leaving behind their dens to explore the galaxy.
being schooled in language, culture, and expressions
intended to put humans and other aliens at ease. To SPECIES ABILITIES
those unfamiliar with Selonian ways, they may appear
outgoing and friendly, though most have no interests
outside those of their den. Occasionally, a Selonian
thus trained may become enamored of alien cultures
and decide to travel beyond the Corellian System.
These individuals are called Dravas ("Wanderers" in
• Wound Threshold: 11 + Brawn
the Selonian tongue) and are generally viewed by
most Selonians with a mixture of pity and disgust. Yet • Strain Threshold: 10 + Willpower
even these Wanderers put their den and race above • Starting Experience: 8 0 XP
all else, and most eventually return home to Selonia.
• Special Abilities: Selonians begin the game
Homeworld: Selonians are native to the fifth planet with one rank in Coordination. They still may not
of the Corellian System. Selonia is a temperate world train Coordination above rank 2 during charac-
abundant in water, with vast oceans covering most of ter creation. The structure of a Selonian's eyes
its surface. The myriad small islands and archipelagos allows her to see in near total darkness. She may
PLAYER OPTIONS
SUNS O F FORTUNE
remove all • added to checks due to darkness, causes them to act impulsively. Often possessing a
though she still cannot see in absolute darkness. deep-seated rebellious streak, Corellians tend to view
themselves as a breed apart from other humans in the
• Tail: A Selonian's tail may be used as a Brawl
galaxy, whom they generally consider somewhat staid
weapon. When used to attack, it uses the Brawl skill
and spiritless. This combination of enterprising indi-
combined with the Agility characteristic, but like
vidualism and confidence can easily be taken for ar-
most Brawl weapons, adds its weapon damage to
rogance (which in some cases it is) but Corellians gener-
the character's Brawn for total damage. It always
ally prefer determined resolve and immediate action to
counts as equipped, and has the following weapon
any perceived indecision or vacillation. While thought-
profile (Brawl; Damage + 1; Critical 5; Range [En-
ful reflection and sagacity is considered a virtue among
gaged]; Disorient 2, Knockdown). The Selonian may
Corellians, it is not always a quality they possess.
trigger Knockdown with O . but still must spend ad-
ditional O to knock down targets with a higher sil- One trait seemingly shared by nearly every Corellian
houette as per the Knockdown quality rules. is a particular fondness for piloting fast ships. This char-
acteristic has translated to the Corellian philosophy of
shipbuilding, namely that faster is better. Nearly all
CORELLIAN HUMANS Corellians are capable pilots by maturity, and swoop
and speeder racing are popular pastimes. It is gener-
It is said that Corellians have rocket fuel for blood, and
ally accepted wisdom that Corellians have naturally
there is no doubt that they have a penchant for speed.
good instincts and quick reflexes, explaining their abil-
Renowned pilots and spacefarers, Corellians tend to
ity to push vehicles and starships to their limits (and
have an independent, somewhat reckless streak cou-
survive), though evidence for this is often more anec-
pled with an enterprising, can-do attitude that makes
dotal than scientific. In addition to their piloting skills,
them ideal smugglers, free traders, and explorers.
Corellians are renowned explorers, traders, engineers,
Physiology: Humans are the dominant species on and tinkerers. Corellians pioneered many of the trade
Corellia. Though Corellians have a reputation for pos- routes that crisscross the galaxy, and their ships are
sessing quick wits and even quicker reflexes, there are nearly ubiquitous. They also have a not-wholly-unde-
no significant biological or physiological differences served reputation as smugglers and pirates.
between the human natives of Corellia and humans
elsewhere in the galaxy. They are genetically and ana- For a people often thought of as self-centered lone
tomically as varied as most other human populations, wolves, Corellians put a high premium on family bonds
though they tend to be slightly taller than average, and filial loyalty. Honor and fidelity are universally val-
and there are an unusually high number of Force sen- ued among them, and a Corellian's word is his bond.
sitives among certain Corellian bloodlines. Though it is said there is no honor among thieves, even
the basest Corellian criminal possesses some sense of
Society: Corellians have a reputation for being indi- honor and a moral code that guides his actions.
vidualistic and pragmatic, with a recklessness that
A
T H E E M P I R E AND T H E D I K T A T
NEW WEAPONS
T he Corellian System boasts a wide variety of diverse
and unique weapons. These weapons are somewhat
ubiquitous in the Corellian Sector, and can be pur-
CORONET ARMS DUELING PISTOL
PLAYER OPTIONS
SUNS O F F O R T U N E
TABLE 3 - 1 : RANGED WEAPONS
Name Dam Crit Range Encum HP Price Rarity Special
Energy W e a p o n
Accurate 1, Limited
Dueling Pistol Ranged (Light) 9 2 Short 2 2 750 5
Ammo 1, Pierce 1
Spukami
Pocket Blaster Ranged (Light) 5 3 Short 1 1 200 2 Stun setting
Pistol
CR-2 Heavy
Ranged (Light) 7 4 Medium 2 2 600 5 Stun setting
Blaster Pistol
SKZ Sporting
Ranged (Heavy) 8 4 Long 3 4 600 4 Stun setting
Blaster
Slugthrowers
ASP-9
Ranged (Light) 4 5 Short 1 0 150 4 Auto-fire
Autopistol
MarkV Accurate 1,
Ranged (Heavy) 7 5 Long 5 2 1,750 7
Hunting Rifle Cumbersome 2
Selonian Shard
Ranged (Heavy) 5 3 Medium 4 2 1,500 7 Auto-fire, Pierce 1
Shooter
Corellian Cumbersome 3.
Compound Ranged (Heavy) 5 5 Medium 3 1 200 5 Knockdown. Limited
Bow Ammo 1, Pierce 1
Limited Ammo 1.
Stun Arrows Ranged (Light) 6 N/A Medium • o ] 0 60 6
Stun Damage
Cumbersome 4,
Styanax Lance Ranged (Heavy) 8 3 Short 8 2 200 8 Limited Ammo 1,
Pierce 3. Vicious 1
A product of the Talus Ironworks, the XL-2 "Flashfire" is Considered by many to be one of the finest produc-
one of the flashiest blasters credits can buy, both figu- tion model blasters in the galaxy, the H-7 "Equalizer"
ratively and literally. The XL-2 is a plasma-based blast- possesses virtually unparalleled quality and preci-
er that emits a significant amount of highly energetic sion. Produced in limited numbers, the Equalizer is
particles when fired. However, the design of the focus- extremely sought after in spite of its high price, and
ing element disperses the beam very slightly, creating buyers often have to wait months to obtain one. High-
a brilliant flash when the blaster discharges. While the ranking officers in the CorSec and successful free-
power output of the blaster is not particularly impres- traders carry H-7s as status symbols as well as due to
sive, the flash can daze and temporarily blind an op- their impressive firepower and accuracy.
ponent, giving the wielder a slight edge in a gunfight.
PLAYER OPTIONS
SUNS O F F O R T U N E
FED-DUB PROTECTIVE SERVICES SKZ SPORTING BLASTER
SPUKAMI POCKET BLASTER PISTOL
The Corellian Arms SKZ Sporting Blaster is a popular
This unassuming pistol produced by Fed-Dub Pro- civilian weapon used for hunting and self-defense. A
tective Services Inc. provides citizens of the double relatively compact and simple design that has been
worlds with a last-ditch punch for personal protection. in production for centuries, the SKZ doesn't have the
The Spukami is designed for close-quarters combat power of military grade blaster rifles, but has good
only, and while it hits hard, it also loses accuracy range and is capable of bringing down all but the larg-
quickly at any kind of range. est game. The SKZ comes with a rail system for easily
adding attachments and can be quickly broken down
When firing the Spukami at short range (or longer),
into three parts for transport in a small case.
the weapon gains the Inaccurate 1 quality (it does not
gain this quality when fired at an engaged target). Add
• to a character's Perception check when attempting SLUGTH R O W E R S
to find a holdout pistol on a person's body.
Most Corellians prefer sporting a flashy blaster to an
CORELLIAN A R M S CR-2 HEAVY archaic slugthrower, but there are exceptions to this
BLASTER PISTOL rule. From simple, cheap, and efficient slugthrowers
carried by thugs and criminals to exceptionally well-
Produced by Corellian Arms, the CR-2 heavy blaster crafted rifles and bows used for hunting, these "anti-
pistol is a somewhat outdated weapon. Though no quated" weapons see widespread use among a broad
longer in production, the CR-2 is still used by several swath of Corellian society.
police and security forces throughout the galaxy. Fir-
ing a focused beam of charged plasma, the CR-2 is ASP-9 "VRELT" AUTOPISTOL
reliable and easy to maintain. The blaster is usually
fitted with a second under-barrel forearm grip to in- Marketed by Talus Ironworks as the ASP-9, this pis-
crease its firing stability. tol is more commonly known as the Vrelt, after a vi-
cious rodent native to the Corellian System. A cheap,
PLAYER OPTIONS
SUNS O F F O R T U N E
simple design, the ASP-9 fires comparatively small lograms are general considered children's models. The
rounds in rapid bursts. Though notoriously inaccurate, impressive tension stored in a Corellian compound bow
the weapon's ability to unleash a hail of lead and the allows the broadhead arrows fired from one to deliver a
ease with which it can be concealed make the Vrelt tremendous amount of kinetic force.
a favorite of thugs and criminals. It is not uncommon
Regular arrows are cheap to replace; if the GM
for bodies riddled with slugs to be found in the back
needs to set a price he can charge 1 credit per arrow.
alleys of the Blue Sector or the slums of Dearie.
These bows can also be used to fire special explosive
tipped or stun arrows instead of the normal broad-
CORONET ARMS MARK V "SAND head arrows. If these arrows are used, use the second-
PANTHER" HUNTING RIFLE ary profile given on Table 3 - 1 .
Coveted by big game hunters who can afford the
STYANAX LANCE
steep price, the Coronet Arms Mark V "Sand Panther"
is a superb rifle with excellent range, accuracy, and
A large, vicious harpoon gun, the styanax lance has
stopping power. Like other Coronet Arms designs, the
been used by countless generations of stabmen to
Mark V is precisely tooled, with handcrafted stocks
hunt the ferocious sea serpents that haunt the stormy
made of golden creshik wood imported from Tralus.
Sea of Jarad on Tralus. Mounted at the bows of their
The rifle's exceptionally long barrel allows the weapon
nagaks (the wide-hulled, oar-powered boats used by
to be accurate, even at extreme ranges. Due to the
the human and Selonian seafarers of Tralus), the sty-
length and caliber of the barrel, the Mark V is some-
anax lance is a meter-and-a-half long harpoon with a
what cumbersome and has a considerable recoil when
sharp, barbed durasteel tip designed to penetrate the
fired, which is somewhat dampened by a pneumatic
armored scales and tough skin of the styanax. Thrown
recoil buffer built in to the rifle's firing mechanism.
by the strong arms of the stabmen, the lance is at-
tached to a stout flexisteel cable about two hundred
SELONIAN SHARD SHOOTER meters long, which the stabmen use to haul in their
prey. Rarely seen outside of Tralus, the styanax lance
A peculiar weapon, the Selonian shard shooter is a rel- is occasionally used by off-world big game hunters on
atively compact slugthrower that fires razor-sharp crys- safari to bring down particularly large beasts, such as
talline ammunition. Instead of a chemical propellant, giant gundarks or bull rancors.
the shard shooter uses a sophisticated electromag-
netic propulsion system to accelerate the shards down
its barrel at tremendous velocity. The weapon fires in MELEE WEAPONS
bursts, unleashing a storm of lethal shards at its target,
capable of penetrating modern armor and the shred- Though most Corellians would prefer to keep their
ding flesh and bone beneath. Since this weapon is only foes at a distance, some savor the thrill of hand-to-
produced on Selonia, finding the shard ammunition hand combat (or simply prefer having a solid backup
outside of the Corellian System is next to impossible. plan in case of close combat). Aside from the wide
range of vibroblades to be found on Corellia, the fol-
CORELLIAN COMPOUND B O W lowing section lists some of the more exotic melee
weapons to be found on the Five Brothers.
A massive bow made of composite materials, the com-
pound bow uses a system of cams and cables to lever CORELLIAN CUTLASS
the arms and reduce the draw weight when fully drawn,
allowing for longer, more accurate aiming. This is almost Traditionally granted to Corellian naval officers upon
a necessity for Corellian bows, since their draw weights being promoted from ensign or sub-lieutenant to full
tend to be in the range of 55 to 8 5 kilograms. Some lieutenant, the Corellian cutlass is a relatively short,
Corellians consider drawing a bow a true test of a man's broad saber with a solid hand guard. While gener-
strength, and bows with draw weights of less than 50 ki- ally considered little more than ornamental blade,
Breach 1. Cumbersome
J-7b Beamdrill Melee 9j 2 Engaged 6 0 3,000 5
4, Inaccurate 2, Sunder
PLAYER OPTIONS
SUNS O F F O R T U N E
the weight and craftsmanship of the cutlass makes it particularly effective against Drall, Defel, Selonians,
an effective weapon in close combat. Some Corellian and Sullustans, whose eyes are sensitive to light; the
free-traders who previously served in the navy retain weapon has virtually no effect on species who don't
their cutlasses and continue to wear them. rely on visual senses, such as the blind Miraluka and
the troglodytic Cthon.
J-7B BEAMDRILL
SELONIAN GLAIVE
The standard beamdrill used by Corellia Mining Cor-
poration, the J-7b has been in service since before Individually crafted by Selonian females as a rite of
the Clone Wars. Using intense pulses of plasma to passage, the Selonian glaive is a unique work of art
strip away rock, the beamdrill can carve through vir- as much as it is a weapon. At maturity, a female is
tually anything, including armor. While not intended expected to collect the materials need to create the
to be a weapon, the cumbersome beamdrill can be glaive herself, and wielding the weapon in battle is a
extremely lethal if used as a makeshift weapon, and mark of worth among the Selonians. A heavy wooden
has even seen use by pirates to breach the hulls and pole, typically about two meters in length, forms the
bulkheads of their prey vessels. body of the weapon, with a large, razor-sharp obsid-
ian blade attached to one end and obsidian hooks
DRALL FLASHSTICK and barbs affixed to the other end. A peculiar mineral
in Selonian obsidian makes the volcanic glass more
Used almost exclusively by the Drall constabulary, the stable and far less brittle than normal, giving it unusu-
flashstick is a non-lethal weapon used to subdue crim- al strength and toughness, as well as a distinctive iri-
inals and other undesirables. A small metal baton, the descent quality. The edge of the glaive's blade is mere
flashstick emits a brilliant, coruscating flash of light nanometers thick, allowing it to slice through armor,
when striking a target, which is capable of temporar- flesh, and bone with contemptuous ease.
ily blinding and stunning its mark. The flashstick is
PLAYER OPTIONS
SUNS O F F O R T U N E
TABLE 3 - 3 : ARMOR
Defense Encumbrance Hard Points Rarity
Catch Vest 0 2 300 1 0 3
No armor can completely protect the wearer from mod- Long associated with the inhabitants of the Nomad
ern weaponry, but it can provide some defense against Mountains, this distinctive greatcoat has become pop-
otherwise lethal attacks. This section details several ular since its adoption by the military of Corellia as cold
types of armor common to the Corellian System. weatherwear. Traditionally made from the tanned hide
of the sharnaff, the greatcoat is a heavy, waterproof
overcoat that hangs below the knees. The greatcoat
CATCH V E S T
typically has a removable insulated lining that provides
Worn by many Corellians who live on the fringe, the exceptional protection against the cold and elements.
innocuous catch vest has saved the lives of many free The Nomad Greatcoat reduces the difficulty of Re-
traders. Made of tightly woven energy-absorbing fibers, silience checks made to resist the effects of extreme
the catch vest is able to partially diffuse blaster shots. cold by one, and removes • added to checks due to
Indistinguishable from regular clothing, the catch vest extreme cold.
is an excellent choice for those wishing to add some
extra protection without advertising the fact.
T Y P E III " B E R E T H R O N " P E R S O N A L
Catch vests have a soak value of 2 against damage MODULAR ARMOR
from energy-based weapons only; they provide only 1
point of soak against all other forms of damage. Manufactured for the Corellian military and CorSec
forces, the Type III "Berethron" Personal Modular Ar-
mor system is a relatively lightweight form of armored
clothing that allows for significant mission-specific
customization. Made of an energy-dispersing mesh
fiber, with strategically placed plastoid plates wo-
ven into the fabric, Berethron PMA provides a good
degree of protection without severely impeding the
wearer. The ability to significantly customize and up-
grade the armor distinguishes Berethron PMA from
other armored clothing, allowing the wearer to be
prepared for many situations without donning cum-
bersome, restrictive laminate or heavy battle armor.
PLAYER OPTIONS
SUNS O F F O R T U N E
GEAR CORELLIAN BLOODSTRIPES
T
he highest and most prestigious Corel-
PLAYER OPTIONS
SUNS O F F O R T U N E
CYBERNETICS TAGGECO. CAAF-2 S Y S T E M C Y B E R N E T I C
AVIONICS INTERFACE
While cyborgs are generally viewed with a bit of dis-
dain by most Corellians, cybernetic limbs and en- Implanted in the palm and fingers of the user (or in-
hancements are relatively common on Corellia. Still, corporated into prosthetic hands) and linked to the
user's brainstem, the cybernetic avionics interface
locals tend to prefer discreet replacements that ap-
allows a pilot to connect with his airspeeder or star-
pear as natural as their organic counterparts.
ship's avionics and flight control systems at a digital
level. While interface doesn't eliminate the need for
manual control of a vessel, it does significantly im-
TABLE 3 - 4 : GEAR AND EQUIPMENT prove a pilot's reaction time and help provide instan-
taneous feedback from the ship's computer.
Cybernetics
DETECTION DEVICES
Avionics Interface 8,000 - 6 Knowing what one's foe is planning can grant an un-
paralleled advantage. These items can help the user
Detection Devices gain insight into the plots and schemes of the compe-
tition, and can prevent a character from falling prey to
Hyperwave Signal
10,500 5 8 unpleasant surprises.
Interceptor
PLAYER OPTIONS
SUNS O F F O R T U N E
ing a security threat. These devices are also used by INDUSTRIAL AUTOMATON FD-SERIES
those on the fringe, who are no less concerned with E X T I N G U I S H E R DROID (MINION)
concealed weapons. A character using a weapon de-
tector may add up to • • to Perception checks when A highly specialized maintenance droid, fire suppres-
attempting to find a concealed weapon on a person. sion droids perform the singular function of putting
out fires. These droids are particularly useful aboard
starships, where fires can quickly burn up the oxygen
and cause irreparable damage to a vessel. Generally
mounted on tracked chassis or repulsorlifts and fitted
with large tanks of chemical fire retardants, fire sup-
pression droids can quickly respond to out-of-control
fires raging through a ship and are able to safely work
under conditions that would be hazardous or even le-
thal to organic beings.
Cam droids, or hovercams, are small, relatively simple Skills (group only): Athletics.
droids equipped with repulsorlifts and recording de- Talents: None.
vices. Used to record news, sports and entertainment Abilities: Droid (does not need to breathe, eat, or
events, as well as for security, cam droids are a com- drink and can survive in vacuum or underwater. Im-
mon sight throughout the galaxy. As such, they are mune to poisons and toxins), Firefighter (may make
also ideal for scouting and espionage purposes, able an Average ^ ) Athletics check to extinguish a
to go virtually anywhere without drawing undo at- fire; success extinguishes the fire within a number of
tention. While some cam droids are highly intelligent rounds determined by the GM, and additional suc-
and capable of autonomous action, most are simple cesses may reduce the time needed to extinguish the
devices. Most cam droids can broadcast whatever fire. Particularly large or dangerous fires may require
they record in real-time, up to a distance of several more difficult checks at the GM's discretion), Fire
kilometers, allowing the holovids to be rebroadcast or Resistent (immune to fire damage or damage from
viewed by a remote operator. weapons with the Burn quality).
Equipment: Fire suppression equipment.
DRUGSAND
CONSUMABLES
While food and drink to satisfy virtually any palate
Skills (group only): Perception, Vigilance. can be found anywhere, this section details a few
Talents: None. items peculiar to the Corellian System.
Abilities: Droid (does not need to breathe, eat, or drink
and can survive in vacuum or underwater. Immune to CORELLIAN WHISKEYVWHYREN'S RESERVE
poisons and toxins), Flyer (the cam droid can fly, see
page 202 in the EDGE OF THE EMPIRE Core Rulebook). A popular alcoholic drink from Corellia, distilled any-
Equipment: Holocam. where from three to twenty times and aged for several
years in wooden casks. Corellian whiskey is character-
PLAYER OPTIONS
SUNS O F F O R T U N E
ized by a smooth, woody, slightly spicy flavor and rela- RYSHCATE
tively high alcohol content. With production methods
strictly controlled by the government, only whiskeys A sweet, cake-like pastry, ryshcate is eaten by Corel-
distilled according to specific processes on Corellia and lians to mark holidays and special occasions. Made
a few colony worlds can carry the label of Corellian whis- with Corellian whiskey and vweilu nuts, ryshcate has a
key. As such, Corellian whiskey is difficult to come by very distinctive flavor that tends to conjure up memo-
outside of the Corellian Sector and tends to be pricey. ries of their homeworld and childhood for Corellian
expatriates elsewhere in the galaxy. Due to the alco-
Whyren's Reserve, an expensive label aged for up to
hol used in baking it, ryshcate cakes can be preserved
two decades, is considered the finest Corellian whis-
and remain edible for years or even decades.
key available and often traded on the black market.
TOOLS
Having the right tools for the job is essential to suc-
cess and survival, especially for those who live on the
edges of society. Preparing for the myriad dangers
bound to assail a fringer means being prepared for
more than just a fight or quick escape. Operating in
zero gravity or repairing a starship on the fly can be
more important than a good blaster.
PLAYER OPTIONS
SUNS O F F O R T U N E
CORELLIAN VEHICLES AND STARSHIPS
T hough Corellia is more often associated with star-
ships than planetary craft and ground vehicles, the
latter two are as common on the Five Brothers as any-
and even come equipped with light deflector shields
to protect the craft from in-air impacts and collisions.
PLAYER OPTIONS
SUNS O F F O R T U N E
M O B Q U E T S-5 " F L A S H F U R Y " S W O O P SOROSUUB SERAPH "FLASH SPEEDER
Mobquet Swoops and Speeders maintains its domi- The Seraph-class landspeeder, colloquially known as
nance in the swoop-racing market with vehicles like the "Flash Speeder," is a small, relatively common
the Flashfury. A no-frills, blisteringly fast swoop, the model produced by the SoroSuub Corporation. Pop-
Flashfury is as sure to win races as it is dangerous ular on Corellia for its compact size and speed, the
to drive. The swoop is infamous for having no protec- Flash Speeder is a common sight on the streets of
tive equipment at all, lacking even a windscreen or Coronet City and other cities, as well as rural areas of
safety restraints. However, it responds to the slight- the planet. The Seraph is operated by a single driver,
est touch of the controls and can outrun nearly every with room for three passengers in its open-topped in-
other ground vehicle, meaning Mobquet sells tens of terior. A pair of triple-drive turbine engine pods, which
thousands of them on Corellia every year. are mounted on an airfoil at the rear of the speeder,
provide excellent speed and maneuverability.
W H E E L E D AND
TRACKED VEHICLES
While vehicles with wheels and articu-
lated treads see relatively little use in
the Corellian System, these "low-tech"
vehicles still have their place. The
Corellia Mining Corporation in par-
ticular uses many tracked vehicles,
which have proven practical and
efficient for its operations.
A - 1 1 M O D E L III " B U R R O W E R " Weapons: Forward mounted heavy beamdrill—this
weapon has a range of a few meters, and thus its
Designed to excavate mine shafts, the Model III Tunnel range, and only its range, uses personal scale, not
Boring Vehicle is a sophisticated machine capable of planetary scale (Fire Arc Forward; Damage 5; Critical
burrowing through virtually any material. Equipped with 3; Range [Short]; Breach 3, Inaccurate 3).
a massive Karflo TS-Titan beamdrill, the TBV burrows
through rock by reducing it to melted slag. Rated to tun- A-19 "IRON C R A W L E R " A R M O R E D
nel down to 10 kilometers on most geologically active
TRANSPORT
terrestrial planets, the TBV can burrow straight through
asteroids and small, inert moons. The TBV is piloted by Following the loss of several mining facilities and dig-
a two-man crew, who are kept safe in a heavily shielded ger crawlers in the Outer Rim Territories, the need to
command capsule within the body of the vehicle. provide adequate defense for its valuable assets on
uncivilized, frontier worlds of the galaxy led the Corel-
While not a practical vehicle for transport, TBVs
have from time to time been used for unorthodox lia Mining Corporation to manufacture a new armored
purposes; on at least one occasion, a TBV was used transport with enough firepower to deter marauders
to gain access to an InterGalactic Banking Clan bullion and large, aggressive predators. Since repulsorcraft
depository beneath Coronet City. were unsuited for certain environments and walkers
proved too expensive to deploy and maintain, the
A-1 9 "Iron Crawler" was developed to fill this role.
A rugged, heavily armed and armored tracked vehi-
cle, the A-19 is powered by a scaled-down version of
the nuclear fission reactor found in the digger crawler.
Hull Type/Class: Tunneling Vehicle/TBV Model Dependable and easily maintained and repaired, the
Manufacturer: Corellia Mining Corporation. Iron Crawler can operate for extended periods in the
Sensor Range: Close. harshest climes. Armed with a heavy blaster cannon,
Crew: One pilot, one co-pilot/engineer. auto-blaster, and concussion grenade launcher, the
Encumbrance Capacity: 25. A-19 can deal with virtually any ground-based threat
Passenger Capacity: 3. it is likely to encounter on the fringe.
Cost/Rarity: 4 5 , 0 0 0 credits/7.
Customization Hard Points: 2.
A-TYPE STILETTO
WALKERS
Nubia Star Drives makes some of the most distinc-
Ponderous walkers have never fired the imagination tive vessels in the galaxy. They produce vessels that
of Corellians, who generally view such machines as in- meet the specifications of exacting clients, and their
comprehensibly slow. However, like tracked vehicles, products are inevitably of the very highest quality.
walkers have found a place in the mine shafts and Therefore, their take on a space superiority starfight-
quarries of Corellian Mining. er is inevitably both unique and deadly. The A-type
Stiletto was first produced for an anonymous client,
MEV2 "DUG DIGGER" after which Nubia Star Drives sold copies to others
who could afford them. The sleek, needle-shaped ship
The Mining Excavation Vehicle, nicknamed the "Dug has no fins or other protrusions and comes plated in a
Digger" for a perceived resemblance to the aliens reflective onyx finish. The hull wraps around the ship's
known as Dugs, has seen extensive service by the two primary weapons: a long-barreled laser cannon
Corellia Mining Corporation. Designed to excavate tooled for accuracy and a single-shot, highly sophisti-
mine shafts and tunnels using its high-powered drills cated concussion missile launcher.
and diggers, this low-slung walker can be found on
worlds throughout the Corellian Sector and beyond, The missiles are incredibly accurate and generally
extracting mineral riches from beneath the ground. can kill another starfighter in a single shot. However,
This rugged, two-legged walker is crewed by a pilot and reloads must be purchased on Nubia and are expen-
mining operator from within the safety of its command sive: each missile costs 1,000 credits and is (R).
pod, sealed to protect the crew from the extreme tem-
peratures and poisonous gases of deep mines. MEV2s
can also operate in a vacuum, allowing them to mine
moons and asteroids that lack any breathable atmo-
sphere. A large cargo compartment at the rear collects
the valuable ore mined by the walker.
Hull Type/Class: Starfighter/A-type Stiletto.
While not armed or intended to be used in combat, Manufacturer: Nubia Star Drives, Inc.
the drills and powerful arms of the Dug Digger can be Hyperdrive: None.
Navicomputen None.
used as weapons in a crisis, and the thick armor of its
Sensor Range: Medium.
hull is impervious to small arms fire and any subter-
Ship's Complement: One pilot.
ranean dangers that it might encounter.
Encumbrance Capacity: 8.
Passenger Capacity: None.
Consumables: 48 hours.
Cost/Rarity: 9 0 , 0 0 0 credits/7.
Customization Hard Points: 0.
Weapons: Forward mounted long-nosed laser can-
Hull Type/Class: Walker/MEV2. non (Fire Arc Forward; Damage 6; Critical 3; Range
Manufacturer: Corellia Mining Corporation. [Close]; Accurate 1).
Sensor Range: Close.
Forward mounted hunter killer concussion missile
Crew: One pilot, one co-pilot/mining operator.
launcher (Fire Arc Forward; Damage 7; Critical 3;
Encumbrance Capacity: 100. Range [Short]; Accurate 1, Blast 4, Breach 4, Guided 4,
Passenger Capacity: None. Limited Ammo 1).
Cost/Rarity: 3 0 , 0 0 0 credits/5.
Customization Hard Points: 2.
CONESHIP
Weapons: Arm-mounted beamdrill—this weapon has
a range of a few meters, and thus its range, and only Coneships are small, inefficient, and utterly unsafe
its range, uses personal scale, not planetary scale vessels indigenous to Selonia. These primitive ves-
(Fire Arc Forward; Damage 5; Critical 3; Range [Short]; sels are nothing more than truncated cones with bell-
Breach 1). shaped reaction drives on the wide end. The prow
PLAYER OPTIONS
SUNS O F F O R T U N E
contains the cockpit, and room for two pilots and periority fighter and patrol craft, the LAF-250 fulfills
possibly a couple of passengers. Nobody flies cone- these functions adequately, but excels at neither.
ships anymore if they can help it, though some dens While a capable, well-made starfighter, its engines
maintain these vessels for dire emergencies. and shields are somewhat underpowered and its ar-
mament consists of just a twin-linked pair of laser can-
nons, leaving the LAF-250 at a disadvantage against
faster, more heavily-armed craft.
PLAYER OPTIONS
SUNS O F F O R T U N E
Forward-mounted linked proton torpedo launch- tive against starfighters. This limitation has done quite
ers (Fire Arc Forward; Damage 8; Critical 2; Range a bit to establish the PPB as a "second-rate" starfight-
[Short]; Breach 6, Blast 6, Guided 2, Limited Ammo er when compared to other vessels.
4, Linked 1, Slow-Firing 1).
PLAYER OPTIONS
SUNS O F F O R T U N E
PB-950 PATROL BOAT CSS-1 C O R E L L I A N S T A R S H U T T L E
An old model patrol boat in production for nearly Designed to replace the old Consular-class star cruis-
three centuries, the PB-950 can still be found in ser- ers, the Corellian Star Shuttle was designed to trans-
vice with Imperial Customs and local system defense port senators, ambassadors, and other important
forces throughout the galaxy, particularly beyond the dignitaries. Spacious and well-appointed, the CSS-1
Inner Rim. A rugged, reliable ship, the clunky PB-950 can accommodate up to two hundred passengers in
is known for its ability to withstand considerable pun- relative comfort, and can be fitted out for extended
ishment, as well as for possessing enough firepower to voyages for smaller numbers. These vessels saw ex-
deal with starfighters and other small vessels it might tensive use by the Republic during the Clone Wars,
encounter. While the venerable patrol boat is slowly and many more ended up in private hands following
being phased out in favor of newer models, PB-950 the establishment of the Galactic Empire.
has become increasingly popular among smugglers
and pirates, who still appreciate many of its qualities. Being essentially diplomatic ships, Corellian Star
Shuttles were unarmed, though their armor and shields
Mounted in turrets on either side of the ship's com- provided significant protection from attack. While nev-
mand deck are two medium ion cannons. Intended er intended to fulfill a combat role, many of these ves-
to immobilize smugglers' vessels before they could sels were armed and reconfigured to be pressed into
escape, pirates use stock ion cannons to disable service as military transports during the Clone Wars.
their prey. The PB-950 also has a concussion missile
launcher and an aft turret-mounted quad laser for
dealing with starfighters.
PLAYER OPTIONS
SUMS O F FORTUNE
Star Drives vessels, the D-type cannot be modified or
tinkered with to any great degree. Each ship is de-
signed to work entirely as the sum of its parts, or not
SILHOUETTE 1 SPEED
at all. A buyer cannot "tweak" a Nubian Star Drives
ship to his personal tastes. Instead, he must commis-
sion the company to build an entirely new vessel.
Hull Type/Class: Yacht/J-type Star Skiff.
Manufacturer: Nubia Star Drives.
Hyperdrive: Primary: Class 1, Backup: Class 1 2.
SILHOUETTE I SPEED
Navicomputer: Yes.
Sensor Range: Medium.
Ship's Complement: One pilot, one co-pilot/naviga-
Hull Type/Class: Light Freighter/D-type Stealth Freighter.
tor, one gunner.
Manufacturer: Nubia Star Drives, Inc.
Encumbrance Capacity: 90.
Hyperdrive: Primary: Class 3, Backup: Class 25.
Passenger Capacity: 3.
Navicomputer: Yes.
Consumables: Six months.
Sensor Range: Short.
Cost/Rarity: 2 6 0 , 0 0 0 credits/7.
Ship's Complement: One pilot, one system engineer. Customization Hard Points: 0
Encumbrance Capacity: 1 25. Weapons: Two dorsal turret-mounted retractable
Passenger Capacity: 3. dual laser cannons (Fire Arc All; Damage 6; Critical 3;
Consumables: Two months. Range [Close]; Linked 1).
Cost/Rarity: 2 0 0 , 0 0 0 credits/7.
Customization Hard Points: 0.
S-TYPE RACING SLOOP
Weapons: None.
PLAYER OPTIONS
SUNS O F FORTUNE
YG-4400 LIGHT FREIGHTER Sadly, the freighter did not prove any more maneu-
verable, and the added engine reduced cargo space
Although the design is almost 50 years old, the YG- and armor-carrying capacity. The cost of manufactur-
4 4 0 0 still holds a sentimental place in most Corel- ing the YT-1 210 also proved higher than anticipated.
lians' hearts. A purpose-built smuggling vessel, the While the model still sells reasonably well, sales tend
YG-4400 is a small, stocky ship with a blocky body to be limited to Corellia and the surrounding sector.
and three bulky engines aft. The powerful engines
provide impressive straight-line speed, at the cost
of maneuverability. However, this is part of the YG-
4400's overall design.
PLAYER OPTIONS
4 SUNS O F F O R T U N E
cruisers, starfighters can still pose a problem for these
vessels. To contend with this shortcoming, Corellian
doctrine typically pairs a CR92a with a DP20 gunship
CAPITAL for long-range patrols. Such a patrol can readily deal
with any threat it is likely to encounter.
SHIPS
Armed with powerful shields and devastating tur-
bolasers, and propelled by massive engines, capital
ships are mighty military behemoths that dominate
space. The CR90 Corellian Corvette is perhaps the
most common large starship in the galaxy, though by Hull Type/Class: Corvette/CR92a.
no means the only capital ship to come out of CEC's Manufacturer: Corellian Engineering Corporation.
shipyards. Besides their ubiquitous corvettes, Corellia Hyperdrive: Primary: Class 2, Backup: Class 16.
also produces frigates and cruisers to match the best Navicomputer: Yes.
starships of Fondor and Kuat. Sensor Range: Long.
Ship's Complement: 6 0 - 1 5 0 .
Encumbrance Capacity: 1000.
CR92A ASSASSIN-CLASS CORVETTE
Passenger Capacity: 60.
Based on the highly successful CR90 corvette, the Consumables: One year.
CR92a Assassin-class corvette is a more heavily armed Cost/Rarity: 2 , 5 0 0 , 0 0 0 credits (R)/6.
and armored variant designed with naval and long- Customization Hard Points: 2.
range patrol duties in mind. A sleek, purpose-built Weapons: Three port and three starboard turret-
capital ship, the Assassin-class has been readily adopt- mounted twin medium turbolaser batteries (Fire
ed by the Imperial Navy and Corellian defense fleet. Arc Fire Arc Forward, Aft, and Port or Forward, Aft,
These vessels fulfill several roles, serving as pickets and and Starboard; Damage 10; Critical 3; Range (Long];
starfighter screens for larger ships, escorting convoys, Breach 3, Linked 1, Slow-firing 1).
or patrolling space lanes. Like most CEC-built vessels, Dorsal and ventral turret mounted quad laser can-
the CR92a is fast and agile for a ship of its size, allow- nons (Fire Arc All; Damage 5; Critical 3; Range [Close];
ing it to rapidly react to threats or chase down pirates. Accurate, Linked 3).
Forward proton torpedo launcher (Fire Arc Forward;
The corvettes boast six Taim & Bak dual turbolas-
Damage 8; Critical 2; Range [Short]; Breach 6, Blast
ers, two quad laser cannons for point defense, and a
6, Guided 2, Limited Ammo 10, Slow-firing 1).
proton torpedo launcher. While the heavy armament
Forward medium tractor beam emitter (Fire Arc For-
of the CR92a allows it to outgun most ships of com-
ward; Damage - ; Critical -.; Range [Medium]; Tractor 4).
parable size and even be a threat to frigates and light
PLAYER OPTIONS
SUNS O F F O R T U N E
MODULAR
ENCOUNTERS
When you ask for trouble, you-should not be
surprised when it finds you."
-Plo Koon
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
In fact, modular encounters have all kinds of uses, (such as credits, contacts, gear, or an important lead
including the following: on a larger investigation), this section will get into
that. Ultimately, how things are concluded and what
• A Planned Part of an Adventure. The Came
situation the Player Characters are left in at the end
Master can specifically select a modular encounter
to be a key piece of an adventure. He may use it to will also be described.
set up another important element of the story, or
to act as a transition from one situation to another. USING T H E S E ENCOUNTERS
• A Way to Flesh Out a Location. The GM can Each of these modular encounters is meant to help
use a modular encounter to make a location feel the Game Master guide the players in exploring situ-
more "real" to the players. The modular encoun- ations and settings indicative of the Corellian Sec-
ters presented here have been specifically select- tor. Taking a look at them as a whole will be useful
ed to evoke iconic elements of settings detailed in plotting out which ones to use, how to use them,
elsewhere in this book. and when. Having a general plot in mind should make
inserting one or more of these encounters into an ad-
• A Filler for an Off Night. Perhaps one or more venture relatively easy.
players are missing for a session, and going forward
with the current big plan would be difficult or im- In some cases, the GM may wish to stage one of the
possible without them. A modular encounter might encounters as the opening for a campaign set in the
be an excellent and contained event for the players. Corellian Sector. Other encounters may be triggered
when the PCs have cause to travel to the system or
• A Foundation for an Entire Adventure. Most
planet in question, or otherwise engage with the par-
modular encounters can be fleshed out or other-
ticular nature of the encounter. Table 4 - 1 : Modular
wise expanded to become far larger stories, espe-
Encounter List provides a list of the encounters in
cially if the players latch on to some aspect of the
this chapter.
experience and expand upon it.
Sabacc Game on the Row and Taming the Drag-
Each modular encounter opens with a brief descrip-
on both take place on the planet of Corellia, and
tion, indicating what it's about and what's supposed
showcase two signature events found there, gambling
to happen. This is the "thumbnail," intended to give
and swoop racing. Tunnel Delving offers a chance to
the Came Master a rapid understanding of the en-
tour some of the dens of secretive Selonia, and Coni-
counter. This introduction section also lets the GM
cal Six Summit is a unique twist on a typical pastime,
know how the encounter begins, and what kind of set-
mountain climbing.
up or circumstances need to be in play in order to use
the encounter.
Tunnel Delving A chance to explore the tunnels of Selonia goes awry, leaving the PCs stranded underground.
A brief stop at an innocuous shop on one of Duro's orbital stations quickly turns into a
Hard Bargain
dangerous encounter.
The Long Arm of the Law CorSec stops the PCs' ship, investigating it for smuggled goods.
Credits are tight, and swoop racing on Corellia is a great way to pick up a solid handful.
Taming the Dragon
Unfortunately, the beauty of the Crystal Swamps course is matched only by its danger.
A Quick Stopover A sleepy cantina on Nubia gets turned upside down by corporate espionage and a rampaging ronto.
Beyond the Boiling Sea On Drall. the party receives a choice: turn in an inept thief, or attempt to aid him for a reward.
Conical Six Summit The party has a chance to climb one of the Conical mountains in Hollowtown on Centerpoint Station.
The Corellian Shuffle A quick smuggling run, and a chance for some easy credits. What could go wrong?
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
SABACC GAME ON THE ROW
fl midst the shopping, glamor, and crowds of Coro-
net City's most famous (or infamous) street, Trea-
sure Ship Row, the Player Characters find themselves
money. If the PCs volunteer to help, she tells them he
plans to participate in a sabacc game that night, and
she can get them in. If the PCs win, they can split the
an opportunity to get into a sabacc game with some profits and she can use her share to pay Grenzo off.
interesting folks. Unfortunately, the whole thing is a If the GM uses this approach, Catrinna does not offer
set-up to take advantage of newcomers with a ship cash loans later. Instead, Cam does so.
and a need for work. If their luck runs bad, things
could get very ugly indeed. CATRINNA [NEMESIS]
There are a few ways in which the PCs might find
Catrinna is a beautiful, charming, and alluring young
themselves invited into a private sabacc game. Perhaps
woman who dresses well and presents herself as pos-
one or more of them already has some gambling knowl-
sessed of class and refinement. She is, however, born
edge and experience, and they know that Coronet
of the streets and has a ruthless streak that bares
City's infamous Blue Sector is the best place to go look-
itself whenever she is cornered or is in competition
ing for opportunities. Should anyone in the group have
to get something she wants. She is a capable thief
contacts on Corellia, it may be that they are invited to
and con artist, and is currently partnered with Cam
meet up at a casino in the Treasure Ship Row area. In
Truuvik. He came up with their current scam, but she
any case, if the CM wishes to use this modular encoun-
refined it to perfection.
ter but his players are not on Treasure Ship Row, the
encounter can be adapted for other locations easily.
INVOLVING T H E PLAYERS
The CM can involve the players in this game in one
of several ways, all of which involve the con artist
Catrinna—a charming and alluring young woman who Skills: Charm 3, Computers 1, Cool 2, Deception
carries herself as a lady of class and taste. Needless 2, Knowledge (Underworld) 2, Melee 2, Negotiation
to say, this is an act. Catrinna's goal is to trick the PCs 2, Perception 1, Ranged (Light) 2, Skulduggery 2,
into joining a rigged sabacc game, and she may ap- Streetwise 2, Vigilance 2.
proach the PCs in one of several ways. Talents: Adversary 1 (upgrade difficulty of all com-
bat checks against this target once), Natural Charmer
The first—and most direct—involves Catrinna ap- (may reroll the results of one Charm or Deception
proaching the group, striking up a conversation with check once per session).
one of the PCs, and eventually inviting them to a friend- Abilities: None.
ly game of sabacc. The problem with this approach is Equipment: Light Blaster
that it's the most likely to instill suspicion in the PCs. A pistol (Ranged [Light];
slightly more subtle variant can be employed if one or Damage 5; Critical 4;
more of the PCs fancies himself a gambler. In this case, Range [Medium]; Stun
Catrinna can approach that PC, greeting him by name setting), vibroknife
and allowing as to how she's heard of his gambling skills (Melee; Damage 3;
and wondering if he'd be interested in a high stakes Critical 3; Range
game. The third variant—the PCs are already looking [Engaged]; Pierce
for a sabacc game—is the easiest to introduce. 2, Vicious
"Hello, everyone! Welcome, welcome. The name's In this game, there could be several results.
Cam Truuvih-I'm the proprietor of this establish- One likely option is the PCs pull out of the game
ment. So glad you could join us for the game. I when they begin to lose. If they do so, Catrinna at-
expect," he smiles, "there'll be a pot of several tempts to reassure them that their luck could turn
thousand at least for the winners. Now, let me in- around any moment, and Cam attempts to charm
troduce some fellow players." them into staying, possibly making an opposed
Charm check to convince them. The other sabacc
players also offer encouragement or derision. If the
Jalla is pleasant, Grenzo dismissive, and Kanz pres- PCs still decide to leave, Cam's demeanor grows cold
ents an icy, calculating demeanor. Cam then asks the and threatening. He suggests he doesn't appreciate
PCs to check any large blaster rifles or other notice- them pulling out of his private game before it's over,
able weapons with the server; he doesn't ask for pis- and makes vague but suitably ominous threats (these
tols or knives, but anyone refusing to set aside mili- are outside the scope of the encounter, but the GM
tary weaponry is asked to wait in the main room of can use Cam and Catrinna as villains later on).
the establishment.
Another option is that the PCs manage to win signif-
At this point, the Player Characters may be worried icantly over the course of the evening. If they do, Cam
about even being able to buy in. Cam explains that graciously congratulates them on their skill and allows
the first round requires a buy in of 100 credits. Most them to keep their winnings. His con does depend on
PC groups should be able to manage that, at least to luring other suckers into a game, so he accepts having
sit one or two of the group at the table. If they can't, to lose occasionally to maintain appearances.
Catrinna offers to set them up with a small loan; the
A third possibility is the PCs catch Cam cheating.
PCs need to put up one or two pieces of gear as col-
Since Cam isn't making a skill check, the GM can have
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
SABACC R U L E S
y o The character adds • to his next check as he successfully bluffs his opponent.
The character figures out an opponent's tells and downgrades the difficulty of his next check once.
Lack of focus or a seriously bad hand shatters the character's concentration for the moment. He upgrades the
® ® <§)
difficulty of his next check once.
The character is caught cheating; if he is not cheating, @ means he bombs out, runs out of chips, and can no
longer play in the game (at the CM's discretion, he may be able to amass another stake and buy in later).
the PCs discover him cheating if the checks generate from getting too ugly. Again, should anyone get combat-
O O O O 0 o r ^ $ . If they do, he denies this, ive, Catrinna steps in with her veiled threats.
but offers to reimburse any credits they've lost (or keep
In either case, Cam establishes that the PCs owe
any winnings) in hopes it clears up this "little misunder-
him (represented by the cash they may have bor-
standing." If the PCs press the situation, Catrinna indi-
rowed or lost, which translates into a Favor Obligation
cates that the other gamblers and herself are all willing
of 5 owed by the entire group). Cam lets them keep
to draw down on them if they don't leave peacefully.
most of their money or items they put up for collat-
If the PCs lose their shirts (and other things), or one eral; maintaining the Obligation instead. The group
or more of them is caught cheating, Cam pleasantly ex- can only rid themselves of the Obligation once they
plains that he understands their desperation and needs, have done one or two jobs for Cam—something the
and he's willing to make a deal with them to keep things GM can invent as fits his ongoing campaign.
MODULAR ENCOUNTERS
SUNS O F FORTUNE
CARN TRUUVIK [NEMESIS]
KANZ [RIVAL]
Skills: Brawl t , Coercion 1, Coordination 1, Decep-
Kanz is a fairly atypical Twi'lek. Taciturn, often even tion 1, Perception 1, Piloting (Space) 1, Ranged
morose, he's rarely very talkative and spends most of (Heavy) 1, Ranged (Light) 2, Stealth 1, Streetwise 1,
his time brooding. He has no desire to die for anyone, Survival 1, Vigilance 2.
but he is loyal enough to put up a fight for his em- Talents: Lethal Blows 2 (add + 2 0 to any Critical In-
ployer if the odds don't become too overwhelming. jury rolls inflicted on opponents).
Abilities: None.
Equipment: Heavy blaster pistol (Ranged [Light];
Damage 7; Critical 3; Range [Medium]; Stun setting),
laminate armor ( + 2 soak).
DENOUEMENT
Skills: Coercion 1, Cool 3, Deception 2, Melee 3, Per-
ception 1, Skulduggery 2, Stealth 1. Assuming the Player Characters don't find themselves
Talents: Expert Tracker 1 (remove • from checks to either dead or in a gun battle running through the
find or follow tracks; such checks take half usual time). streets of Treasure Ship Row, they should have one or
Abilities: None. more jobs lined up for their time in the Corellian Sec-
Equipment: Vibroknife (Melee; Damage 3; Critical 3; tor. If they did well, they should also have some more
Range [Engaged]; Pierce 2, Vicious 1). credits in their pockets. If not. they may even have
more Obligation to deal with.
JALLA [RIVAL] Cam is a mastermind criminal, a con artist, and as
ruthless as he must be to maintain his position. At the
Presenting herself as a bubble-headed blonde human same time, he respects talent and he rewards loyalty.
with far too much makeup and far too much interest He may even become a very effective ally and contact
in clothing and jewels, Jalla's persona is a well-crafted for the PCs should they both work well and attempt
act to hide a sharp and cunning mind. She and Cam to maintain a good relationship with him. Having a
are currently lovers, though she'd leave him if the right strong contact on Corellia is never a bad thing.
opportunity presented itself.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
TUNNEL DELVING
T
his encounter features the Player Characters explor- The shops and stores are no different than those
ing some of the tunnels of Selonia, and potentially found on any number of civilized worlds, save that
dealing with more than they expected. This encounter most of the goods being sold are made on Selonia. The
anticipates that the PCs have already arrived on Se- PCs also notice as they wander around that most of the
lonia for some reason, or have some reason to arrive population are fairly stand-offish. The PCs receive their
on Selonia. Enacting a trade agreement or picking up/ share of suspicious glances, and most attempts by the
delivering cargo for a Selonian merchant are perfectly PCs to initiate conversation are rebuffed.
legitimate reasons to end up in Scasmirs Den.
Once the PCs wander away from the main portions
If the GM wants to use this encounter elsewhere in of Scasmirs Den, at some point the GM can have them
the Corellian system, remember that every inhabited pass into a deserted side passage. This passage is
planet in the system has its own Selonian enclaves. rougher and more cave-like than previous passages.
Since the encounter begins underground, the PCs just The PCs can make Average Perception checks;
have to have a reason for traveling beneath the surface. & indicates they've wandered into a cavern that
doesn't see much foot traffic; O indicates some of oc-
The encounter begins with the PCs having landed
casional structural supports look particularly unsound.
on one of the islands on Selonia, then descending
below the surface to explore the den itself. At some Whether the PCs press onwards or turn back, they
point, they are cut off from their return route to the only get a few steps before one of the structural sup-
surface by a cave-in. They must press on through the ports gives way and a portion of the cavern roof caves
tunnels, encountering local wildlife and finally con- in. Read aloud or paraphrase the following:
vincing a band of more insular and xenophobic Selo-
nians to help them return to their ship.
With a wrenching screech, one of the support pil-
lars suddenly gives way. Suddenly, tons of rock
SCASMIRS ISLAND and clouds of billowing dust fill the passageway.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
Waiting counts as a single encounter and is not par- LIGHT SOURCES
ticularly restful, so the PCs cannot recover strain by
resting or the encounter ending. If the PCs are inca-
pacitated due to strain, they pass out and suffer one O ne thing the PCs need is light. Unless they
have glow rods or other sources for illumina-
tion, they find themselves blundering blindly
Critical Injury for every six hours they are incapaci-
tated before help arrives (it is possible, but unlikely, through the tunnels (suffering • • • to all
that they may die from this). checks and potentially doing themselves injury
by walking off ledges or into walls). However,
some species of native fungus are biolumines-
MOVING ON cent. The PCs can run into a patch of this fungus
at the GM's discretion and harvest some via an
The other option for the PCs is pressing on down the
Easy (•(» Survival check. Carrying enough fun-
tunnels. Should they do this at any point, breathable
gus to produce useful light allows the PCs to see
air no longer becomes an issue about half a kilometer where they're going, although they still suffer •
down. However, the tunnel leads away from civilization. to all checks due to the dim conditions.
To navigate the tunnels, the PCs must make their
way through a series of obstacles. These obstacles do
not have to be presented in any particular order, and NARROW PASSAGE
the CM can use as many or as few as he wishes to
At one point, the passage narrows and lowers into lit-
make the encounter interesting.
tle more than a wide, horizontal crack. The PCs must
all make their way through this crack, which is only 40
CLIMBING T H E CHIMNEY cm high. Each PC must make an Easy (<(» Coordina-
tion check to wiggle through, though the GM can add
At one point the tunnel ends abruptly. The only way
• to checks if the PCs are particularly bulky or carry-
forward is a narrow chimney above the PCs. Climbing
the chimney (a slick chu#e covered in dripping water) ing lots of equipment.
requires an Average (<O<0>) A t n l e t i c s
check. Failure Failure means the PC suffers one strain as he momen-
means the PC can try again after a few bruises, but tarily gets stuck, and he has to back out and try again.
failure with ^ or <§> ® <§> means they almost make it However, if he manages to get ® <§> <§> he strikes his
up, falling from short range and suffering falling dam- head onanother extremity or a rock outcropping, and
age as described on page 21 5 of the Core Rulebook. suffers one wound (ignoring soak).
When the PCs are all present, the lead Selonian snaps
something in her native tongue. She asks the PCs who
they are, but unless one of them speaks Selonian (a na-
tive of the system or a protocol droid knows Selonian
Skills: Survival 2.
automatically), the PCs cannot understand her.
Talents: None.
Abilities: Silhouette 3, Tunneling (using their power- The encounter can end in one of several ways. The
ful maws and their acidic saliva, tunnel worms can PCs can make a Average (^ Knowledge (Educa-
move through solid stone as if it were difficult terrain). tion) check to translate, then make an opposed Charm
Equipment: Serrated maw (Brawl; Damage 6; Criti- or Negotiation versus Discipline check to convince
cal 4; Range (Engaged); Burn 4, Sunder, Vicious 2), them the PCs are not a danger to her and need her
crushing tail (Brawl; Damage 10; Critical 4; Range [En- help. If one of the party speaks Selonian, they pass the
gaged]; Concussive 3, Knockdown, Prepare 1). Knowledge (Education) check and gain • to the Charm
or Negotiation check. If one of the party members is a
If the PCs are all incapacitated by the tunnel worm, Selonian, they do not need to make any checks—the
it eventually wanders away (tunnel worms are not car- other Selonians mock the PCs' choice of travelling com-
nivorous, so once the PCs are no longer a threat, they panions but agree to lead them back to Scasmirs Den.
cease attacking). Also, if the PCs want to avoid a fight, If the PCs succeed on the Charm or Negotiation check,
they can attempt to work their way around the tunnel the Selonians lead them back to Scasmirs. The journey
worm and down the next passage. takes several hours, but they arrive safely.
UNFRIENDLY NATIVES If the PCs fail the checks or generally fail to com-
municate, the Selonians leave them behind. The PCs
Eventually, the PCs blunder into a party of Selonians eventually find a passage leading to the surface of an-
not from Scasmirs Den. These Selonians are more xe- other, entirely different island. Although it's deserted,
nophobic than the ones the PCs encountered previ- their comlinks work once outdoors, or they are even-
ously. This is the final part of this modular encounter. tually noticed by a passing airspeeder.
Determine which PC is in the front of the group, then
read the following aloud:
DENOUEMENT
You squeeze through yet another narrow opening, If the PCs are eventually rescued by the authorities, they
barely able to make out a larger cavern on the far earn nothing more than a story to tell (and a few dry
side. It sounds as if a rushing waterfall h'lls part of jokes at their expense). However, if they manage to find
this space, making it hard to hear anything else. their way through the Selonian tunnels (even if they end
As you get your torso through the opening, you up on the island), they get five additional XP at the end
suddenly feel the prick of cold, sharp, durasteel of the session. If they make it to Scasmirs Den, they earn
on the back of your neck. some grudging respect from the locals as well.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
HARD BARGAIN
II hile most Duros are relatively honest, not all live Tucked away in the back of the shop is a hidden
Wl up to this reputation. A Duro merchant named room where Gorn keeps his valuable goods. Finding
Corn Vorrox deals in secrets and stolen items. Any the concealed wall panel that allows access to the
Player Characters looking to buy or sell illicit mer- storage room requires a Hard ^ ^ ) Perception
chandise in the Duros system may cross paths with check. The lock on the secret door is fairly compli-
Gorn sooner or later. However, dealing with Gorn can cated and requires a Hard ^ ^ ) Skulduggery
come with more complications than simply laying check to open. While sturdy, the door isn't blast-
down a few credits, especially if caught between Gorn proof and can be destroyed with enough firepower or
and an unsatisfied customer with a blaster. explosives. Within the storage room are several exotic
Though this encounter is designed to be run on one and valuable weapons (a CR-2 heavy blaster pistol, a
of the Duro system's orbital stations, it could be trans- dueling pistol (see page 94), and two thermal det-
planted to any civilized world with a Duros shopkeep. onators), a damaged EVA powersuit, a few weapons
and armor upgrades, about 2,000 credits worth of il-
legal spice, and an e n - ^ ^ ^ ^ ^ ^ c r y p t e d datapad
GORN'S EMPORIUM with details about M
Gorn's business H M
Gorn Vorrox is a well-known Duros fence and infor-
operations. mWT~
mation broker. The PCs might encounter Gorn when
looking for a particularly exotic weapon or ship part,
or while trying to obtain valuable information. Corn's
Emporium is an unassuming shop filled with what ap-
pears to mostly be junk, located in the seedy Seelom
District of Jyvus City, one of the twenty massive or-
bital city-stations of Duro.
A pair of battered, old Baktoid Combat Automata
OOM-series security droids flank the entrance. Tall
and frail-looking, these droids have clearly seen better
days, with their skeletal frames dented and scratched
and their E-5 blasters rusted into their mechanical
hands. Designated O B - I E and OB-2B, the pair con-
stantly bicker like an old married couple, arguing in-
cessantly about whether those who walk through the
doors are legitimate customers or a security threat.
G O R N V O R R O X (RIVAL)
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
When the players enter the shop, read the following: ing and cool individual may attempt to calm Rasz
down and convince him that the sale was an honest
mistake, or might suggest that Gorn repair or replace
A sign reading "Gorn's Superb Emporium" hangs the hyperdrive motivator in order to avoid an incident
above the doorway of a dingy shop that doesn't and keep his customers happy. A character with good
warrant being called an emporium, let alone su- negotiation skills might help facilitate an exchange be-
perb. A dozen dusty shelving units creak under tween the Duros. If a character is more physical and
the weight of what might generously be called forceful, he might even try to intimidate either Rasz or
junk, from rusty surplus blasters to a motley as- Gorn into acquiescence, and a group of tough-looking
sortment of spare droid parts. PCs taking one side might well convince the other side
"Halt, intruders! Keep your hands where I can to back down (though this is likely to earn the play-
see them," an ancient OOM-series security droid ers the enmity of the Duros they side against, which
standing near the entrance commands as you en- might come back to haunt them at a later time).
ter, leveling a blaster that appears to be rusted
If fighting begins, Gorn tries to take cover behind
into its hands. "Identify yourselves," the droid de-
the counter, where he has a modified blaster with a
mands. "You have five seconds to comply."
spreadshot barrel stashed away for emergencies. The
"I am quite certain they are potential customers," security droids fire on Rasz and his thugs, but are un-
another virtually identical security droid says. likely to last long, given their frailty. If the players get
involved, Rasz and his thugs won't hesitate to attack
"You have three seconds to comply," the first
them, and the droids might also decide that they are
droid says, ignoring its partner.
a threat that needs to be eliminated. If the players aid
"Lower your weapon, OB- IE,"a Duros behind the Gorn, he does not intentionally target them, but may
counter says testily. "You'll scare away my cus- catch some of them with the spreadshot anyway.
tomers again."
"Roger, roger" the droid acknowledges, reluc- OOM SECURITY DROID [MINION]
tantly lowering its blaster rifle.
"Welcome to my Emporium," the Duros behind
the counter says. "I apologize for my droid's...
zeal. How can I help you? Perhaps you are in the
market for a pair of pre-owned security droids?"
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
Talents: Adversary 2 (upgrade difficulty of all combat Rasz dies or flees, Gorn is highly appreciative and of-
checks against this target twice). fers them a free item of their choice from his shop, as
Abilities: None. well as a 10 percent discount on future transactions
Equipment: Blaster pistol (Ranged (Light); Damage (provided they also help him dispose of the bodies).
6; Critical 3; Range (Medium); Stun setting), brass
Either way, if there is a firefight, a Duros security de-
knuckles (Brawl; Damage 3; Critical 4; Range [En-
tail shows up about fifteen to twenty minutes after the
gaged); Disorient 3), padded armor ( + 2 soak), bro-
battle. Four Duros security officers led by Lieutenant-
ken hyperdrive motivator.
Constable Kreeg (they have the same profile) respond
to investigate the fight. They won't be particularly up-
B A R A B E L E N F O R C E R [RIVAL] set to find Rasz and his thugs dead, and a small bribe
of 100 credits is enough to convince them to look the
other way. If Gorn is dead and the players haven't fled
by the time the security detail arrives, Kreeg is very
upset (he took regular payoffs from Gorn). Convincing
Kreeg to let them go requires a bit of charm or a bribe
of 1,000 to 2,000 credits. If the players decide to fight
their way out once the security detail arrives, Kreeg im-
Skills: Melee 2, Perception 1, Ranged (Light) 1, Sur- mediately calls for backup and the PCs need to get out
vival 2, Vigilance 1. of the district quickly to avoid being arrested or killed.
Talents: None.
Abilities: None.
Equipment: Heavy blaster pistol (Ranged [Light]; LIEUTENANT-CONSTABLE KREEG AND
Damage 7; Critical 3; Range [Medium]; Stun setting), S E C U R I T Y OFFICERS [RIVAL]
serrated combat knife (Melee; Damage 5; Critical 3;
Range [Engaged]; Vicious 1).
MODULAR ENCOUNTERS
S U M O F FORTUNE
THE LONG ARM OF THE LAW
T
he Corellian Security Force upholds law add order something like a smuggling compartment that sets
within theCorellian system. Naturally, CorSec agents the atfficulty automatically.
are rarely a welcome sight for those who live on the
If Costi find,3;contra?a^i such as medical supplies,
fringe. When the characters draw the attention of the
bootlegged alcohol, less harmful spice, starship parts,
law, things can get complicated for Player Characters,
or even small arms he allows the players to go if they
and they need to use their skills and wits to avoid trou- pay a "fine" (i.e. a bribe). However, Costi arrests the
ble. The GM can use this encounter if the PCs are at- PCs immediately if they are carrying more harmful
tempting to move smuggled goods through the system. forms of spice or slaves. The exact amount of the
"fine" should be 5 to 10 percent of the cargo's value.
THE DILIGENT
If Costi arrests the players and they surrender, the
The encounter begins when a CorSec patrol hails the GM is encouraged to come up with a creative means
PCs's ship. The hailing vessel-is the Diligent, a PB-950 of seeing them free from prison. One idea is that a
(the ship uses Costi and his men as the crew). crime lord posts bail for them; providing them free-
dom in exchange for 5—10 FaVor Obligation. Another
idea is an exciting escape from the CorSec prisons.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
TAMING THE DRAGON
I nderground swoop racing is big business on Corel- terms are agreed upon, both parties pack up their
U lia. Organized by numerous semi-criminal swoop equipment and swoops and head to the track.
gangs in out of the way places at odd hours of the
What the PCs don't know is that this race is little
evening, these races gather huge crowds of rac-
more than a ruse. Sunny and her gang have made a
ers, mechanics, gamblers, and assorted hangers-on.
lucrative business of luring unsuspecting and inexpe-
These races are winner-take-all, and the pot is usually
either a large amount of credits, one or more of the rienced racers into the swamps with the promise of
losers' swoops, or simply bragging rights. The risk in- a little racing with some money at the end, only to
herent in this dangerous sport, as well as the possibil- rob them and leave them for dead. This the Seraphs
ity of great wealth and prestige among one's peers is accomplish by luring them into an actual race and
what drives the young men and women of Corellia to leading them into a number of traps the Seraphs set
race their machines against one another (and against up beforehand.
Lady Luck herself]. To represent the traps, if the PC taking part in the
race generates one or more <§> on his Piloting (Plan-
etary) skill checks, the Game Master may spend that
INTRODUCTION <§> to activate one of the Seraphs' traps. These can be
anything from swinging logs to spring-loaded nets to
In Taming t h e Dragon, the PCs become involved
pot shots taken at the rider as he goes by. If a trap
in an illegal underground swoop race while visiting
triggers during the race, the PC racing must make a Pi-
Corellia. They can either be actively searching for
loting (Planetary) check against a difficulty equal to
some racing action or become otherwise entangled in
the number of <§) generated on the initial check, up to
swoop gang business, such as by accidentally insult-
a maximum of Hard ( • • • ) If the racer succeeds on
ing a powerful gang leader. The PCs should be either
his skill check, he neatly avoids the trap and moves to
in Coronet City, particularly in the Blue Sector, or in the next leg of the race; if he fails, he crashes, suffering
the rougher parts of Tyrena. a minor collision as per page 242 of the EDGE OF THE
While this encounter can be picked up by the PCs EMPIRE Core Rulebook. (The GM shouldn't always use
anywhere, the bulk of the action takes place in the <§> generated to trigger traps, just once or twice
remote and dangerous Crystal Swamps in Corellia's during the race per PC).
Agrilat Region. Swoop racers have been using this re-
stricted wildlife preserve for years as their personal
racetrack, and many of the bogs and marshy islands
are littered with wreckage and shattered helmets.
THE RACE
The Player Characters manage to commit themselves
to competing in a swoop race in the far reaches of
the Crystal Swamps. Any of the PCs who want
to race can, against members of a gang
called the Black Seraphs and their
leader: a young Corellian woman
named Sunny. The terms of the race, as explained
by Sunny, are quite clear. Two or more riders race
the challenging Dragonbane Circuit, and the
winner takes the purse. Entering the race costs
2 0 0 credits per racer.
MODULAR ENCOUNTERS
^9 SUNS O F FORTUNE
The race can accommodate one PC versus Sunny, or ing off course or grazing a crystal outcropping, or the
more than one PC if multiple PCs would like to race. Sun- vehicle suffering system strain. ^ means the swoop
ny is confident enough in her skills to take on multiple suffers a minor collision (see page 242 in the EDGE OF
challengers. In addition, three Seraph gangers race as THE EMPIRE Core Rulebook)
well, using the profile for them and their swoops found
All skill checks made during the course of the race
on page 1 3 1 . The GM can also introduce additional
follow the rules for vehicles and starships presented in
NPC racers if he wishes. Five additional Seraphs and
Chapter VII of the EDGE OF THE EMPIRE Core Rulebook.
Grinder remain in the pit area during the race (two of
them later head onto the track to trigger traps).
1. T H E L O N G R U N
To run the encounter, the Game Master should use
structured time, rolling initiative as normal. Each racer The starting leg of the Dragonbane is the Long Run.
should have one round to accelerate before they en- It is a clear, smooth straightaway over close-cropped
ter the track proper. The encounter can be run as a marsh grass. It is long enough to allow the racer who
mix of structured and narrative time. The race itself was left behind at the starting line ample opportunity
should be structured, with each round taking up one to catch up with and even overtake the leader. Dur-
leg of the race. However, if one or more PCs are not ing this first section, there are no Seraphs lurking in
racing, the GM can have them act narratively between the weeds waiting to spring something on the PC tak-
each round, cutting to and from the action as the PCs ing part in the race. The Long Run is very simple and
do other things behind the scenes. has good visibility, but any skill checks made to catch
up to or overtake the leader suffer • due to terrain.
After the beginning of the race, positioning is deter- This reflects the fact that although they are speeding
mined by top speed. Those going the highest speed across relatively clear and even ground, the racers are
(probably 4 or 5) are jockeying for first, those going moving incredibly fast, and even the slightest mistake
one speed slower are jockeying for second, and so could quickly bring the race to a violent end.
forth. Once per leg, have all contestants make a com-
petitive Piloting (Planetary) check with difficulty set by
2. P I L L A R S O F T H E S K Y
the speed and size of the swoops. The winner of the
check is first amongst all other racers going his speed.
After the racers burn through The Long Run, they en-
Failure means the contestant decreases his speed by
ter the dangerous Pillars of the Sky section. This leg
1, while <§) means some issue in piloting that may
of the course runs through a deep, muddy, brackish
incur penalties on later checks,
swamp from which bone-colored dead trees emerge,
such as fly-
looking much like the fingers of the dead. Each racer
must slalom through the trees as quickly as possible
while both attempting to take (or keep) the lead and
trying to avoid smashing into a tree at over 2 0 0 k m .
Piloting (Planetary) skill checks made in the Pillars
suffer • • due to terrain.
3. R A Z O R BLADES
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
Razor Blades suffer • • due to terrain. In addition, SUNNY B O U N D E R (NEMESIS)
any pilot suffering a Critical Injury due to crashing, or
any swoop suffering a critical hit, adds + 2 0 to the Sunny is a tall, narrow, hard-eyed young woman
Critical Hit or Critical Injury roll. somewhere between 25 and 30 years old. A swoop
and speeder bike rider from her earliest memory,
4 . IN A P I N C H Sunny eventually took to fixing races, organizing ille-
gal swoop races for herself and others, and organizing
Every good race track has a chicane: a narrow, cramped all the various and sundry aspects of racing, such as
part of the track that causes racers to slow down, forc- security, bribes, and gambling takes. A few years ago,
ing them close together and into often deadly obsta- Sunny formed the Black Seraphs from the dregs of
cles. The Dragonbane Circuit is no exception, and it another swoop gang that she'd helped destroy. She
features a particularly wicked chicane in the form of organized the survivors into an effective group of grift-
In a Pinch. Once they exit the Razor Blades, the rac- ers, con artists, and hustlers.
ers are funneled into a very narrow crevasse that winds
its way up a steep ridge. Around halfway through In a
Pinch, the walls narrow to the point where only one ve-
hicle can pass at a time. This is the point where Sunny
usually wins her races, as the sight of that narrow gap
approaching is absolutely terrifying.
Piloting (Planetary) skill checks made to navigate In Skills: Coercion 2, Cool 4, Leadership 1. Melee 3, Pilot-
a Pinch s u f f e r • • • due to the extremely tricky ter- ing (Planetary) 3, Ranged (Light) 2, Streetwise 3.
rain. In addition, passing through the narrowest part Talents: Adversary 1 (upgrade difficulty of all com-
of this leg requires both the PC and Sunny to make an bat checks against this target once), Improved Full
Opposed Cool check. The winner holds his ground Throttle (suffer one strain to make an Average (^
and shoots the gap, and the loser brakes and swerves ^ ) Piloting (Planetary) check as maneuver and in-
to avoid smashing himself apart on the approaching crease top speed by 1 for 4 rounds), Natural Driver
rock walls—decreasing speed by two. (once per session may reroll one Piloting (Planetary)
or Gunnery check).
5. T H E D R O P Abilities: None
Equipment: Blaster pistol (Ranged (Light); Damage 6;
At the top of In a Pinch, the narrow crevasse spits Critical 3; Range (Medium); Stun Setting), chain (Me-
the racers out over the top of the ridge into complete lee; Damage 6; Critical 5; Range (Engaged); Inaccurate
nothingness. During the previous leg of the circuit, 1, Knockdown), riding armor (+ 1 defense, + 1 soak).
the racers climbed high above the swamp, and now
they find themselves plummeting back to the ground SUNFLARE
from a surprising height. While the swoops can surely
handle the altitude, the shock of coming out of the Sunny's personal racing swoop is a heavily modified
anxiety-inducing chicane into the wide open sky with Mobquet Flare-S that she and Grinder have pushed
the Crystal Swamps spread out below like a shim- nearly to the limits of its engineering. In its current
mering carpet can certainly shake even the coolest state it is both blisteringly fast in the straightaway and
racer. During the long descent back to ground level, extremely nimble in corners and obstacle fields.
the Game Master should take the opportunity to in-
troduce complications such as flocks of aggressive
raptors, sudden rain squalls, or buffeting winds to dis-
tract the riders. Piloting (Planetary) skill checks made
in The Drop suffer • due to terrain.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
G R I N D E R (RIVAL) CEC D-22 " S C R E A M E R " S P E E D E R B I K E
Grinder is quite possibly the most unpleasant person The rest of the Seraphs who race drive CEC D-22
on Corellia. He is a short, bald, heavily muscled brute "Screamers," high-performance Corellian machines.
of a man with a face like a hatchet wound, a beard
that can stop blaster bolts, and a litany of bad choices
and bad breaks picked out in bold, tattooed colors all
over his arms and torso. He is Sunny's chief mechanic
as well as her selectively loyal second-in-command.
Grinder rarely bathes, as evidenced by his pungent
Hull Type/Class: Speeder Bike/D-22.
odor and the grease caked in the creases of his hands,
Manufacturer: Corellian Engineering Corporation.
and he wears his racing hides at all times (mostly be-
Maximum Altitude: 3 5 m .
cause he is terrified of them being stolen). A savant
Sensor Range: Close.
with a swoop or speeder engine but a failure as a de-
cent human being, Grinder never has a kind word or Crew: One pilot.
helping hand for anyone without a reward. Encumbrance Capacity: 3
Passenger Capacity: One.
For the right price (such as leadership of the gang, Cost/Rarity: 4 , 5 0 0 credits/3.
or lots of credits), Grinder turns on Sunny in the blink Customization Hard Points: 2.
of an eye. If so, he spells out Sunny's plans, sketches Weapons: None.
a quick map of the race course, and lists the probable
traps and where they might be deployed against the END O F T H E LINE
racer. He's also willing to back the PCs if things come
to a fight at the end of the race. Once the race is over, there are several possible out-
comes. However, who won or lost is less important
than how the PCs appear at the end of the race. If the
PCs appear dangerous, capable, or otherwise threat-
ening, Sunny lets the results of the race ride. If she
won, she takes the pot and leaves, and if she lost, she
gives it to the PCs in bad temper.
Skills: Computers 1, Mechanics 4 , Melee 2, Piloting However, if the PCs are wounded from the race or
(Planetary) 3, Streetwise 2, Vigilance 2. do not appear physically threatening, Sunny draws on
Talents: None. them and steals their swoops and any spare cash they
Abilities: None. have, leaving them in the swamps. The only way to
Equipment: Vibroknife (Melee; Damage + 3 ; Criti- stop this is to fight her, or have Grinder turn on her.
cal 2; Range [Engaged]; Pierce 2, Sunder, Vicious 3),
If the PCs confront her about her traps or dirty rac-
holdout blaster (Ranged (Light); Damage 5; Critical 4;
ing, Sunny belligerently tells them to forget it. If the
Range [Short]; Stun setting), disgusting racing hides
PCs press the issue, she's willing to fight unless the
(+ 1 soak), tool kit, emergency repair kit.
PCs appear particularly dangerous, in which case she
angrily offers the pot (or double the pot if the PCs still
S E R A P H S GANG M E M B E R (MINION)
won), or a favor as compensation. If the PCs want her
The members of the Black Seraphs are the very essence swoop, however, she fights no matter what.
of swoop gangers: young, violent, disaffected punks who
have no ambitions beyond drinking, fighting, and racing. DENOUEMENT
If the PCs manage to win the race against the odds,
they stand to gain the pot (200 credits times the num-
ber of racers). In addition, if the Game Master is feel-
ing charitable, he may give the PCs a chance to shake
down the gang members for a cut of the gambling
profits, especially since at least part of that money be-
Skills (group only): Melee, Piloting (Planetary), longs to the PCs. Depending on how Sunny fared in the
Ranged (Light), Streetwise. race, the PCs may also come away with her customized
Talents: None. swoop, promises of favors owed by her or her crew, or
Abilities: None. even a leadership position within the gang. In addition,
Equipment: Light blaster pistol (Ranged (Light); Dam- if the PCs win the race, all of them get + 5 xp.
age 5; Critical 4 ; Range [Medium]; Stun Setting), chain
(Melee; Damage 5; Critical 5; Range [Engaged]; Inac-
curate 1, Knockdown), riding leather (+ 1 soak).
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
A QUICK STOPOVER
n stop for a drink during a parts run to Nubia can
quickly turn to trouble for the PCs at the Sleep-
ing Rancor cantina. Problems with the locals are the
specialize in industrial espionage and currently work
for Industrial Automaton's largest competitor, Cybot
Galactica. The datacard they planted on the PCs con-
least of their worries, however, when an Industrial Au- tains sensitive information stolen from the droid manu-
tomaton security contingent arrives to recover sensi- facturing company headquartered on Nubia. Recogniz-
tive corporate secrets stolen from the gigantic droid ing the security agents and afraid of being caught with
manufacturer, secrets on a datapad that mysteriously the incriminating evidence, Bim and Brom decide to
ends up in the possession of one of the PCs. hide the datacard on the nearest patsy.
In reality, the whole interaction was a distraction to Suddenly, an angry bellow interrupts the con-
allow Bim to plant a small datacard on the PC. The rea- versation. The side wall of the cantina bursts in-
son for this ruse is a pair of undercover Industrial Au- wards in a shower of stone and dust, and you're
tomaton security agents accompanied by a Hound-W2 deafened by an angry bellow. A extremely furious
SPD security droid who entered the cantina shortly af- ronto thunders into the cantina, trampling every-
ter the players. Unknown to the players, Bim and Brom thing and everyone in its path.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
At this point, a fight is inevitable. Who fights whom
depends on the prior conversation, but it likely de-
scends into a three-way fight between the agents,
Bim and Brom (profiles on the following page), and
the PCs, with the ronto attacking anyone who gets
close. The rest of the patrons flee for the exits. The
agents retreat if at least one is incapacitated, as do
Bim and Brom (the one dragging the other to safety).
The ronto doesn't stop until it's killed or the cantina is
trampled into dust. It attacks the closest target, and
if there are no targets engaged with it, it tramples to
the nearest target.
E N R A G E D R O N T O [RIVAL]
IA S E C U R I T Y A G E N T [ R I V A L ]
DENOUEMENT
Once the chaos winds down, the PCs need to take
stock of the situation. If they managed to convince
the agents of their innocence and assisted them in
apprehending Bim and his accomplice, Industrial Au-
Skills: Charm 2, Deception 3, Perception 3, Ranged tomaton might offer the players a small monetary re-
(Light) 2, Skulduggery 3, Stealth 2, Streetwise 2. ward for their services, 1,000 credits.
Talents: Adversary 1 (upgrade all difficulty of all
Assuming they aren't incapacitated and stripped
combat checks against this target once), Convincing
of the datapad (and possibly arrested), the PCs may
Demeanor 2 (may remove • • from Deception or
end up with the datacard in their possession and the
Skulduggery checks).
agents and criminals dead or fled. The datacard is
Abilities: None.
heavily encrypted and will require the proper equip-
Equipment: Cybernetic light blaster (Ranged (Light); ment and a Daunting ( • • • • ) Computers check
Damage 5; Critical 4 ; Range (Medium); Stun setting), to decipher. On the datacard are the complete pre-
heavy clothing (+ 1 soak). production designs and schematics of Industrial Au-
tomaton's brand new R6-series astromech droid, the
B R O M [RIVAL] success of which is vital for company's bottom line.
Brom is a surly brute with a reputation for violence. Naturally, the executives of Industrial Automaton
He's reliable, however, and clever about his brutality. are anxious to recover the stolen information, lest
it fall into the hands of their competitors. The com-
pany will be willing to pay a large sum of credits (up
to 2 0 , 0 0 0 credits if the PCs are particularly savvy or
unyielding in their negotiations), though if they de-
mand too much for the data, the CEO might find it
more economical to put out a large bounty on the
characters instead.
Skills: Brawl 3, Cool 2, Coercion 3, Ranged (Light) 2,
Resilience 2.
Talents: Adversary 1 (upgrade all difficulty of all
combat checks against this target once).
BEYOND THE BOILING SEA
m ost Drall prefer a quiet, orderly life, but a few enjoy
adventure or even engaged in criminal activity. A vis-
it to the Boiling Sea on Drall can become more than the
If they choose to aid him, they can try to hustle
him away, though they will need to do quickly and
quietly or they will be discovered. Unless the players
players bargained for when they encounter Boffen Nibs, are particularly skilled at stealth and skulduggery,
a Drall with sticky fingers and a penchant for trouble. they will likely be caught and confronted by the clos-
ing dragnet. On the other hand, the players could
actually choose to turn him in, and if they do so, the
AMONG THIEVES encounter quickly ends with Boffen's secrets being
revealed. Not only do the Drall constables demand
This encounter can take place virtually anywhere on
that he return the Eye of Corell, but they tell him
Drall. While wandering through a marketplace on the
that his mother, the Duchess Lassa, is extremely dis-
planet, a Drall named Boffen Nibs approaches the
pleased with his behavior.
characters. He is desperate and willing to turn to off-
worlders for help. Considering that most of the PCs Truly unscrupulous PCs might also try to rob Boffen
likely stand at least head and shoulders above the of his cred stick and, if they discover it, the diamond.
tallest Drall, they stick out among the crowd. If they do so, Boffen makes a scene, quickly alerting
When the encounter begins, read the following: the Drall police to his presence.
Should the PCs confront the Drall police (who are
As you shuffle through the crowded marketplace, identifiable by the medallions they wear), the police
a somewhat disheveled Drall, his fur matted and demand the PCs hand over Boffen and the Eye of
dirty, grabs at your sleeve. Corell. In all, there are nine constables led by a ser-
geant. If the PCs prove intractable or offer resistance,
"Help me," he implores. "They're after me. Please the constables use their flashsticks to attempt to stun
help me. I can pay you 500 credits. Just help me. the players rather than harm them, though should
Hide me." they be met with lethal fire from the players, they
summon backup in the form of Wingriders.
Boffen is being pursued by the local police for a crime The wayward son of Duchess Lassa Nibs, Boffen seeks
he recently committed. Though he won't reveal it to thrills and adventure. Having decided to undertake a
the players, he has a magnificent, perfectly-cut dia- life of crime, Boffen stole the Eye of Corell from his
mond the size of a man's fist hidden in a pouch on mother in order to fund his underworld career. Un-
his belt. Known as the Eye of Corell, the diamond is like most of his kin, Boffen has a talent for lying and
among the prized possessions of Duchess Lassa. How- underhanded duplicity. Though not malicious in any
ever, the diamond isn't as prized for its intrinsic value sense, Boffen is self-centered and relatively naive
as it is for the priceless historical records encoded about the dangers of the galaxy.
into its crystalline facets, which trace Lassa's line back
more than twelve hundred generations.
The Drall thief offers the players 5 0 0 credits, but
will raise his offer to 1,000. If pressed, he'll offer up
to 2,000 credits, which is the total amount of the cred
stick he carries on him. If questioned, Boffen claims
that he has been falsely accused of a crime and is Skills: Charm 1, Deception i , Education 2, Percep-
being pursued by thugs in the employment of his ac- tion 2, Skulduggery 3, Stealth 2, Streetwise 1.
cuser. The PCs won't have too long to decide whether Talents: None.
or not to help Boffen, as the Drall police are closing Abilities: None.
in on him. The characters may decide to help Boffen, Equipment: Utility belt, cred stick with 2,000 credits,
turn him in to the police, rob him, or simply ignore him stolen gem (Eye of Corell).
(in which case, the encounter simply ends with Boffen
being caught).
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
DRALL POLICE S E R G E A N T [RIVAL] grenades (Ranged [Light]; Damage 8; Critical - ; Range
[Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun
Damage), comlink.
If a battle erupts in the crowded marketplace, the
police call in support, which includes three to four
ibbot-mounted Wingriders. These arrive in three
rounds, and the PCs should notice their approach at
the beginning of the round prior to when they arrive
Skills: Discipline 2,, Leadership 2, Melee 3, Percep- (giving them a chance to flee). The Wingriders should
tion 3, Ranged (Light) 3, Vigilance 3. be enough to encourage the PCs to run for it, but if
Talents: Adversary 1 (upgrade on difficulty of all com- not, the GM should note that if open conflict goes this
bat checks against this target once). far and the PCs show no signs of fleeing, he should
Abilities: None. feel free to arm his NPCs with more potent weaponry
Equipment: Flashstick (Melee; Damage 4; Critical —; and even bring in CorSec agents. Drall is a civilized
Range [Engaged]; Disorient 3, Stun Damage), 2 stun planet, and police forces respond swiftly to armed
grenades (Ranged [Light]; Damage 8; Critical - ; Range conflict in the middle of a city.
[Short]; Blast 8, Disorient 3, Limited Ammo 1, Stun
Damage), 1 stimpack, comlink.
DENOUEMENT
DRALL CONSTABLE [MINION] As long as they don't cause a riot or bloodbath in
the marketplace, the players may find this encounter
profitable. If they helped Boffen elude his pursuers, he
will pay them the agreed amount once at a relatively
safe distance and go his way. If instead the players
assisted the police by turning over Boffen, they will of-
fer the players a reward of up to 5 0 0 credits for their
assistance and take Boffen and the diamond back to
Skills (group only): Melee, Perception, Ranged
the Duchess. Should the players harm or kill Boffen or
(Light), Vigilance. steal the Eye of Corell for themselves, they find them-
Talents: None. selves hunted mercilessly by the Drall, who will turn to
Abilities: None. CorSec for aid, as well as place a large bounty on the
Equipment: Flashstick (Melee; Damage 3; Critical - ; characters' heads; a bounty sufficient to draw many
Range [Engaged]; Disorient 3, Stun Damage), 2 stun of the galaxy's top hunters.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
CONICAL SIX SUMMIT
T
his encounter takes place in Centerpoint Station and Coordination checks made to climb the Conicals by
in the Corellian system. The encounter requires one. She can also rent out repulsor packs for 45 credits,
a series of Athletics and Coordination checks as the which cause any falls to be treated as if from short range
party scales Centerpoint Station's Conical Mountains. (see Falling in the EDGE OF THE EMPIRE Core Rulebook,
The party could have been hired specifically to con- page 215). Sura also has a variety of general survival
trol the vynock population, to deploy a probe to the gear for sale. Anyone not trained in Athletics or Coordi-
Glowpoint for a scientist, to search for a boy who went nation is strongly encouraged to rent equipment. While
missing, or simply enjoying some downtime. speaking, she offers the following information:
• Five Brothers Resort and Casino recently ob-
UNNATURAL BEAUTY tained exclusive rights to tourist activity on Coni-
cal Six and has not yet opened to the public.
The Northern Conical Mountains are popular with
thrill seekers and tourists. The low gravity granted by • Conical Six has an elevation of 3,500 meters.
close proximity to the polar axis allows for a gentle as- • Vynocks have recently infested a section of the
cent that even the unfit and elderly can manage. The peak, and the casino is offering a 50 credit boun-
Southern Conicals are almost never in use by tourists, ty per vynock carcass.
instead looming over the farms and ranches of the
southern end of Hollowtown. However, the Southern • The air gets thin enough halfway up for rebreathers.
Conicals are the PCs' destination today. The PCs may • Sura sent one of her employees, a human boy
be climbing the mountains for the following reasons: named Jek Bannon, up the mountain to get some
marketing holos. He's not due back for a couple
• Five Brothers Resort and Casino hired the PCs to
hours, though.
hunt vynocks—an air breathing mynock r e l a t i v e -
infesting the mountains. If the party has no further questions, Sura shows
them to the mountain path, which spirals around the
• The PCs received a voucher from Five Broth-
base of the mountain a few times.
ers letting them explore the currently off-limits
Conical Six. This voucher could be provided by a
friend, or as a reward for another job. THE CLIMBING GAME
• The PCs could be hired by a local scientist, Doral The mountainside is very steep and smooth, but there
Vinos, to place a probe near the summit. The is enough pitting and cracking to facilitate a free climb
probe will gather long-term data on the Glowpoint, as a last resort. Thankfully, a path protected by a
and fits within a backpack. (If the GM uses this link, guardrail spirals up the mountain until the party is 5 0 0
the probe has an encumbrance value of 3, and meters up. Where the path ends, there are six ropes
takes a couple minutes to secure once in place). that stretch upward into the clouds. Climbing the rope
requires a H a r d Athletics check, but the low
gravity adds • to the check (see Low Gravity, EDGE OF
The closer you get to the Conicals, the angle of THE EMPIRE Core Rulebook, page 21 3).
their slope reminds you more of a cluster of wro-
shyr tree trunks than true "mountains." At the
base of one of the smaller spires dubbed Conical The rope seems endless, stretching for hundreds
Six, the grass and soil starts to vanish, replaced of meters. Your back and shoulders burn, and your
by hull plating. Near the entrance to a fence sur- forearms feel numb and swollen. As you continue to
rounding the Conicals, you see an athletic, red- climb, the air grows foggy and thickens into clouds,
skinned Twi'lek stocking an equipment shack. Her reducing visibility to centimeters, forcing you to
shirt is emblazoned with the Five Brothers Resort monitor the progress of allies by shouting. Just
and Casino logo. She waves when you approach. when you think you cannot go on, you reach a ledge
that begins a new trail, which has no guardrail.
"I heard we might have some climbers today," she
grins enthusiastically and tosses some cable on a The fog forces climbers to move slowly. Shadows
pile. "Ready for a challenge?" seem to flit through the humidity, accompanied
by distant avian screeches and the flapping of
leathery wings. As the path twists around the
Allow the players to talk with Sura, who offers equip- mountain, the trail narrows to a tiny ledge cov-
ment rentals. She can rent the party magnetic boots for ered in a thick, grey slime.
15 credits, which reduce the difficulty of all Athletics
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
CLIMB CHECKS
Abilities: None.
Equipment: Sucker-mouth (Brawl; Damage 3; Critical
6; Range [Engaged]; Burn 4), claws (Brawl; Damage 4;
Critical 5; Range [Engaged]).
The party comes out of the cloud layer at 2,000
meters, exposing an imposing view of the massive
central peak extending kilometers upward toward the
endless noon of the Glowpoint. The air is noticeably
warmer and thinner, forcing those with rebreathers to
Characters reach for them.
can make an Aver- As the hike wears on, the heat from the Glowpoint
age ( + • ) Survival check to becomes unbearable. Characters must make a Hard
determine the slime is actually ^ ^ ) Resilience check to combat heat exhaus-
vynock droppings. To pass the tion. Failing the check leaves a player winded (cannot
ledge, characters must put their
suffer strain to activate abilities or gain additional ma-
backs against the mountain and
neuvers until end of encounter). Reduce the difficulty
shimmy carefully across. Char-
one step if the player is using a rebreather or wearing
acters must make an Average ( 4 • ) Coordination
thermal clothing to combat heat.
check to pass, though droppings on the ledge impose
• • on the check. While crossing, the party is am- As the party continues along the path, they notice
bushed from above by a trio of vynocks. The vynocks a cave i 5 meters up a smooth cliff face; a human arm
favor attacking droids and armored characters first. appears to be dangling off the edge. Free climbing
the face requires a Formidable ( • • • • ) Athlet-
ics check, but characters with an ascension cable can
VYNOCK [MINION]
make a Hard ( • • • ) Ranged (Light) check to tar-
The vynock is a genetic cousin of the mynock. Known get the cave mouth, and an Average ( • • ) Athletics
for eating raw and refined metal with equal relish, check to climb in.
vynocks are found on terrestrial worlds throughout
Once the party reaches the top of the cliff, they see
the galaxy. Their mouths secrete a powerful acid
a boy of fifteen face down on the path near the cave
that renders even the hardest metals digestible. Like
entrance, clutching a plastoid backpack. Allow the
mynocks, vynocks have worm-like bodies with round,
party to make an Average ^ ) Medicine check
toothy maws, and clawed, leathery wings.
to revive the boy from heat exhaustion. While treating
the boy, six vynocks (in two groups of three) come
out of the cave at close range and attack the party. In
round three, three more vynocks exit the cave (if the
party is having problems with the first six, the GM can
skip the second wave of vynocks). The cave terrain is
considered difficult.
Skills (group only): Brawl, Coordination.
Talents: None.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
SKIN IN T H E GAME The view from the summit is mind-bending. The
entirety of Hollowtown appears as a rich green
Once the vynocks are dispatched, read aloud or para-
and blue patchwork quilt swallowing the Conicals
phrase the following:
on all sides. No matter which way you turn, the
land rises up like a green and blue tidal wave,
As the last vynock drops to the cave floor smok- ready to collapse down upon you, and it takes a
ing, the boy groans and his eyes flutter open. moment to get used to it.
"Ungh. what happened?" He looks at the party
to take stock of the situation, his eyes going wide
at the horde of dead vynocks. "Wizard, you guys DENOUEMENT
really saved my neck. It started to get hot, I went
to put on my rebreather and must have passed Sura meets the party at the landing pad and is re-
out before I got it. My name is Jek, thanks for the lieved to see Jek back safely. She retrieves her equip-
save. I'm gonna comm Sura and get her to send ment and gives a credit voucher to cash in at the Five
the rescue flitter to meet us at the summit." Brothers Resort and Casino. The voucher is worth 50
credits per vynock carcass or egg, and a 2 5 0 credit
bonus for saving Jek (an extra 50 credits if the PCs
The party should collect the vynock carcasses in bring the bag). Award the party 10 XP per player for
order to receive their reward. If the party explores completing this encounter (in addition to whatever
the cave, an Easy ( ^ ) Perception or Survival check they would earn normally for the session).
yields a clutch of five vynock eggs, which can be col-
lected, smashed, or left. Jek also has an equipment
bag (Encumbrance 8), which the PCs can leave or
bring with them; in his groggy state Jek forgets about
it otherwise. The GM can mention it without the PCs
making another Perception check. The cave cuts
through the mountain and ends in a path to
the summit, where the airspeeder meets
the party after some time to appreciate
the view.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
THE CORELLIAN SHUFFLE
T he party is recruited to run the Corellian Shuffle,
a famous smuggling route on par with the Kessel
Run. The run requires a series of precision hyperspace
encounter by one step. Custip generally acts as though
the characters are beneath him, and dealing with them
is a chore. He provides the following information:
micro-jumps within the Corellian System to avoid Cor-
• Captive Oso Maduk gets transferred to the Moldy
Sec patrols, and fast in-flight cargo transfers between
Mynock near Centerpoint Station.
transports. The encounter is written as the party be-
ing hired by Custip, a majordomo for a powerful crime • Ten crates of avabush spice get transferred to the
syndicate based on Centerpoint Station, but the par- Nek Princess near Selonia.
ty can be hired by almost any criminal organization in
• Five crates of glitterstim spice get transferred to
the galaxy, or coerced into making the run if a favor
the Empty Boot near Drall.
obligation comes up. This encounter can be used to
kick off a Corellian Sector campaign, introduce new • Expatriate Verd Ramos gets transferred to the
NPCs, or even party members. Horizon Legacy near Corellia.
Once agreed, Custip's Selonians go with the heroes
SO Y O U NEED A SHIP, EH? to load their ship. Allow the party time to shift the
cargo near their air lock or to any secret compart-
The party is approached by Custip, a well-groomed ments. The prisoner, the expatriate, and all crates of
Drall, flanked by a trio of Selonians. This can happen spice are delivered covertly to the PC's ship.
in any seedy cantina, spaceport, or crime lord's lair
on any planet in the Corellian sector. GUSTIP, DRALL MAJOR-DOMO [RIVAL]
T
time ensures bragging rights among your sort." he Corellian Shuffle is meant to be a timed
smuggling run. GMs should tally the number
of combat rounds from the moment the party
The party can make an opposed Negotiation ver- reverts from hyperspace at Soronia, and stop
sus Negotiation check to try to increase their com- time as soon as they safely comm the Legacy
pensation to a maximum value of 4,000 credits. If no Horizon. A perfect time with no complications
one is trained in Astrogation, or no one has an Intellect would be around 2 0 rounds, though the wild
over three, Gustip offers secret navigational data that lawlessness of the Corellian System means
reduces the difficulty of all Astrogation checks in the there are always going to be complications.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
MOVING CRATES
at each cargo transfer. Play the transfer scenes • Opening or closing the airlock requires
out in a summarized narrative form. If one or more a maneuver.
characters are working hard to move the crates a
fair distance by hand, they may be forced to make • Moving a crate should take twice as
an Average [ ( ) ( } ) Athletics Check, with success many maneuvers as moving the same
resulting in less time required in loading the crates distance without one. Each PC can
and failure resulting in two strain from fatigue. move one crate at a time; if they have
a Brawn or Athletics of 3 or higher, they
• Getting from one side of a light freighter to can move two crates, or move one crate
the other generally takes 2 maneuvers. at normal speed.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
MAKING A MICRO-JUMP The time from the moment the hatch opens until it
closes should be three structured gameplay rounds.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
The pirates placed the astroid near common hy- BLOODBLADE— MODIFIED FIRESPRAY
perspace jump routes to pull ships out of hyperspace SYSTEM PATROL CRAFT
and ambush them. The party should try to fight or
run far enough from the asteroid to make another
micro-jump, however, they may attempt to negotiate
or surrender.
The pirates rely on their ion cannons to disable
the ship, after which Captain Jostero and two pirates Hull Type/Class: Patrol Boat/Firespray.
(a single minion group) board to subdue the crew. If Manufacturer: Kuat Systems Engineering.
there is no cargo left, Captain Jostero claims the ship Hyperdrive: Primary: Class 3, Backup: Class 1 5.
as his own. If Jostero's allies are defeated, he flees as Navicomputer: Yes.
soon as he takes any damage. Sensor Range: Short.
Jostero pilots the Bloodblade and operates the Ship's Compliment: Captain Jostero, two pirates.
weapons. The CloakShapes are piloted by pirates. Encumbrance Capacity: 4 0 .
Passenger Capacity: Six (prisoners).
CAPTAIN J O S T E R O [RIVAL] Consumables: One month.
Cost/Rarity: 8 0 , 0 0 0 credits/4.
Weapons: Forward mounted auto-blasters (Fire
Arc Forward; Range Close; Damage 3; Critical Hit
5; Auto-fire).
Forward mounted light tractor beam projector (Fire
Arc Forward; Range Close; Damage --; Critical Hit --;
Tractor [2]).
Skills: Coercion 3, Deception 3, Gunnery 2, Lead-
ership 2, Perception 2, Piloting (Space) 3, Ranged CUSTOMIZATIONS
(Light) 3. Predictive Targeting Array: When making an auto-
Talents: None. fire attack with the ship's auto-blasters, do not in-
Abilities: Pirate Leader (may spend a maneuver crease the difficulty of the attack by one.
giving orders to other pirate allies in medium range,
granting them • on their next check).
Equipment: Heavy blaster pistol (Ranged (Light);
Damage 8; Critical 3; Range [Medium]; Stun setting),
padded armor ( + 2 soak), comlink.
JOSTERO PIRATE [MINION]
"I see you completed the errand satisfactorily."
Gustip twists the tip of his cane, and withdraws
a hey from a small hidden compartment within.
"This key opens the spacer's chest; your payment
is within it, along with an encrypted comlink. You
showed great poise today. If you ever want to run
the shuffle again, don't hesitate to comm Master
Skills (group only): Gunnery, Piloting (Space), Ramos. I hope you enjoy your stay on Corellia,
Ranged (Light). send notice whenever you wish to depart." With
Talents: None. that. Gustip pirouettes and boards the Legacy
Abilities: None. Horizon, which lifts off moments later.
Equipment: Heavy blaster pistol (Ranged (Light);
Damage 8; Critical 3; Range [Medium]; Stun set-
The party finds their compensation in the chest, along
ting), armored flight suit (+ 2 soak), modified Cloak-
with the encrypted comlink. Flush with credits, the
Shape fighter.
party can now head toward Treasure Ship Row to en-
joy the fruits of their labors, or get to work repairing
MODIFIED CLOAKSHAPE STARFIGHTER their ship for the next run. Award each player + 5 XP
for successfully completing the Corellian Shuffle. Also,
tally up the total number of combat rounds spent on
this encounter. A low time brings prestige to the party
among the underworld, and can help them get more
work, or better pay. Some possible rewards based on
the party's time are as follows:
Hull Type/Class: CloakShape Fighter.
Manufacturer: Kuat Systems Engineering. • 30 rounds or less: + 5 XP
Hyperdrive: None.
Navicomputer: None. • 31 -40 rounds: Add • to Charm or Negotiation
Sensor Range: Close. checks made with fellow Corellian smugglers.
Ship's Compliment: One pilot. • 4 1 - 6 0 rounds: One free drink at the Mynock's
Encumbrance Capacity: 1 2 Haven on Treasure Ship Row.
Passenger Capacity: None.
• 61 or more rounds: None.
Consumables: One day.
Cost/Rarity: 3 8 . 0 0 0 credits/4.
Weapons: Forward mounted light laser cannons (Fire
Arc Forward; Range Close; Damage 5; Critical Hit 3; RANDOMIZING THE SHUFFLE
Linked 1).
T
Forward mounted ion cannons (Fire Arc Forward; he Corellian Shuffle modular encounter can
Range Close; Damage 5; Critical Hit 4; Ion, Linked 1). be re-run over and over by the same party.
GMs can alternate the cargo and passengers
as needed to give variety. Alternate passengers
CREDITS & CREDIBILITY can include undercover CorSec agents trying
to catch Gustip red-handed, or perhaps Verd is
Once away from the pirates, the party can retry their
really a Corellian Jedi in exile. It is also a great
micro-jump to Corellia with a Hard ( • • • ) Astroga-
way to introduce new players to the party, or
tion check. Upon reversion, the party can contact the
new NPCs. Also consider altering the cargo to
Legacy Horizon, at which point the run is complete
include different forms of contraband such as
and the CM can stop tracking time. The Horizon di-
arms, banned holos, illegal and exotic crea-
rects the party to land in Coronet, in the South Down
tures, refugees, bounty targets, and more to
Port Docks. Upon landing, Custip exits the boarding
keep repeated runs of the Shuffle fresh. Also
ramp, along with a trio of Selonians. When he sees
consider other obstacles such as a debris held
Verd and the spacer's chest, he addresses the party.
from a recent pirate battle.
MODULAR ENCOUNTERS
SUNS O F F O R T U N E
A long time ago in a galaxy far, far away....
On Corellia, the best chance for success is to take a fast ship, a faster pilot, and
hit the hyperlanes. It's demanding, but Corellians are equal to the demands. It's
frightening, but Corellians have no fear. It's risky, but Corellians never shy away
from risk. After all, the only things that outweigh risks are the fortunes to be made...
Visit intrigue and danger in the heart of the Star Wars galaxy with SUNS
OF FORTUNE: A SOURCEBOOK FOR THE CORELLIAN SECTOR. This book contains
everything an enterprising smuggler needs to explore the opportunities and
adventure found in the birthplace of Han Solo and Wedge Antilles. Evade
CorSec patrols with a cargo of smuggled spice, explore the secret tunnels of
Selonia, and swoop race through the deadly danger of the Crystal Swamps.
This sourcebook includes:
• Detailed profiles on every major planet in the Corellian Sector.
• Three new species options found in the Sector.
• Rare and exotic weapons, tools, contraband, and starships.
• Nine modular encounters GMs can use to take their players on a tour of
the Corellian Sector, or insert into their own ongoing campaigns.