Far Horizons
Far Horizons
O n t h e f a r e d g e s o f c iv iliz e d s p a c e , b r a v e a n d
d e t e r m i n e d C O L O N IS T S b e h o ld t h e h o r iz o n s o f n e w
w o r ld s . B e y o n d t h e E m p i r e ’s r e a c h , t h e y s t r u g g l e
to b u ild new liv e s fo r th e m s e lv e s and th e ir
fa m ilie s .
LUCAS LICENSING
DIRECTOR OF PUB LISH IN G SENIO R EDITO R MANAGER OF THE
HOLOCRON
Carol Roeder Jennifer Heddle
Leland Chee
"I want that no-good ghhhk-oil salesman strung up Horgon and his hired hands responded with a volley
for the murder of my boy!” Solk Horgon shouted. of blaster fire that lit up the night sky, blew in the rest
of the windows, and set the door on fire.
I leaned against the doorframe of the marshal’s office.
“Solk, you may be king nerf baron ‘round here, but we’ve "You missed!" I hollered, and sent a shot through the
got law and order in this town, same as any other.” window into the darkened street. Malisan crouched in
the corner of the office. He had returned to spend
“ I didn’t see no ‘law and order’ when they found my time with Alchibi, and, like me, was trapped when
Seth behind the theater with his neck broke!” Horgon Horgon and his crew returned for some mob justice.
snarled. “ Now you hang that Chevin, or step aside
and let me.” From his cell, Alchibi shook his head somberly.
“ Marshal Sterne. The situation seems dire. I would
I none too subtly tapped my hands on the holsters of rather surrender than see you and Malisan dead.”
my twin pistols. “Alchibi’ll stand trial, and if he’s guilty,
he hangs. Not before. Now get on back to your ranch.” I opened my mouth to tell him not to be an idiot,
but Mali beat me to it. “ No, you can’t!” He stared at
Horgon’s face got even darker. “You haven’t heard me, fear and guilt running across his face. "Marshal,
the last of this, Marshal!" He turned on his heels and you can’t let him do that.”
stormed down the street.
I looked at Mali for a long moment, then groaned.
I sighed and walked back inside my office. From "Ah, hell. Alchi, you were meeting with Mali at the the
the containment cell in the far corner, my prisoner ater last night, weren’t you?”
watched me soberly.
Mali looked guilty, but also relieved. "He was going
"I appreciate you not ’stringing me up,’ Marshal to buy out my indenture contract from Horgon. Spon
Sterne," Alchibi Des said in his booming, rumbling voice. sor my dancing. But he didn’t kill Seth.”
"Day’s not over yet, Alchi.” I plopped down at my “ No,” I shook my head. "I’m guessing you did that."
desk, calling up the crime scene holos. Seth Horgon
stared up blindly from the alley dirt, his neck snapped Mali looked sick. "Seth told Alchi he wouldn’t sell my
cleanly. “You still haven’t given me an alibi for last contract. He said I’d be stuck herding nerfs all my life. He
night, and you’re plenty strong enough to do the said he liked seeing an indenture ‘in his proper place.’ He,
deed. Plus you and the Horgons haven’t been on the he laughed. I just...snapped. I didn’t mean to hurt him.”
best of terms.” The three of us sat there; looking at each other for
“ It is compelling, though circumstantial,” Alchibi a long moment. Then another blaster bolt punched
replied. “ But I was in a confidential meeting.” through the wall. "Send him out, Sterne,” Horgon bel
lowed. “Or we’ll burn you out!”
“You stick with that story, you might as well tighten
the noose yourself,” I grumbled. "Listen, Alichi—” "Oh, to hell with it.” I scrambled across the floor, hit
ting the containment cell’s control panel. The energy
“ Hi Marshal! Hi Alchi!” A young, well-built Twi’lek barrier flickered out as I kicked my desk away from
popped in through the door. the trap door hidden beneath it. Alchibi and Malisan
I grunted. “What are you doing here, Mali?” stared at me.
Malisan held up a basket of food. “ Brought Alchi "Well, what are you two waiting for?” I snarled. "It
lunch from the ranch. Better than the reheated leads out of town.” I punched in the combination to
Imperial Army rations you eat, Marshal.” the office safe, and pulled out the thermal detonator
I’d confiscated from the spice runners three months
A Chevin’s face wasn’t built for smiling, but Alchibi
ago. "I just need to cover our tracks.”
brightened slightly. “Malisan. You are too kind. But you
should be spending your break practicing your dance
performance, not bringing me food. Besides, if Horgon A half hour later, we stood on the hill outside town
catches one of his indentures bringing me lunch—” and watched the townsfolk putting out the last of the
fire that consumed my office. That was good; I really
“Oh, nonsense,” Malisan sat the basket on my desk
hadn’t wanted to burn down all of Main Street.
and started pulling roasted nerf and tubers out of it.
After a moment, he looked up at me--and the crime Alchibi snuffled. “ I am sorry about this, Marshal.”
holos. I saw the worry behind his cheerful demeanor. Malisan nodded silently.
“They’re not going to hang him, are they?” “Oh, Horgon was a jerk anyway, and his son was
no good trash,” I grinned wryly. “On the other hand,
“ Not if he’s innocent, Mali,” I replied, and wished I
looks like I’m out a job. If you’re still going off-planet,
believed it.
can I tag along?”
COLONIZING THE EDGE
olonists are the galaxy’s movers and shakers, from be Colonists, it also adds three new specializations—
C true world-builders in the wilds of outer space to
social masters that use their influence and personal
the Entrepreneur, Marshal, and Performer—along with
their requisite talent trees. All Colonist specializations
charisma to advance their own agendas. Far H orizons gain the benefit of two new Signature Abilities, boost
expands on the Colonist career presented in the Edge ing Colonists who use them to an elite status.
of the Empire Core Rulebook, offering new ideas and
Chapter II: Law and Ordnance introduces new
details for existing specializations while expanding the
weapons, a substantial amount of new gear, and a
career with three new specializations. Whether strug
selection of new vehicles preferred by Colonists.
gling against krayt dragons and Tusken Raiders on the
windswept dunes of Tatooine or running a space sta Chapter III: New Horizons Await provides advice
tion on the darkest edges of Wild Space, players using for creating Colonist-based adventures, ideas con
this book will find something useful for everyone. cerning how to integrate Colonists in the story, and
ways to build and highlight social encounters. The
Chapter I: Building Better Worlds focuses on the
chapter includes advice for CM and player collabo
Colonist career itself. It discusses and adds new Col
ration on Colonist storylines. Chapter III also covers
onist-specific backgrounds, Motivations, and Obliga
Colonist campaigns, rewards, and advice for Came
tions. It introduces the Arcona, Chevin, and Gran—three
Masters wishing to successfully integrate Colonist
new playable species that are especially well suited to
characters into a story.
he galaxy is a big place, and getting bigger all the to galactic-scale corporations. They may also work for
T time. Every time a habitable planet is discovered,
some intrepid souls volunteer to leave behind every
these businesses as clerks, researchers, bookkeepers
and accountants, public relations personnel, and even
thing they know in favor of the new world. These brave private security. Colonists also include most beings in
individuals are called Colonists. The Colonist is gen arts or entertainment, food production, raw material
erally educated or skilled in a particular trade and collection, and healthcare. In addition to making up
travels to a sparsely populated world on the fringe of the bulk of the private sector, Colonists account for
the galaxy to start over. Some Colonists are motivated many government employees, including administra
by greed, others want to forge a legacy on the new tors, executives, lawyers, educators, and even some
world, and some seek an escape from their meaning members of the military and law enforcement.
less lives. Many settlers have only ever lived on the
Generally speaking, most pioneers were born some
frontier, born generations after the original colony
where in the Core Worlds, and for various reasons—
ship landed. Some of these restless souls look toward
often economic or political—they chose to leave
the Core with dreams of escaping their rustic backwa
everything behind and travel to the Outer Rim to start
ter world, never truly understanding what made their
a new life. These beings can be anyone, from the most
ancestors flee in the first place.
destitute and homeless who leave in search of work,
The galaxy turns on the prevalence of Colonists, to retiring politicians or election night losers looking
as they make up much of the galaxy’s labor force. to start fresh or field test new ideas in government.
Colonists are the cogs that keep the galaxy spinning, In between, there are physicians unable to procure
and they account for an overwhelming majority of the residencies and researchers seeking to study frontier
galactic economy. In the private sector, these individu life or new species of flora and fauna. There are law
als represent most business owners, from local shops enforcement officers weary of high-risk spice busts
who want to retire to a life of tracking down shaak Someone who sought life as a humble farmer could
tippers, and artists looking for inspiration by the find himself elected mayor. A former biology stu
unspoiled, grand vistas of an untamed world. There dent might be forced to replace the colony doctor,
are criminals under new aliases, trying to escape their or asked to use his expertise to feed the entire com
crimes and start over, and there are respectable busi munity. When populations are small, social pressure
nesspeople, launching new ventures far away from the can be intense for those even marginally qualified to
corporate-dominated markets of the Core. perform skilled work. Everyone has a responsibility to
Still, no matter what plans someone might make the well-being of all, or else the colony isn’t likely to
on his way to a colony, everything changes dirtside. survive long after initial supplies run dry.
A GALAXY TO SETTLE
hapter I: Building Better Worlds presents a professional lifestyles, there are always exceptions. In
C wealth of options and advice for players and GMs
regarding the creation and advancement of Colonist
any case, these species are excellent choices for play
ers creating a Colonist character.
characters. This chapter offers expanded backgrounds,
The chapter also contains three new Colonist spe
Obligations, and Motivations for Colonist characters.
cializations. The Entrepreneur is a credits-obsessed
Chapter I also offers three new species to players character with a nose for opportunity. The Marshal
at character creation. The Gran, Chevin, and Arcona can track a suspect through every cantina and bolt
are naturally suited to the socially focused work of hole on the planet, and is a quick hand with a blaster.
Colonists, but can succeed in any career. The noto Performers are used to having their way, and can
riously social and communal Gran have established charm or distract the opposition equally well.
a number of successful colonies on worlds like Hok
Additionally, two Colonist signature ability trees add
and Malastare, not to mention their contributions
powerful new abilities for any Colonist character. Each
to countless others. The selfless “we" mentality of
advance taken on the tree improves the effectiveness of
Arconan society has given them a reputation as easily
the already-powerful signature ability. For a knowledge
duped rubes when off Cona, but their willingness to
able professional, Insightful Revelation allows a Player
work toward what is best for the group makes them
Character to learn or realize a valuable piece of informa
valued additions to any colony ship. The Chevin have
tion that would have otherwise gone unnoticed at a criti
an earned reputation as slavers across the galaxy, a
cal time. Some call it adrenaline, or being in the “zone”
practice not all Chevin off Vinsoth approve of or par
or a “flow-state.” Others liken it to divine intervention.
ticipate in. However, Chevin are hard-nosed, competi
Meanwhile, Unmatched Expertise allows a Player Char
tive traders, no matter what commodity they might
acter to function as a master of his chosen field, putting
trade. While these three species are all associated
on a skillful display of his trade long enough to overcome
with peaceful and
challenges that would normally be beyond the party.
COLONIST
BACKGROUNDS
olonists can come from almost any walk of life,
C as there are as many reasons a colonist might
decide to move to a new world as there are colo
nies in the known galaxy. Anything from the lure
of open spaces and fresh air to desiring to escape
the Empire or the law can drive a Colonist to vol
unteer for a one-way trip to the Outer Rim, Wild
Space, or even the Unknown Regions. Still, what
a Colonist’s life was before boarding the colony
ship and what it becomes when he makes plan-
etfall can often be two very different things. It is impor a bureaucrat offworld might send in new leadership
tant to take all of this into consideration to create a that has minimal experience. Opportunists are, at
Colonist character who is multifaceted and interesting. their core, enthusiastic and willing to take any risk,
but often lack a key understanding of the beings they
The romanticized image of the Colonist might be
intend to influence. In truth, this understanding can
that of Core World aristocrats and tradespeople
only come with time.
unloading supplies from a colony ship, but not every
Colonist books passage on the very first ship to a new Doctors may be some of the most welcome oppor
world. Many join more established colonies, some tunists since their skills are so vital to a colony’s suc
settled centuries or even millennia before. Even long cess. A doctor might be a naive youngster moving out
standing, successful colonies are usually in need of to a colony to make his fortune and gain vital experi
skilled professionals in the fields of medicine and edu ence before returning to the Core, or an older physi
cation. Freighter pilots usually pass the word along the cian with a modest skill set who figures he might be
hyperlanes, though colonies sometimes hunt skilled able to make more money in a place where demand
individuals through professional recruiting services. for doctors outweighs supply. In either case, their cal
Qualified professionals answering the call of those in low attitude or eccentricities may be tolerated by
need often arrive to a grateful town willing to provide their new neighbors, who are just happy to have a
a home, a place of business, and an almost endless doctor join the settlement.
supply of hot meals and courtship opportunities.
On the other hand, Entrepreneurs are seldom wel
While the backgrounds for some Colonist charac come in a colony. Many Entrepreneurs see some aspect
ters might detail their lives just before boarding a of a colony’s success—a profitable mine, a good loca
colony ship, many colonist families have lived several tion for trade, or a local product that could generate
generations without ever leaving the colonized world. off-world demand—as their chance to get rich quickly.
Tatooine has been settled multiple times over thou Since Entrepreneurs work in the world of finance,
sands of years, but because life on the desert world investments, and asset acquisition, most locals have a
is so difficult, the population has struggled to grow hard time following what they do and distrust them as a
beyond a loose collection of settlements. Of the thou result. That many Entrepreneurs don’t have the locals’
sand-thousand worlds, many still fit this description. best interests at heart doesn’t help the situation.
Those born on these perpetual backwaters still live
Performers generally earn a cautious welcome
the hardscrabble life of the Colonist, and while that
from the colonies they visit. The Performer gives the
life can be tough and unforgiving, they seek to make
locals an entertaining evening to brighten their drab
life just a little bit easier for the next generation.
lives. Flowever, a Performer can easily outstay his wel
During character creation, players should spend come. The locals tend to see Performers the same
some time thinking about how their characters got to way that they see boisterous relatives: fun for a few
the starting point in their campaigns. Everyone comes days, but increasingly tiresome during long visits.
from somewhere, and a being that ends up living on
A Politico may be sent to a new colony as a repre
a rustic backwater when he was born in a Core World
sentative of a larger political or commercial interest.
commercial high rise might well have an origin story
Many colonies are founded by established govern
more captivating than most. The following are various
ments or corporations, and those governments and
concepts for the background history of a Colonist in
corporations tend to want to ensure the colony stays
Edge of the E mpire . These are meant to be starting
loyal and profitable. Thus, they often pack the colo
points for character creation, and only represent a
nial administration with their own appointees. These
small facet of who a character is and what matters
appointees may be receiving the task as a reward for
to him. In order to create layered, three-dimensional
loyalty or previous services rendered, or as the next
characters, players may seek to shape their choices
step in a promising career. Generally, however, they
in skills, equipment, and Obligations based upon a
are chosen from outside the colony they will be run
background narrative such as those provided here.
ning. Most colonists react to these off-world adminis
trators with suspicion and resentment, seeing them as
TH E O P P O R T U N IS T outside overlords sent to keep them in line.
Founding a colony is hard work, but a generation or Marshals who end up as opportunists may be in
two later, when the hardest work is done but opportu a similar position to that of the Politico. A Marshal
nity still abounds, the opportunist moves in with fresh who arrives in a colony may be sent by a larger law
resources. These characters are often looked down enforcement agency to bring law and order to a wild
upon by already established families, especially those frontier. In that case, the locals are likely to respond
opportunists seeking a leadership position before the with mistrust and resentment. Flowever, sometimes
landing ramp is even fully extended. There are also a Marshal is brought in by some local community
colonies with corporate or Imperial interests, where members who want to hire a professional to keep the
peace in their settlement. In this case, the Marshal future can quickly turn sour as children succumb to
can at least count on the backing of some prominent exotic diseases or local wildlife, leaving some settlers
individuals, but may also feel beholden to them. stranded with nothing to live for. The grizzled settler
Scholars may become opportunists when they has lived through the worst the planet has to offer,
travel to a settlement as part of their research. They and if asked, takes a pessimistic view of any enter
may be studying some local phenomenon, or even prise—if he does more than spit in response.
studying the colony itself. In any case, their reception A Politico may have started out as a young and
may depend entirely on their demeanor. A polite or idealistic leader of a colony. In the past, he honestly
deferential Scholar may earn the amused tolerance or believed he could build a new utopia in this new world,
even respect of the locals, while an arrogant or supe free from the corruption and graft of established plan
rior Scholar probably breeds resentment and hostility. ets. Eventually, however, he saw his world succumb to
the same problems he thought he left behind, leaving
T H E G R IZ Z L E D SE TTLE R him with an embittered view of his situation.
This character usually began as a young idealist, per Years of watching patients succumb to local illness,
haps newly married. He decided the best opportuni accidents, and even violence could leave a Doc
ties for his family were in starting over somewhere tor with a grizzled and bitter outlook. He could be
new. where the sweat off his back could build some especially frustrated because he knows many of his
thing lasting. Unfortunately, life patients would have survived had he possessed bet
on the frontier is hard, ter tools and medicines than
and what starts as could be found on a backwa
a dream for the ter colony.
Likewise, a Marshal
may have spent his
entire career fight-
ing against lawlessness and banditry, only to eventu an unwilling colonist as he traveled from one poorly
ally realize that his fellow citizens didn’t appreciate paying gig to another. Finally he settled down as the
his efforts. Perhaps he watched his town descend permanent entertainment of a local cantina. Now
into violence over some sort of feud, or the colony he spends his nights performing for the same, unap
lynched one of his prisoners before the prisoner could preciative crowd while knowing in his heart that he
be put on trial. In any case, this left the Marshal with could have been a star given half a chance.
a pessimistic view of his fellows, and the depressing
A Scholar may be a colonist with a deep love of
realization that his life’s work may have been in vain.
learning and knowledge. However, given his finances
Entrepreneurs may have become colonists hoping and resources, a proper education and career in aca
to establish thriving businesses (or even full corpo demia was always out of reach. Thus he became a
rations) “from the ground up" in a new colony. They self-taught researcher or historian, but without the
spent countless credits on their enterprise, only to credentials that establish him as a “ proper” Scholar in
see it fail due to disasters and ruinous cost overruns the eyes of the larger galaxy.
beyond their control. Now they’re left with nothing,
stranded in a colony they’ve come to loathe. THE FUGITIVE
For every entertainer who
The galaxy is full of those on the run from something
makes it big, there are
or someone. Some people may be pursued by
thousands who can
bounty hunters, while others may be
barely scrape by
in the galaxy. A
Performer could
have ended up
fleeing local governments, corporations, or even the doing what they can to keep their community running
Empire. Many of these people are guilty of their smoothly. Beyond the obvious occupations characters
accused crimes, while others are innocent victims of a with Colonist specializations could have occupied in a
miscarriage of justice. In either case, colonies provide small community, here are some further possibilities.
a safe haven where a person can hide, reinvent them
Most colonies put their children to work on farms
selves, and start over in life.
and ranches at an early age, but colonies with hopes
An Entrepreneur may be a fugitive after engineer of expanding their little town into something resem
ing a major scam or fraud in some of the large galactic bling the civilization of the Core benefit greatly from a
markets. He could have made millions of credits before schoolmaster. A Scholar may have served the educa
the authorities discovered his crimes. His accounts fro tional needs of the youth in a community or collection
zen, his assets stripped, he fled to the furthest colony of far-flung hamlets.
he could find before he could be arrested.
Religion can be a powerful motivating force in a
A Politico or a Performer could be a dissident. colony, where people find faith a comfort in the face
Perhaps they stood up for what they believed in, and of hardship. A Politico may start life as a preacher
that put them in opposition to the Empire. They may for one of the galaxy’s many faiths. He might be from
have used their status as a known public persona to the bantha-worshipping Dim-U monks, the trendy,
spread a message of defiance. Now they’re on the run, female-empowering Zealots of Psusan, the frontier-
marked for arrest (or even execution) by the Imperial minded Children of Mani, the serious Order of the
authorities. Since they may have been a prominent Ffib, or one of the chaste Priests of Ninn. Whatever
figure in their previous life, their defiance is even more his beliefs, however, he must serve as a shepherd for
galling to the Empire. his flock, and often must deal with more secular prob
lems than spiritual ones.
A Scholar could have been a respected researcher
for a corporation, until he made a terrible discovery Many frontier colonies rely on livestock to survive,
in the course of his work. He realized that his inven and use animals as means of transport and beasts of
tion or research could cause terrible harm, and he burden. Some colonists keep animals as faithful and
doubted his employer could resist the temptation of useful companions. In these cases, a Doctor may
using it. His only recourse was to flee, vanishing from have gotten his start as a veterinarian. Tending to the
galactic society as best he could. In this case, the cor health of the animals in a community may have even
poration doesn’t just want the Scholar, they want the led to practicing medicine on the actual colonists, if
highly valuable knowledge he possesses. the need was great enough.
Sadly, not all Doctors are motivated by idealism and An Entrepreneur may have developed his love for
the desire to help others. Some are disturbed, quacks, wealth and desire for quick riches as a prospector.
or even amateur researchers who view their patients Precious metals and gems are always in demand, as
as little more than the subjects of their "experiments.’’ are any number of gases and liquids used in industrial
Such an individual could have become a wanted man in processes for creating ships, droids, weapons, and
many star systems, and decided to flee to a minor col machinery. Finding a rich pocket of Tibanna gas or
ony. There he could avoid bounty hunters and resume a lode of Corusca gems is a surefire way to amass
his experimentation with a new batch of subjects. enough wealth to buy a retirement island on a resort
world. Perhaps the character managed to make some
In a similar vein, a Marshal could have been
initial money, and has now used it to invest in his con
a crooked cop in his prior life. Accepting bribes,
demanding “protection” money, or using his position tinued success and prosperity.
to eliminate anyone in his way could have led a law The Marshal could have gotten his start as the
man down a dark road. Forced to flee or face justice foreperson of a mine or ranch. In this position, he
for his actions, he now finds himself with a new start, would have to direct and lead his employees, investi
and a stark choice. Does he resume his old habits, or gate problems amongst the workforce, and even keep
attempt to rise above them? the mine or ranch safe from bandits or marauding wild
life. In this case, the character would have to be tough,
THE LOCAL LEADER resourceful, and able to command fear and respect.
Frontier justice can often be as much theater as
Many colonies, especially the smaller ones, contain a
legal precedent, and for those reasons, a Performer
core cadre of prominent individuals. These business-
might have served as the town’s barrister or advocate.
people, ranchers, professionals, and other citizens
Where modern investigative techniques are hard to
in good standing have a strong influence on a local
come by and vigilante justice is a constant threat,
community. A small colony might lack an established
defending a client often relies on the advocate’s abil
political system or authoritative central government.
ity to sway the crowd to his point of view, rather than
Instead, these local leaders step in to fill the void,
prove innocence with facts.
TH E IDEALIST ment. A Marshal might well venture into the Outer
Rim in the hopes of protecting the weak and punish
Many Colonists are exiles from more populous worlds, ing the guilty without the constraining laws and regu
fleeing armed foes or haunting memories. Other Colo lations that might bind the actions of an individual
nists, though, leave the Core Worlds not out of neces in the Core Worlds. The Empire’s rule often puts the
sity or fear, but with more selfless intentions. The Outer law and justice at odds with one another, and when
Rim is home to countless settlements of sentients, faced with the choice between the two, many people
and many of them are plagued by political instability, choose to reject an unjust society and find their own
impoverished, or oppressed by local powers. From min path. Few inhabitants of the Outer Rim are likely to
ing colonies threatened by pirates to worlds wracked care much about whether a helpful stranger had to
by plagues brought by careless travelers, the points of break a few rules written by corrupt bureaucrats on a
light in the vast darkness of untamed space are threat far-away world to bring justice to the wicked.
ened by many problems unknown in the Core.
Scholars often make their way into unexplored
Most natives of the Core Worlds would not consider regions of space in the hopes of learning and cata
anything as radical as leaving the comfort of their every loguing new information, often to then educate oth
day routines to aid individuals they have never laid ers on the subject of the worlds, societies, and phe
eyes on before. Apart from the discomfort of leaving nomena that they discover. While it can be extremely
familiar surroundings, the Outer Rim can be extremely dangerous to plunge into unknown space, it can also
dangerous. Still, some individuals feel the inexorable lead to academic discoveries that would never have
pull of empathy urging them to leave their homes and occurred otherwise. Even a sparsely inhabited desert
routines to help their fellow sentients, while others see world might contain incredible biodiversity, with new
rendering such aid as a matter of duty, a personal debt species of flora and fauna whose unique properties
to society that must be repaid to those less fortunate can unlock the cures to dozens of currently untreat-
than themselves. Each individual has unique motives, able diseases or be home to sentients whose particu
but it is certain that there are many idealists to be lar technological innovations can overcome problems
found amongst those who strike out beyond the Core. long thought to be intractable. An idealist Scholar in
Doctors (or at least those with valid certifications) the Outer Rim knows the power of education, and
often receive their training in the Core Worlds—even hopes to discover new knowledge that can help the
Doctors who themselves originate from the Outer Rim galactic community at large.
or other, equally far-flung locales. However, many of Politicos, particularly firebrands with an unrelenting
those Doctors who leave the remote edges of society desire for justice across the galaxy, often find them
to pursue an education later return to their old homes selves in the Outer Rim seeking to bring attention to
to help their communities overcome problems they the problems that its inhabitants face—problems that
could not solve before. A Doctor might return to a col the galaxy at large would often like to ignore or for
ony to research a vaccine for a local disease that took a get about. A Politico might approach members of an
loved one long ago, help a mining community institute isolated mining town and urge them to join a galactic
safer purification practices of dangerous chemicals, or union to fight for better wages, or seek to organize
simply provide a town with the sort of general medical protests that raise awareness of the cruelties of local
care it would be hard-pressed to get otherwise. governments and the Empire alike. Some might even
Entrepreneurs might at first glance seem an unlikely openly stoke the fires of revolution, seeking to lead
sort to have truly altruistic motives, but the truth is that oppressed populations up against whatever regimes
helping people and making money can go hand in hand, hold them under their bootheels.
provided one keeps an open mind. An idealist Entre Performers almost invariably believe in the intrin
preneur might see an economically depressed settle sic worth of their craft—after all, if they did not believe
ment not as an unfortunate inevitability, but rather as that their art served some purpose in society, even if
an opportunity for investment nobody else has identi that purpose was merely to lighten the cares of oth
fied yet. For instance, while taking a stake in a failing ers, they would not pursue mastery so fervently. Fur
space station by installing new air recyclers might seem ther, many are not just entertainers, but keepers of
like a waste of money to some, a keen Entrepreneur cultural history in the form of dance, song, or story.
with foresight could easily help an impoverished com These Performers often travel the Outer Rim to pro
munity become a hub for local hyperlane traffic—and, mote awareness of their art and help others share
by opening up shop there, share in the profits that the in it and learn about their culture. In the age of the
flow of passing travelers brings in. Empire and its monolithic oppression, Performers not
Marshals can have many different driving motives, only lift the spirits of the downtrodden, but are also
and while some try to uphold the law at all costs, oth frequently the last protectors of precious ideas and
ers are more concerned with the pursuit of justice, for art that the Empire would see erased forever.
which laws can be both an instrument and an impedi
COLONIST OBLIGATIONS
olonists have a unique relationship Not many sentients born in the Core grow up want
C with Obligation when compared to
other careers, because they may have
ing to eschew modern convenience for the hardscrab
ble life of the Colonist, and it is a decision each being
lived a long and complex life before comes to differently. Consider that even the most
becoming a Colonist. Their life in the famous Colonists in history were probably financial
Core is something most Colo and social failures in the Core, prompting them to
nists have simply given up, board a colony ship for a one-way trip to nowhere.
but for others, it is some Many might have past debts and transgressions that
thing they are trying to they will go to great lengths to avoid facing.
escape. Connections from
Obligations help to define a character and his back
that old life can some
ground while also threatening to complicate matters
times spill over onto the
during the campaign. The hard existence of Rim life
frontier. Beyond that, many
is one in which entire populations are just one heat
colonies are small, and the
wave away from starvation, one equipment failure
tight-knit interdependence
away from heat stroke, or one outbreak away from
of those founding settlers
planetary extinction. As such, it no place for further
means every Colonist
complications from a life long abandoned. Remember
has an obligation to
that Player Characters can take additional Obligation
help his neighbors. If
at character creation. This grants them additional
one Colonist fails, so
experience or credits, but also places the Player Char
might the colony.
acters at greater risk.
Players may replace Table 2-1 in the Edge of the
E mpire Core Rulebook with Table 1 -1 : Colonist
Obligations. Players may choose to roll randomly on
the table or select an Obligation based on their back
ground. Each character starts play with a value of
Obligation based on the size of the character’s group
and whether or not the character takes on additional
Obligation to gain access to extra starting XP
or starting credits for gear.
TABLE 1-1: COLONIST OBLIGATIONS
d100 roll Obligation Type
Disgraced: The Colonist did something shameful, often some social taboo that isn't quite illegal. The shame
and sideways glances from peers have forced the Colonist to seek a new life where he can start over free of
01-08 embarrassment. The isolation of some colonies and cultures makes for some strange taboos not observed by the
rest o f the galaxy. Thus the taboo can be something terrible, or som ething as benign as drinking from a public
fountain or showing a bare but innocuous body part.
Philanderer Colonies tend to be small places, and if a being gets around, word about it has a tendency to follow
close behind This Colonist has no shortage of scorned lovers still furious over his or her never com mitting. Former
9-16 flames have a habit of showing up at the worst moment, or causing delays when the chrono is ticking The worst is
when two or more flings team up to make life miserable for a serial seducer, or when spouses find out and decide
the Colonist is deserving of punishment. Nothing is off limits, as all is fair in love and war
Exiled Going up against politically connected members of the Galactic Empire is a good way to become exiled
from the most civilized of the Core Worlds. The Colonist is not allowed to set foot in the Core, or on any Imperial-
17-24 controlled worlds, but is desperate to remove the stain on his reputation While possible, the smallest misstep can
be disastrous, setting progress back months o r even years. There is also the trouble of bureaucracy and last minute
filing deadlines that can draw the character away.
Contracted The Colonist has entered into a long-term contract with a corporation or government related to his
work at a colony. In many cases, these contracts are how colonists pay their passage to the new world—a form of
25-32
indentured servitude Colonists might be contracted to provide bookkeeping, labor, or any other number of services.
Failure to live up to a contract can result in financial penalties, imprisonment, deportation, or earning a bounty.
Bounty This is a variant on the standard Bounty Obligation. The bounty may only be issued locally, w ithout the
weight of the Empire behind it. These bounties are technically illegal, and attract ruthlessly com petent hunters
33-40 independent of any guild or government. By changing their identity and hiding out in some obscure backwater colony
world, Colonists with this Obligation can avoid detection for years. Flowever, the level of violence these individuals can
bring upon their town when the truly skilled bounty hunters finally track them down can endanger the whole colony
Debt Aside from the running debt most Colonists have at the local cantina, unforeseen financial setbacks are a
regular part of life on a newly colonized world. All the expensive lessons for dealing with restless natives, flora,
41-48
fauna, or environmental conditions on that particular planet have yet to be learned Most times, the only way to
stay afloat is by going to the deepest pockets in town and begging for a loan.
Favor A colony often begins life as a small com m unity of a few thousand or even just a few hundred individuals.
When the only sentient life on an entire planet is that sparse, everyone depends on each other and favors are as
49-56 valuable as credits. Thirty fellow Colonists might have helped to build a school in town for a Scholar for nothing
more than a hot meal, some warm caf, and a favor. This might mean helping get the herd in the pen before a storm,
loaning credits, or any number o f other odd jobs.
Family Colonists often book passage to a colony world to start life anew for themselves and their families. For
these individuals, making certain their family is safe, healthy, and provided for trum ps all other concerns. A comm
57-64 from home is just as likely to inspire as it is to devastate a Colonist riding herd away from the homestead Some
Colonists have already lost members of their family, and instead are beholden to a final promise, be it to keep the
ranch going or take on the role of fam ily protector.
Responsibility Colonists, especially those founding a new colony, each have a responsibility to the rest of their
fellow settlers. A character who is the only doctor on an entire planet cannot simply leave. Even going away for a
65-72 month could result in dozens of preventable deaths. A moisture farmer's nephew might have a responsibility to
keep condensers in the South Range operating, and runaway droids or not. if the units aren't working by midday,
there will be hell to pay. The colony only has a chance of survival if everyone does his part.
Witness Protection Some Colonists never would have chosen life on a distant backwater, but authorities have deemed
it necessary to hide them in the witness protection program The Colonist is being hunted by the Hutt Cartels, Black Sun,
73 -80
the Tenloss Syndicate, or some other galactic-scale criminal organization as a material witness. The Colonist was given a
new identity and sent to an obscure planet to safely await trial, but the syndicate won't stop looking for him.
Pacifist This Colonist abhors violence, either out of a sense of m orality or cowardice. Witnessing a violent act can
incense or fluster a character so much that he is unable to think straight or control his shaking hands, or simply
disgust him to the point that he can’t interact with his fellows. If this obligation triggers and the PC participates in a
81-88
violent act, the GM may add ■ to any skill checks he makes for the remainder of the session (This may be avoided
through good roleplaying on the player's part, such as having his character always try to talk his way out of a fight,
and if he's forced to do battle, only use weapons that stun or incapacitate his opponents).
Frontier Justice Life on the frontier is harsh, cruel, and unfair Bandits and outlaws can get away with murder
and more if the local sheriff is too weak to stop them. Some people are able to let that go and move past it. When
89 -96 the dead are loved ones, however, some can't just move on. The need to get even is so strong it dominates the
Colonist's thoughts and dreams, causing him to obsess about the moment of exacted vengeance. The Colonist
gladly betrays, abandons, or hurts anyone if it brings him closer to settling the score.
Roll twice on this chart. Starting Obligation is split into two different origins (this does not increase the O bligation’s
97-00
magnitude; divide the starting Obligation into two equal parts, each with a different type)
NEW SPECIES
ar H orizons introduces three new species to Edge
F of the Em pir e : the family-oriented Arcona, the
profit-loving Chevin, and the voluble Gran. While each
of these species is quite different, each brings unique
strengths to social encounters. This makes them par
ticularly good choices for Colonists, and they offer
interesting angles for other careers as well.
ALIEN OUTCASTS
An Arcona’s Vigilance gives him an extra boost as
an Entrepreneur or Marshal, and his Willpower is use
ful as a Politico. Of course, a curious Arconan might There are many reasons why a member of a spe
find himself forced into an unexpected role when cies might find himself cast out from his home-
traveling somewhere unfamiliar like the fringe. While world. And I’d like to point out, although you hu
an Arconan Hired Gun is less likely than an Arconan mans ever so quaintly consider yourselves “citizens
Colonist, by coming up with a convincing background, of the galaxy," this applies to you just as much as it
a player can create an unusual and distinctive char applies to a Chevin like myself.
acter. Regardless of career choice, the Mood Read
ers ability gives the Arcona an added edge in social In either case, an individual might accidentally
encounters. This makes them a good option to play break some law or taboo on his homeworld and
the social “face” of a group, if not to lead it. be cast out. He might even voluntarily throw in his
As a Chevin, a Player Character can be a savvy lot with criminals who operate in the shadows of
negotiator during social encounters, while still society. He may even chafe under the restrictions
being strong enough to hold his own in a fight. of his home planet, and strike out for the galactic
Chevin often travel seeking credits, and accumu fringe to make his fortune.
late enough of these to make life easier. A typical
The details of an individual’s exile often vary de
Chevin is naturally suited to the role of Entrepre
pending on their species. For example, the Arcona
neur. Chevin Traders are a common sight in many
sectors, so this is an appropriate specialization value family and community above all else. An Ar-
for them, and their strength and resilience allow conan who does not share these values may find
them to become dangerous Marauders. The choice himself ostracized, or set out alone in order to find
depends on the type of game the party intends to a different way of life. Some Gran inherit a reces
play, solving problems by negotiating or by fighting sive gene that mutates their hands and feet, a de
it out. Whichever role a Chevin takes, he prefers to formity other Gran detest. An afflicted Gran may
lead rather than follow. feel pressure to escape the pity or ridicule of his
The Gran are one of the most social species in the neighbors. Or, a Chevin who does not agree with
galaxy, and a versatile one to play. They make a great the policies of slavery enforced on his homeworld,
“face” for the group in social situations, and their high or who finds his peers too aggressive or set in
Presence is beneficial to many Colonist specializa their ways, might speak out against his society. If
tions. Gran are a familiar sight throughout the galaxy
his efforts are frustrated, he may leave in the hope
and sometimes shirk their passive nature, so a wealth
of careers are available to them. A Gran Trader with of creating a new and better home elsewhere.
the Smooth Talker talent capitalizes on the species' And yes, now that you mention it, it does sound like
characteristics and allows the PC to talk the hind legs I speak from experience, doesn't it?
off a bantha. Alternatively, a Scoundrel is a grittier
choice—more combat-ready but still taking advan - Alchibi Mors
tage of the Gran’s innate Charm.
Overall, these three species fit many different char
acter concepts. They have obvious strengths in social
situations, but using them with combat-focused spe
cializations creates interesting, multifaceted characters.
ARCONA beings. The Arcona smell via their tongues, which is
why they often expose this slender appendage to the
The Arcona are slim-framed reptilian humanoids with air in a flicking gesture that some other species might
clawed hands and feet. They have compound eyes, find annoying or even insulting. Working in concert,
which are large, green, and luminous. Their hairless, these senses are exact enough to discern moods and
scaleless skin has a wood-like texture, and green, emotions in other species.
brown, or near-black in color. The Arconan head-shape The atmosphere on Cona contains high concentra
is distinctive, akin to an inverted triangle, and tapers tions of ammonia vapor. Ammonia produces enzymes
into the neck, giving them a snakelike appearance. in the Arconan body that are necessary for their sur
The Arcona rely on ammonia supplements while away vival. As a result, the Arcona are dependent upon the
from their homeworld of Cona, they have poor eyesight, presence of ammonia, and when traveling offworld
and their claws developed for digging rather than com must take ammonia supplements. These supple
bat. However, they are hardier than they appear. Cona ments must be ingested in roughly the same quanti
is a dangerous world, so the Arcona are used to surviv ties as a human may need vitamin supplements, and
ing against the odds. Their vigilance and adaptability an Arconan can survive for long periods without them
compensate for any physical weakness. They are strong- (though this can have long term health effects).
willed, effective team players, and always alert for danger. Society: The Arcona have a sense of community so
Family is of the utmost importance to the Arcona, strong that they think of themselves in the collective
and they have a strong sense of community. They sense. They consider raising a family to be both a duty
often travel in groups, and their wanderlust takes and a privilege. The Arcona expect each member of
these groups all over the galaxy. A peaceful and com society to put the good of his community before his
posed species, the Arcona are welcome residents on own, and in most cases he does so. On their home-
many worlds. Their powers of observation combined world, the Arcona live in family-orientated nests, clus
with their natural community spirit facilitate social tered around a Grand Nest where the Nest Leader
interactions with other species. oversees communal decisions. In families, the males are
the primary caregivers, since the females of the species
Physiology: The Arcona come from the hot, dry are, by Arconan standards, too flighty and unreliable.
planet of Cona, where the blistering temperatures
stretch from pole to pole and remain unchanged Any Arcona who travels alone, for whatever reason,
throughout the year. While they do survive in cooler faces a period of adjustment as he adapts to life away
climates, they show a preference for a temperature from his hive-like community. Fortunately, the Arcona
similar to that of their homeworld. are ready and able to adapt to survive, as they have
proven time and again.
The protuberance between an Arcona’s eyes is an
incredibly sensitive infrared sensory organ, able to Homeworld: The Arconan homeworld of Cona lies
detect minute changes in the heat signatures of other within the Inner Rim. As it orbits a blue star, Teke Ro,
SALT ADDICTION
n general, Arcona count restraint among their This is a risky business, as salt traders caught on
I virtues, but sodium chloride brings out the worst
in them. Often referred to simply as “salt,” this
Cona lose more than just their cargo. Arcona who
are not already addicts often react vehemently if
compound is the one weakness of an otherwise offered salt, as this hated substance has caused
strong-willed species. The biology of the Arcona so much trouble on their homeworld.
predisposes them to crave it. Salt consumption
Salt only affects an Arcona if the salt is relatively
causes vibrant hallucinations as well as irreparable
pure, so an Arcona can consume salted foods
damage to the addict’s body, and is ultimately fatal.
by mistake and not risk any ill effects. If he con
The Arconan weakness for salt is common knowl sumes at least two to three grams of pure salt,
edge. The golden eyes and unruly behavior of he is disoriented for the remainder of the current
addicts makes them easy to identify. Their addiction encounter, and the following encounter. He must
makes them easy to manipulate, and ruthless crime also make a Hard ( O O O ) Discipline check If
lords employ addicts as expendable underlings. he fails, he gains 2 Addiction Obligation, if he did
not already have an Addiction Obligation.
For an Arcona, salt is more potent than any spice,
and an addict requires up to 25 grams daily to An addicted Arcona’s eyes change to a reflec
avoid withdrawal. Since salt is common through tive, golden hue. If the Arcona loses his Addiction
out much of the galaxy, trading in salt is only lucra Obligation, his eyes return to their natural green.
tive for smugglers willing to deal illegally on Cona.
Cona is as hot and dry as any desert planet. It is abun also struggle sometimes with personal pronouns, using
dant in vegetation that leaches oxygen and ammonia "we" rather than “ I.” This reflects their community-
from the surrounding environment, breaking it down to based outlook, rather than grammatical inaccuracy.
create water. This phenomenon is essential to the sur
Life on the Fringe: The Arcona travel extensively,
vival of the Arcona. The atmosphere of Cona consists
driven by an innate curiosity and love of discovery.
of nitrogen, hydrogen, and high levels of ammonia.
They have spread across the galaxy, often traveling
Most species require a breathing aid to visit the sur
in large family groups. However, since the trouble
face, and even then the stink of ammonia is prevalent.
caused by traders visiting Cona, they have become
Cona is also rich in minerals and metals, which more wary of other species and fearful of exploitation.
has been a mixed blessing for its inhabitants. These
resources attracted prospectors and traders who origi
nally exchanged water for mining rights, but then dis
covered the Arconan susceptibility to sodium chloride
addiction. This compound acts as a hallucinogen to
the Arcona, and addiction is ultimately fatal. Unfor • Wound Threshold: 10 + Brawn
tunately, traders found it easier and cheaper to trans • Strain Threshold: 10 + Willpower
port than water, so they imported it, putting the whole
• Starting Experience: 100 XP
of Arconan society at risk. Swift intervention by the
Republic and the Arconan government became neces • Special Abilities: Arcona begin the game with one
sary to prevent a complete breakdown of society. rank in Vigilance. They still may not train Vigilance
above rank 2 during character creation. When mak
Language: The Arcona are more practical than proud.
Offworld, many teach their children Basic first, even ing skill checks, Arcona may remove ■ imposed
due to arid or hot environmental conditions.
before their own language of Arconese. While most
adult Arcona speak both fluently, their snake-like • Mood Readers: Arcona add O to any Charm or
tongues add a hissing resonance to their speech. They Negotiation checks they make.
CHEVIN CHEVIN AND SLAVERY
The Chevin are solidly built and hard to overlook, here are two sentient species on Vinsoth, the
being taller than humans and nearly twice as wide.
They have large, leathery faces and long, prominent
T Chevin and the Chevs, and the former keep
the latter as slaves. The Chevin used their skills
snouts. Their impervious gray skin stretches over as hunters to enslave the Chevs, and it is still the
thick, muscular limbs, and their sense of smell is threat of violence that keeps them subjugated
refined enough to identify a case of colored water in a Most Chevin are content with this arrangement,
shipment of booster blue. Once a species of hunters, considering slavery necessary and their treat
Chevin are now renowned for hunting credits, a task ment fair. There has occasionally been pressure
for which they are uniquely skilled. from extremist Chevin to liberate the Chevs.
Trade is an important activity for Chevin, whether Flowever, this is often because they consider the
among themselves or on an interplanetary scale. They situation detrimental to the development of the
pride themselves on their business acumen, and con Chevin. rather than for moral reasons.
sider wealth tantamount to prestige. Their main exports Some of the Chevin who do disapprove of the
are slaves and slave-related technology, the only tech slavery speak out, with little effect, while oth
nology they have developed themselves. The Empire is ers leave Vinsoth behind and make their homes
the main customer for the latter. For this reason most elsewhere. Reputedly, a few have even joined
Chevin consider the Empire good for business, and so the Rebel Alliance in an effort to make changes
accept and support Palpatine’s New Order. not only to their homeworld, but to the whole
Chevin have developed a reputation for ruthless of the Empire.
ness among other species. They drive a hard bargain,
and their opportunist natures mean they capitalize on Chevin, being more aggressive and hardier fighters,
those in need. By Chevin standards, if a colony is will long ago conquered and enslaved their near-human
ing to pay more than foodstuffs are worth to avoid neighbors. Chevin were once hunter-gatherers, but as
starvation, the merchant should charge more. If the slavers they have come to rely on the Chevs. Their slaves
captain of a starship needs a spare part immediately manufacture and farm for them, while the Chevin have
or risks capture by Imperials, to ask a less than extor become expert traders and delegators who like to be in
tionate price makes no business sense. Chevin eti charge. Chevin demand respect and thrive in positions
quette demands honesty, not mercy. of dominance, making them well suited to leadership
In a culture so obsessed by commerce, honesty roles. They have a knack for sensing the potential in
plays a vital role. After all, honesty is an essential other individuals and putting it to good use.
component of trust. Without trust, the trading and A migratory species, the Chevin live in moving vil
exchanging between Chevin villages would break lages, using vehicles called “lodges” to transport their
down. As a result, the Chevin moral code requires families and goods while their slaves walk alongside.
them to be scrupulously honest, and so Chevin never Although Chevin dictators never leave the planet’s
fail to keep their side of a bargain. On the other hand, capital cities, Chevin villages rarely stay in the same
they expect the same values to be upheld by other place for long. It is therefore is no surprise that Chevin
species they deal with, and when double-crossed, are happy to leave their homeworld to trade, making
they prove violent and unrelenting in seeking revenge. their home wherever they happen to be.
Physiology: Chevin are strong and tough, with thick It is telling of Chevin society that the more aggressive
hides that are both insulating and insensitive. They of them tend to rise higher and do better, becoming
absorb damage, and it takes a lot to injure a Chevin the leaders in politics and business. Flowever, a Chevin
or even cause him pain. Few humanoid species could would counter that this tends to be true wherever he
successfully tackle a Chevin with anything less than finds himself. The galaxy is a dangerous and unforgiv
a blaster. Fortunately, though they are by nature ing place, and so the Chevin must be strong and ruth
aggressive, given the choice Chevin are more likely to less to survive. This grim outlook is a typical Chevin
negotiate than fight. They earn more credits that way. trait, and means that the majority of their relationships
The double-lidded eyes of the Chevin allow them to with other species are business relationships.
see in sandstorms or blizzards. They once used their long Homeworld: The Chevin homeworld of Vinsoth is in
snouts to track prey, and so their sense of smell is highly the Outer Rim. The terrain varies widely across the
developed. Now they are more likely to use it to check planet, from ice caps at the poles to deserts, moun
the quality of goods than to follow a backshin’s trail. tains, and prairies. Though the Chevin can live almost
Society: On Vinsoth, the Chevin evolved alongside the anywhere thanks to their strong constitution, on Vin
Chevs, the other sentient species on the planet. The soth they tend to roam on the vast grassy plains.
Language: The official language of Vinsoth is Chevin. and open or cunning and manipulative, they boast
Most Chevin also learn to speak Basic for the benefit well-honed social skills. They have a knack for learning
of trade and travel. They also ensure that their slaves information that their source does not mean to give.
speak both Chevin and Basic. At some point, most travelers have been the victim of
Life on the Fringe: The pursuit of credits takes Chevin a Gran’s friendly barrage of questioning.
all over the galaxy, and involves them in a multitude The Gran have a strong community spirit and work
of different enterprises and projects. Some travel with cooperatively for the good of all. They have evolved
slaves, depending on their outlook and prestige. They from peaceful herbivores; on their homeworld of
go to great lengths to realize opportunities, traveling Kinyen they were once the hunted rather than hunter,
vast distances to inhospitable and remote planets to living in large groups for protection. However, the
reach desperate customers, or navigating war zones Gran have adapted since they took to the stars, some
to smuggle illegal goods. It helps that their physiology times even becoming hunters themselves, taking work
equips them to survive and thrive in even the rough as hired guns or bounty hunters.
est environment. Chevin are practical and do what
There are colonies of Gran in many different sectors,
they have to in order to make a profit, be it smuggle,
as the species has dispersed throughout the galaxy
gamble, trade, slave, or fight for credits.
quickly and enthusiastically. The most significant of
Chevin have an uncanny ability to find gaps in the their colonies are those on Hok and Malastare, where
market, and a willingness to do whatever it takes to fill the local Gran regard themselves as natives. The Gran
them, legal or otherwise. As a result, they often operate of these colonies have developed different social codes
outside the reach of Imperial law. There are even rumors and practices to those still on Kinyen, who consider
of Chevin among the Rebels, though these Chevin invite them only genetically similar. Colonies of Gran away
the disapproval of their kin at home. The Chevin make from their homeworld are unlikely to remain a micro
strong, resilient fighters, and some take jobs as mer cosm of Kinyen for long, even if they begin that way.
cenaries. Notably, Jabba the Hutt employs a Chevin,
Physiology: The Gran have a keen sense of sight and
Ephant Mon, as head of security. When encountering
can see beyond the spectrum of most sighted species,
Chevin anywhere, travelers should remember that they
including infrared. They can also detect minute physio-
are better to work with than against.
GRAN OF MALASTARE
OBTAINING NEW
SPECIALIZATIONS
Acquiring a new specialization is a major event in a
character’s life, and should represent more than spend
ing the required experience points. A second or third
specialization represents a shift in a character’s focus,
and the development of a new set of skills and abili
ties. Obtaining a new specialization is a great oppor
tunity for roleplaying, and the choice to acquire a new
specialization may be because of events that happen
within the ongoing narrative of the game.
Mechanically, purchasing a
new specialization happens
during one specific moment within a game. Once he
spends the XP, the player has added the new spe
cialization to his character. Narratively, however,
adding an additional specialization can happen
over a long period of time. A character can
gradually become interested in a new
set of skills that fits into his new
specialization, and over the
course of an adventure,
grow into his new abilities.
Eventually the character may evolve
into a new role (changing from a
research-focused Scholar into a ruth
less Entrepreneur who sells the fruits
of his previous research for cash), or
adopt a role that is a hybrid of his multi
ple specializations (an aspiring Politico who
becomes the elected Marshal of a small
town, combining his leadership and law enforcement option if the group is weak on combat capability,
abilities to rally his community and clean up corrup since this specialization offers a tougher Colonist than
tion). It’s even possible that a new specialization sim most. His very presence can boost the social checks of
ply adds an additional facet to an already existing an ally and he is vigilant and hard to fool. If the group
character concept (a Trader takes on the Entrepre needs information, he gets it one way or another.
neur specialization to further represent his business
The Marshal is the sort of character who goes
acumen and success at commerce).
where the need is greatest, and he thrives on a chal
In either case, the player and the CM should discuss lenge. The fringe is on the edge of civilization, where
how the character adopts this new specialization, and civilized laws mean the least. It is the perfect place
how this may change how the character acts narratively for him to make a difference. Wherever he ends up,
and plays mechanically. These changes may happen in the Marshal is likely to find trouble. He just can’t
play as the story progresses, or may happen as part of help himself. A Marshal probably gets involved in
narrative “down time” between sessions. situations involving injustice or corruption, and likely
drags the rest of his group along.
SELECTING A N O T JUST A PRETTY FACE
SPECIALIZATION
Using skills gained as a dancer, singer, or other cen
Selecting a specialization can represent a major ter of attention, the Performer uses distraction tactics
investment in a character; both in XP spent and other in both social and combat situations. The Performer
opportunities lost. After all, each specialization the is not very tough, but is agile and athletic enough
character acquires makes the next specialization that to avoid damage in a fight. He works best in a party
much more expensive in spent experience points. where there is at least one other PC with a bit of fire
Therefore, selecting a new specialization can be a big power, and helps the group as a whole by distracting
decision for a player. and taunting the enemy.
Presented here are brief overviews of the three spe Performers go anywhere there are clients to pay them
cializations this book adds to the Colonist career, and and audiences to appreciate them. Settlers on the Outer
some of the benefits and abilities each can offer to a Rim value entertainment as highly as anyone else in the
player’s character. galaxy, though their tastes may not be the most refined.
The life tends to be somewhat rougher than working
IN IT FOR TH E CREDITS closer to the Core. However, if a Performer needs a fresh
start for any reason, or is unable to find work elsewhere,
The Entrepreneur’s motivations and strengths are
he might well end up in some seedy cantina or working
both monetary. A player must be prepared to play
for an up-and-coming crime lord on the fringe.
a little ruthlessly to gain credits, but also spread the
wealth since this character won’t do his own dirty The Performer could be on the run with the Criminal
work. What he lacks in combat skills, he makes up for Obligation, or he might be working to pay off a debt.
in contacts, knowledge, and the ability to buy himself Perhaps he is just obsessed with obtaining success in
out of trouble. There are many opportunities out on his chosen art form, and the fringe offers him an audi
the fringe and the Entrepreneur willingly has a finger ence that’s starved for entertainment.
in every pie, though he often risks losing his whole arm
to do so. He brings wealth to the group, along with all NARRATIVE BOOST
the resources and shortcuts that credits can buy. The
Entrepreneur also has a unique attitude towards Obli The GM can use the three new specializations to cre
gation, since he has unique talents for dealing with it. ate new and exciting plot lines within a game. The
Entrepreneur is a risk-taker, likely to owe lots of money
An Entrepreneur cannot resist traveling to the far and get in over his head. He may find it necessary to
side of the galaxy if he perceives an opportunity there. gather other adventurers around him for protection,
Perhaps he has heard that it is easier to make a quick or to help obtain the credits needed to pay off his
credit out on the Outer Rim. The lawlessness, while debts. The Marshal might need a party to help keep
adding to the danger, can also suit him if his business the peace or restore order in a particularly trouble
ventures are less than legal. Or he might make his liv some colony. The Performer might be on the run from
ing surreptitiously among the Core Worlds, employing a creditor or troublesome fans, and looking for an
the likes of scoundrels and thieves to line his pockets. escort or bodyguard. By writing adventures for these
characters as PCs, or even using them as inspiration
LAW A B ID IN G for NPCs, the GM can open up a game and give it
plenty of potential for non-combat-based encounters.
Out on the edge of the galaxy, some people do what
ever it takes to keep order. The Marshal is a good
ENTREPENEUR
ntrepreneurs know that there is only one thing Every group can benefit from counting an Entre
E worth investing in—the future. Entrepreneurs are
not unlike explorers in the world of business; they
preneur among its number. Their ability to negotiate
a favorable deal in any number of circumstances, and
want to be the first to open up new markets, to revo the resources at their disposal, make Entrepreneurs
lutionize industrial practices, or to create new service invaluable members of the team. They make excellent
industries people hadn’t realized they needed, but leaders, and any party who allows an Entrepreneur to
once sampled, cannot live without. negotiate on its behalf will be pleased with the results.
The Entrepreneur can also act as team quartermas
THE BURDEN O F VISION ter, outfitting the group with specialized, hard-to-find
equipment with little notice, and both his pool of con
Entrepreneurs receive Discipline, Knowledge (Edu tacts and credit pouch are deep enough to keep the
cation), Knowledge (Underworld), and Negotia party informed on
tion as additional career skills. If this is the charac almost any subject.
ter’s starting specialization, he gains one free rank
in each of two of these skills of his choice, without
spending experience. While the Entrepreneur is will
ing to bully, charm, or mislead others to achieve his
ends, he prefers to rely on negotiations, bringing to
bear facts, graphs, and projections for the future. In
this way the Entrepreneur is similar to the Scholar.
However, unlike Scholars, the Entrepreneur operates
under the assumption that every problem can be
overcome with a big enough credit stick.
Entrepreneurs may be free with their money, but
they are never wasteful, and they are always looking
for ways to cut costs, even if it skirts regulations. Most
savvy businesspeople know that if one only plays
by the rules, then one can only ever be as success
ful as the rules allow. Since the rules are usu
ally written by the established corporations
the Entrepreneur competes against,
he believes the rules exist solely
as a means to restrict prog
ress, stifle innovation, and
suppress competition. In
short, rules were made to
be broken. Even the most
upstanding businessperson
occasionally contracts oper
atives for industrial espionage
or corporate intelligence gather
ing, and even if he morally objects to
that behavior, he needs to know how to
defend against it.
It is said that a sucker is born every sec
ond, and the Entrepreneur takes great pains
to make certain he is never one of them. In all
of his dealings, the Entrepreneur must remain
vigilant against conversational traps laid by
opponents during delicate negotiations. Pre
paredness is always a part of the plan, so that
risk is mitigated and no circumstances result
in absolute failure.
Colonist: Entrepreneur Talent Tree
Career Skills: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Leadership,
Negotiation, Streetwise
Entrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation
When recovering strain af When selling goods legally, When selling goods legally,
ter an encounter, recover 1 gain 10% more credits per At the start of each session, gain 10% more credits per
additional strain per rank rank of Wheel and Deal. gain 100 credits for each rank of Wheel and Deal.
of Rapid Recovery. rank of Sound Investments.
Cain + 2 wound threshold. When buying or selling Once per session, when
At the start of each session, goods, or paying off or attempting to purchase a
gain 100 credits for each taking Obligation, may legally available item, re
rank of Sound Investments. suffer 2 strain to sell for duce its rarity by 1 per
25% more, buy for 25% rank of Know Somebody.
less, pay off I more Obli
gation, or take 1 less.
When staggered or disori Cain + 1 strain threshold. Remove ■ per rank of Gain + 2 wound threshold.
ented, perform the Hard Street Smarts from Street
Headed action; make a wise or Knowledge (Under
Daunting Dis world) checks.
cipline check to remove
status. Difficulty reduced
per rank of Hard Headed.
May reduce any Critical Inju May spend O O from a May spend O from a Once per round, draw or
ry suffered by 10 per rank of Charm or Negotiation Deception or Coercion holster a weapon or acces
Durable to a minimum of 1. check to upgrade ability of check to upgrade ability of a sible item as an incidental.
a single ally’s subsequent single ally’s subsequent So
Social Interaction check cial Interaction check against
against the target a number the target a number of times
of times equal to ranks in equal to ranks in Bad Cop.
Good Cop.
When staggered or disori Gain + 1 strain threshold. May spend O O from a Add 1 damage per rank of
ented, perform the Hard Charm or Negotiation Point Blank to damage of
Headed action; make a check to upgrade ability of one hit of successful attack
Daunting ( ♦ ♦ ♦ ♦ ) Dis a single ally’s subsequent using Ranged (Heavy) or
cipline check to remove Social Interaction check Ranged (Light) skills at
status. Difficulty reduced against the target a number close range or engaged.
per rank of Hard Headed. of times equal to ranks in
Good Coo
May reduce any Critical Inju May spend O from a Add 1 damage per rank of
ry suffered by 10 per rank of When targeted by a Decep Deception or Coercion Point Blank to damage of
Durable to a minimum of 1. tion check, the character check to upgrade ability of a one hit of successful attack
automatically adds T to single ally’s subsequent So using Ranged (Heavy) or
the check equal to ranks in cial Interaction check against Ranged (Light) skills at
Vigilance. the target a number of times close range or engaged.
equal to ranks in Bad Cop.
May suffer a number of When targeted by combat Once per round, may stand
Make a Distracting Behav strain to downgrade difficul check, may perform a from seated or prone as an
ior maneuver and suffer ty of Charm or Negotiation Dodge incidental to suffer a incidental.
strain no greater than ranks checks or upgrade difficulty number of strain no greater
in Cunning. Until beginning when targeted by Charm or than ranks of Dodge, then
of next turn, equal number Negotiation checks, by an upgrade the difficulty of the
of NPCs suffer {§> on equal number. Strain suf check by that number.
checks. Range increases fered this way cannot ex
with additional ranks. ceed ranks in Congenial.
When first acquired, choose Gain + 1 strain threshold. Gain + 2 wound threshold.
1 skill; Charm, Coercion,
Deception, or Negotiation. The Distracting Behavior
When making checks with maneuver inflicts <§> '§> on
that skill, spend <£ to gain NPCs’ checks when NPCs
additional # equal to ranks target character's allies.
in Smooth Talker.
Once per session, may take Once per session, may Gain + 1 to a single charac
a Biggest Fan action; make a make Deceptive Taunt ac When targeted by a com teristic. This cannot bring a
Hard ^ Charm tion. Make opposed De bat check, may spend I characteristic above 6.
check to turn one NPC into ception check. If success Destiny Point to add T
the character's biggest fan. ful, one adversary must equal to ranks in Coordina
attack the character dur tion to check.
ing adversary’s next turn.
NEW TALENTS
elow is a description for each of the new talents fan.” The exact effects of this vary depending on the
B added in Far H orizons . Every entry includes the
information required for gameplay (see page 128 of
NPC and the situation. They can include drastically
decreasing the difficulty of Social Interaction skill
the Edce of the Empire Core Rulebook). checks the character makes targeting his biggest fan,
the fan being willing to perform minor or even signifi
BAD COP
cant favors for the character, or the character even
Activation: Passive
becoming a reoccurring ally in the narrative.
Ranked: Yes
Trees: Marshal At the CM’s discretion, this talent may not be able
The character may spend O O from a Deception or to target certain NPCs whose adversarial nature is
Coercion check to upgrade the ability of a single ally’s vital to the plot, or NPCs who would be unable to
subsequent Social Interaction skill check against the appreciate the character’s work such as non-sentient
same target in the same encounter. Upgrade the abil creatures, labor droids, and Imperial Stormtroopers.
ity a number of times equal to the character’s ranks
BOUGHT INFO
in Bad Cop. A single check may only benefit from one
Activation: Active (Action)
use of Bad Cop.
Ranked: No
BIGGEST FAN Trees: Entrepreneur
Activation: Active (Action) When required to make a Knowledge skill check, the
Ranked: No character can instead make a Bought Info action. He
Trees: Performer spends a number of credits equal to 50 times the dif
Once per session, the character may take a Biggest ficulty of the check and counts as succeeding on the
Fan action to make a Hard ( ♦ ♦ ♦ > Charm check If check with one uncanceled & . At the CM’s discretion,
successful, one NPC of the character’s the character may not be able to use this ability if
choice in the current encoun the information sought is particularly esoteric or hard
ter turns out to be the to find, of if the character is in a situation where he
character’s self-pro- could not purchase information (such as marooned
claimed "biggest on a planet with no access to the HoloNet).
CONGENIAL
Activation: Active (Incidental, Out of Turn)
Ranked: Yes
Trees: Performer
When attempting a Charm or Negotiation check, the
character may suffer a number of strain to downgrade
the difficulty of the check a number of times equal to
the strain suffered. This number cannot exceed his
ranks in Congenial. When the character is the target of
a Charm or Negotiation check, the character may suf
fer a number of strain to upgrade the difficulty of the
check a number of times equal to the strain suffered.
This number cannot exceed his ranks in Congenial.
COORDINATION DODGE
Activation: Active (Incidental, Out of Turn)
Ranked: No
Trees: Performer
When targeted by a combat check, the character
may spend one Destiny Point to add Y equal to
his ranks in Coordination to the check.
DISTRACTING BEHAVIOR
Activation: Active (Maneuver)
Ranked: Yes
Trees: Performer
The character may make a Distracting
Behavior maneuver and suffer a number
of strain no greater than his ranks in
Cunning. If he does so, an equal number of adversaries the same target in the same encounter. Upgrade the
or NPCs he is engaged with suffer <§> on checks they ability a number of times equal to the character’s
make until the beginning of the character’s next turn. ranks in Good Cop. A single check may only benefit
The range of this maneuver increases by one band per from one use of Good Cop.
rank of Distracting Behavior.
NATURAL ATHLETE
The character selects who is affected by Distracting Activation: Active (Incidental)
Behavior and can choose to have this talent not affect Ranked: No
NPC allies. It may be that he explains his tactics to the Trees: Performer
NPCs beforehand, or that they know him well enough Once per game session, the character may reroll any
to be used to his antics. one Athletics or Coordination check.
DISTRACTING BEHAVIOR (IMPROVED) NATURAL MERCHANT
Activation: Passive Activation: Active (Incidental)
Ranked: No Ranked: No
Trees: Performer Trees: Entrepreneur
When affected by Distracting Behavior, NPCs suffer Once per game session, the character may reroll any
<§> <§> when making checks targeting the character’s one Streetwise or Negotiation check.
allies, instead of <§>,
SOUND INVESTMENTS
DECEPTIVE TAUNT Activation: Passive
Activation: Active Ranked: Yes
Ranked: No Trees: Entrepreneur
Trees: Performer At the beginning of each game session, the character
Once per session, the character may make a Deceptive gains credits equal to his ranks in Sound Investments
Taunt action. The character makes an opposed Decep times 100. How this money is earned is up to the
tion check targeting one NPC within medium range. If player and the GM, and could be actual investments,
he succeeds, the NPC must attack him during its next business dealings, or even a small legal or illegal side
turn. If the NPC cannot do so, it must spend all subse business. The GM can also decide that the current
quent turns maneuvering into position until it can make events of the adventure may make these funds tem
a melee or ranged attack against the character. Once it porarily unavailable.
has made a melee or ranged attack against the charac
ter, the NPC is no longer affected by Deceptive Taunt. If THRO W ING CREDITS
the character is incapacitated or leaves the encounter, Activation: Active
the NPC is no longer affected by Deceptive Taunt. Ranked: No
Trees: Entrepreneur
If used outside of combat, at the CM’s discretion At the beginning of the session (after the GM has
the NPC can choose to perform a non-lethal attack if rolled to trigger Obligation), the character may
the situation warrants it. If the encounter takes place choose to spend 100 credits. If he does so, he ignores
at a party, for example, the NPC may choose to punch any penalties to his strain threshold due to Obligation
the character rather than using a knife or blaster. being triggered (if his own Obligation is triggered, it
GREASED PALMS may still have plot complications, but he ignores the
Activation: Active (Maneuver) mechanical penalty). This may represent the charac
Ranked: Yes ter temporarily dealing with the Obligation via a few
Trees: Entrepreneur credits, or simply indulging in some sort of diversion
Before making a Social Interaction check, the character that takes his mind off his problems.
may perform a Greased Palms maneuver and spend up UNRELENTING SKEPTIC
to 50 credits per rank of Greased Palms. For every 50 Activation: Passive
credits spent, the character upgrades the ability of the Ranked: No
skill check once. How the money accomplishes this can Trees: Marshal
be up to the player and GM, but could take the form of When targeted by a Deception check, the character
bribes, buying gifts, or even purchasing information that automatically adds Y to the check equal to his ranks
gives the character an advantage in the interaction. in Vigilance.
GOOD COP UNRELENTING SKEPTIC (IMPROVED)
Activation: Passive Activation: Active (Incidental, Out of Turn)
Ranked: Yes Ranked: No
Trees: Marshal Trees: Marshal
The character may spend O O from a Charm or When targeted by a Deception check that fails, the
Negotiation check to upgrade the ability of a single character may spend one Destiny Point to retroac
ally’s subsequent Social Interaction skill check against tively add ^ to the pool results.
COLONIST MOTIVATIONS
urvival is always the first thing on every Colonist’s foremost seeks to create a peaceful environment for
S mind—self-preservation, of course, but also survival
of the colony. Even the most independent and self-
his fellow Colonists to pursue their creative efforts.
The following chart (Table 1 -2 : Random Colonist
sufficient Colonists need to be able to go into town for
Motivations) can be used to replace the one in the Core
replacement parts. However, beyond those immediate
Rulebook, incorporating the new Creation Motivation.
concerns, there are often deeper-seeded motivations,
things that could explain why a Colonist left what might TABLE 1-2: RANDOM COLONIST MOTIVATIONS
have been a comfortable life on a Core world.
dlO Roll Motivation Result
The truth is that life in the Core is regulated. The most
1-2 A m bition
available jobs are in lower management, desk-riding,
or menial labor. There are few jobs that allow for much 3-4 Cause
sense of expression or accomplishment. The wide open
spaces of the Rim are different. Life is harder, but a Colo 5-6 Relationship
nist can create something new for himself and his fellows.
7-9 Creation
At their hearts, most Colonists are creative. The
10 Roll once on each of any two categories
Entrepreneur, Politico, and Performer are especially
creative, incorporating art and creativity into their
daily lives. Many Scholars use scientific research and The next chart, Table 1- 3 : Specific Creations, gives
their knowledge of the past to dream up bright new the specific results for the Creation Motivation; if a
futures they hope to help create. Doctors, like Entre player rolls the Creation category at random, or selects
preneurs, are forced to be creative in their problem it, he may then roll a random specific Creation-driven
solving, trying to keep everyone healthy with minimal result, or select the one that best suits his Colonist idea:
supplies or come up with new ways to treat maladies.
In order to help players make the most out of these
The Marshal, as an individual, can have just as big a
new Motivations, here are some further explanations
creative drive as anyone, but in his work, he first and
and ideas for each specific result.
TABLE 1-3: SPECIFIC CREATIONS
d100 Creation
Society: Many Colonists don't just seek a new life for themselves, they seek to help create an entirely new form of civilization.
1-12 These characters are always looking for that moment when they can influence the way a government interacts with its citizens,
be it at a town hall or parliamentary building. What kind of society they want to create varies from one being to the next
Homestead: Independence and self-sustainability are the quiet goals of those who seek to create their own homestead.
13-24 These Colonists aren’t interested in making a fortune. For the homesteader, it is enough to know that his success or
failure is dependent on nothing but his own hard work. He desires to build his own home, and run it as he sees fit.
Legacy: Most species in the galaxy are acutely aware of their own mortality. Some come to grips with this by creating a lasting
legacy that lives on long after their passing. On a new world, where there are new challenges to rise up against and the planet's
25 -36
early history is in the process of being written, there is a much greater chance of creating or doing something that will live on.
Characters with the Legacy motivation jump at any chance to do something that helps their name and deeds outlive them
Family: Many Colonists come to a new world as eligible single people, eager to learn a trade and attract a mate so they
37 -48 can settle down and have children This is a humble m otivation when compared to most, but fitting for many characters
who find it hard to care about events beyond their life on a simple backwater world.
A rt: A rtists are inspired and influenced by their surroundings, and what inspiration could be better than a newly
discovered planet? The open horizons, clear skies, and undiscovered species of flora and fauna can spark the creative
49 -60
impulse in anyone. Some of those on the frontier may seek to bring some art and culture into the new world Others
might seek to support the creation of art by acting as a patron
Cure: Far from the cutting edge medicine of the Core, the fringe can seem an unhealthy place to live. But many seemingly
61-72 worthless worlds may hold the key to wiping out deadly diseases. This might be the entire reason a character has chosen
to be a Colonist; to save a colony, a planet, or sim ply a friend or loved one from disease.
Understanding: Many Colonists take an interest in their adopted world, seeking to gain a greater knowledge of their
73-84 new home Characters who seek to create a better understanding of the world have an insatiable curiosity about anything
pertaining to the planet. This motivation can also refer to creating a peace between settlers, or between settlers and indigenes.
Business: Creating a new business to serve an untapped market is a dream shared by many Colonists. Most of those traveling
85 -00 to a new world hope only to open up a shop where they can ply their trade, but some think bigger A business started on a
small colony may eventually grow to be an enterprise that rivals Kuat Drive Yards or Corellian Engineering Corporation.
COLONIST SIGNATURE ABILITIES
n addition to the specializations that a character UPGRADES
I can choose from within a given career, he also has
access to that career’s signature abilities. These abili After the character has purchased the basic form of the
ties are special, elite talents only experienced charac signature ability, he can further customize the ability by
ters of the specified career have access to. They are purchasing upgrades. Upgrades, much like talents, are
feats only possible through the character’s skill and purchased with experience points, and each upgrade
ability gained over a long and successful career. may only be purchased if it connects to the basic form
of the ability or a previously purchased upgrade. The
experience cost of each upgrade is listed in its box.
SIGNATURE ABILITY
BREAKDOWN ACQUIRING SIGNATURE
Signature abilities are composed of three elements: ABILITIES
the nodes linking it to a talent tree, the ability’s basic
form, and a series of upgrades that augment the ability. Before a character can purchase a signature ability or
any of its upgrades, the character must “attach” that
NODES ability to the bottom of one of his current in-career tal
ent trees. Once a signature ability has been attached to
Each signature ability has four nodes lined up across its a tree, no other signature abilities may be attached to
top. These four nodes match up with the four talents on that tree, and the attached ability cannot be removed
the bottom row of a talent tree. Each node can either or switched to a different tree. A character can only
be active, showing a bracket facing upward, or inactive, acquire a signature ability from his career, and can only
remaining blank. To be able to attach a signature ability attach that ability to in-career talent trees.
to a tree, the character must own all of the talents along
To attach a signature ability to one of his talent
the bottom row of the destination talent tree that match
trees, the character must own all of the talents along
up with the active nodes on the signature ability.
the bottom row of the destination talent tree that
match up with the active nodes on the signature abil
A B IL IT Y BASIC FORM ity. Then, once a signature ability has been attached
to a talent tree, the character may purchase the abil
When a character acquires a signature ability, he must
ity’s basic form and its upgrades using experience,
first purchase the basic form of the ability. This takes
just as if they were talents.
up the entire first row of the signature ability tree, and
is purchased with experience points. The experience
cost of each upgrade is listed in its box. COLONIST SIGNATURE
ABILITIES
NARRATIVE ABILITIES The Colonist career has access to two signature abili
ties: Insightful Revelation and Unmatched Expertise.
any signature abilities (such as the Colonist’s
Once per game session, the character may perform an Insightful Revelation action and spend 2 Destiny points to make a Hard ( ♦ ♦ ♦ > Knowledge
(Education) check If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation What he
learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtain
able by any other immediately available means.
Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks he makes by one to a minimum
of Easy for the remainder of the encounter.
Remove ■ from career skill Activate Unmatched Exper Activate Unmatched Exper Remove ■ from career skill
checks made while Un tise as a maneuver instead of tise as a maneuver instead of checks made while Un
matched Expertise is acti as an action. as an action. matched Expertise is acti
vated. vated.
Reduce the difficulty of career Unmatched Expertise costs The difficulty of all career
skill checks by 2 instead of Once per session while Un 1 Destiny Point to activate skill checks is reduced to a
matched Expertise is acti instead of 2. minimum of Simple instead
vated, may reduce the diffi of Easy.
culty of one non-career skill.
LAW AND
ORDNANCE
“In my experience, law and justice are rarely the same.'
-Marshal Jacobi Sterne
ypically, Colonists are the characters least likely to instruments. Doctors require a great deal of surgical
T embrace violence when other means may suffice.
However, it would be a mistake to assume Colonists
equipment and medical supplies. Even Politicos need
access to information, and Traders and Entrepreneurs
have no need of arms, armor, and other sundry equip need business aids. And of course, on the fringe of the
ment. In fact, due to their somewhat specialized pro galaxy, violence (and the need to protect against it) is
fessions. most Colonists may desire very specific items all too commonplace.
to complement their skills. Marshals need access to a
This chapter presents a wide array of equipment
wide variety of weapons, many of which are designed
appropriate for Colonists of all specializations, includ
for riot suppression or non-lethal takedowns. Per
ing those presented in Chapter I.
formers must have all manner of amplifiers,.props, or
Concussive 1, Slow-
Sonic Rifle Ranged (Heavy) 8 6 Long 4 3 1,200 6
Firing 1, Stun Damage
_____________
O th e r W eapons
Accurate 2. Ensnare 4,
Spray Stick Ranged (Heavy) 0 - Long 4 0 2,5 0 0 8
Slow-Firing 1, Stun 8
Blast 5, Disorient 3,
Suppressor Ranged (Heavy) 8 Medium 4 2 2 ,0 0 0 5 Stun Damage
~
synthesized by Merr-Sonn. When fired, the Suppres by the Stokhli to hunt the large, incredibly aggressive
sor shoots a high velocity, concentrated stream of megafauna of their homeworld, the Spray Stick is a
Brix-C that quickly aerosolizes as it travels. Effective meter long metal rod with a tightly focused spray
at short and medium ranges, the stun fluid deals its nozzle at one end and a stun pad equipped b utt
damage either through inhalation or skin contact and stock at the other. Fired from the shoulder like a
causes nausea, impaired vision, difficulty breathing, blaster rifle, these weapons shoot a highly concen
burning pain, and unconsciousness. trated spraynet mist. The mist condenses into a liq
While highly effective against sudden riots or other uid, then into a solid web while in flight, enveloping
disturbances, the stun fluid is easily countered by and immobilizing its target. In addition, as the net
breath masks and heavy clothing. This makes it less envelops its target, it delivers a powerful electrical
effective against determined, well organized targets charge. Extremely rare and finely made, each Stokhli
expecting such weapons. At the CM’s discretion, char Spray Stick comes equipped with an accurate range
acters wearing breathing gear or sealed armor may take finder and a fine aerosol control system that allows
no damage or suffer no effects from the Suppressor. the user to more easily hit targets at long range.
Despite their rarity and steep price, Stokhli Spray
Sticks are always in demand.
STOKHLI SPRAY STICK
When using the stun pad on the butt-stock, the
Designed ages ago by the Stokhli, a non-human Stokhli Spray Stick can be used as a melee weapon with
nomadic race from the Inner Rim world of Manress, the following profile (Skill Melee; Damage + 2; Critical
these long-range non-lethal weapons are perfect for Range [Engaged]; Inaccurate 1, Stun Damage)
crowd control and riot suppression. Used primarily
T A B L E 2-2: M E L E E W E A P O N S
M e le e W eapons
Molecular
Melee +0 2 Engaged i 1 50 0 5 Pierce 5, Vicious 1
Stiletto
Cumbersome 3,
Riot Shield Melee +0 6 Engaged 5 1 300 4 Defensive 2. Deflection
2, Disorient 1
Concussive 1,
Thunderbolt Melee 5 3 Engaged 2 2 875 6
Stun Damage
TH U N D ER B O LT SHOCK PROD
NEW ARMOR
espite its popularity, body armor is occasionally wear stylish, subtly armored clothing and expensive
D considered outmoded by some military thinkers
in the current era of high-intensity blasters and dev
designer armor jackets. Most colonists rely on tough
clothing and environmental gear to protect them
astating micro-explosives. However, armor is still as selves on untamed planets.
effective today at saving lives and reducing mortal
The following is a selection of common types of
wounds as it ever has been. Law enforcement officers
armor worn by colonists and the people who support
don specially designed riot armor when dealing with
and protect them and their livelihoods.
unruly crowds. Merchants and popular entertainers
TABLE Z-3: ARMOR
Type Defense Soak Price Encum Hard Points Rarity
Creshaldyne Riot A rm or i i (R) 1,850 3 i 6
CRESHALDYNE M K .IV R IO T A R M O R tary and government officials, and various other flavors
of galactic VIP. A custom Kamperdine jacket makes an
The Mk.IV Riot Armor is one of Creshaldyne Indus incredible first impression, and is a sign that its wearer
tries’ most popular offerings. Sold almost exclusively is an individual of impeccable taste. Kamperdine jackets
to governmental and law enforcement agencies, this are rarely found on the open market, and most individu
sophisticated riot armor is advertised as the final word als who purchase one go to their graves in them. They
in protection for law enforcement officers. Worn over a must be ordered directly from Kamperdine months in
smartmesh body glove woven with foil-fiber reinforce advance of their desired delivery date.
ment, the armor is composed of a lightweight clamshell
Kamperdine Armored Jackets are each tailored to a
to protect the torso and a number of flexible contoured
specific wearer. When worn by that wearer, they add
plates to protect the legs, groin, arms, and shoulders.
O to any successful Charm, Deception, or Negotia
A blast helmet with a removable, polarized face shield
tion checks the character makes (the CM may decide
and integrated breath mask completes the ensemble.
that the bonus does not apply in certain situations,
This armor includes a breath mask that allows the such as dealings over a comlink).
user to filter out and ignore airborne toxins and gases
(but not breathe in atmospheres without the charac
ter’s required atmosphere mix). In addition, when stag
gered or disoriented, the wearer reduces the duration
of the effect by one round, to a minimum of one round.
REINFORCED E N V IR O N M E N T GEAR
K A M P E R D IN E CUSTOM TAILORED
A R M O R ED JACKETS
Communications can be one of the most important The X-500 Portable HoloNet Relay allows the user to
challenges a colony faces. Being able to contact the communicate with the HoloNet (although at the GM’s
rest of the galaxy in the event of a serious problem discretion, the signal may be interrupted by jamming,
can often be the difference between a successful col environmental factors, or Imperial interference).
ony and a dead world.
HERZFALL COMMUNICATIONS COLLAR-AMP
CHEDAK C O M M U N IC A TIO N S X -5 0 0
The Collar-Amp is a deceptively simple and
PORTABLE HO LO NET RELAY
useful device that is essentially an unob
The HoloNet is one of the crowning trusive and very small amplifier. It can
achievements of galactic civilization; be mounted on the user’s collar or the
a nearly front of his clothing, where it looks like
in s ta n ta n e o u s r an innocuous silver button. There, the
galaxy-wide Collar-Amp detects the user’s voice and
communications amplifies it, filtering out ambient noise.
network. By Politicians and law enforcement officials
often use the Collar-Amp to address
large crowds, while some entertainers
hook the device into a larger sound
system for concerts or performances
at large venues.
The Collar-Amp can boost
the wearer’s voice so
that he can be heard
up to long or extreme
range (this depends
on terrain, environ-
nental conditions,
and even the
weather). For an
extra 100 cred
its, the user
can purchase
a model that
hooks into a
sound system
or entertain
ment system,
which improves
sound quality.
SECURITY magnacuffs use tiny, powerful magnetic held genera
tors to stay locked tight around an individual’s wrists,
Keeping the citizens of Outer Rim colonies safe is a dan and are locked by thumbprint readers or keypad locks.
gerous, thankless, and wearing job. The constant threat Magnacuffs can be adjusted to fit most known sentient
from pirates, criminal scum, and hostile native flora and species, and are popular among frontier law enforce
fauna can grind the spirit of even the most hopeful and ment agencies, bounty hunters, and slavers.
honest law enforcement officer into dust. To help keep A character may only escape magnacuffs with a
law and order in the wild fringes of the galaxy, numer successful Formidable ( ♦ ♦ ♦ ♦ ♦ ) Coordination
ous companies produce powerful tools to assist the law check (the bindings on the cuffs are too strong to
enforcement officer in his day to day work. break with brute force).
MEDTECH M IN I-M E D (M IN IO N )
PATROL BOATS
These small, quick vessels, typically loaded with pow
erful weapon systems and sensor suites, are perfect
for the kind of skirmish and interdiction action typical Skills: Cool 2, Gunnery 2, Piloting (Space) 3, Vigilance 2.
in the Outer Rim. Talents: None.
Abilities: Multi-tasking Control (on its turn, the Moni
Y Q -4 0 0 M ONITOR-CLASS SYSTEM tor Droid may perform one Pilot-only maneuver and
PATROL SHIP one Pilot-only action, then perform a number of addi
tional actions needed to fire each of its functioning
The Monitor-class system patrol ship is a droid oper weapons once).
ated vessel marketed to planetary and system govern
mental bodies for patrolling shipping lanes and hyper Y Q -4 0 0 SH IP PROFILE
space entry points. Roughly the size of a small freighter
or large shuttlecraft, the YQ-400 is a curious looking
vessel whose design shares little in common with other
Corellian Engineering Corporation products. The ves
sel’s largest hull section consists of a single, high-perfor
mance ion turbine that looks as if it would be more at
home on an Imperial cruiser. This is shrouded in three Hull Type/Model: Droid Operated Patrol Vessel/
thin, angular hull plates, one mounted dorsally and Monitor-class.
two mounted low on the port and starboard sides, that Manufacturer: The Nerfworks.
protect the power generators and secondary thrusters. Hyperdrive: None.
It has a blunt, rounded bow section dominated by a Navicomputer: None.
single, massive, deep blue photoreceptor four meters Sensor Range: Long.
across. This section houses the droid brain that runs the Ship’s Complement: None, droid operated.
ship, as well as all of its communications, avionics, and Encumbrance Capacity: None.
sensor systems. While they are well armed with laser Passenger Capacity: None.
cannons and ion weaponry, and are no slouch in a fight, Consumables: Three Months.
Monitor-class droid ships are programmed to never fire Price/Rarity: 200,000 credits/8.
on another vessel unprovoked. Customization Hard Points: 0
Weapons: Dorsal Turret Mounted Twin Linked
The droids that control the YQ-400s have a suspi
Medium Laser Cannon (Fire Arc All; Damage 6; Criti
cious, officious personality and are possessed of near
cal 3; Range [Close]; Linked 1).
endless amounts of low cunning. Those individuals
Forward Mounted Twin Linked Heavy Ion Can
who work with them state that the droids are obses
nons (Fire Arc Forward; Damage 7; Critical 4; Range
sive, worry about inconsequential details while often
[Medium]; Ion, Linked 1, Slow-firing 1).
missing a larger picture, and have a tendency to speak
and act like a peevish middle manager rather than a
REGULATOR-CLASS PATROL VESSEL
vigilant watcher. When in service, these vessels typi
cally patrol a pre-determined route using only passive Sienar Fleet Systems’ Regulator-class patrol vessels
sensors to monitor space traffic, and are under orders have been a staple of intersystem law enforcement
to follow any suspicious vessel and report its where across the galaxy for decades. First introduced during
abouts to system traffic control officers immediately. the Clone Wars, the Regulator-class was designed as a
These unique ships were conceived and built by the high-performance pursuit craft and heavy interceptor
Nerfworks, a semi-secret projects laboratory jointly with an eye toward policing and customs enforcement.
funded by both Corellian Engineering Corporation and Regulator-class ships are small for patrol boats, with an
the Loronar Corporation. Located at CEC-L Shipyard aggressively styled hull, oversized engines, and weap
Lab 6671 -x42, Nerfworks combines the shipbuilding ons systems slightly out of scale for such a small craft.
expertise of CEC with the talented programmers and Dedicated in-system craft, the short-legged Regulators
neural engineers of the Loronar Corporation. Largely have no hyperdrives and carry little in the way of provi
ignored by higher ups of both companies and given sions. Their interiors are incredibly cramped, with most
free rein with company expense accounts, Nerfworks of the space given over to the power, drive, flight, and
is tasked with making breakthroughs in droid/star- weapon systems. Aside from the bare minimum facili
ship interfaces. However, it is unlikely CEC will back ties required to support their two man crew, Regulators
a major droid-controlled shipbuilding program in the also have a prisoner lockup that can hold up to six indi
near future. viduals in safety if not in comfort.
more familiar with them, however, they reported a
number of serious shortcomings. While the hull and
power distribution systems were designed to allow the
types of modification and hot-rodding that CEC ships
are famous for, the ships’ primary power generator was
woefully underpowered. In addition, thanks to these
Hull Type/Model: Patrol Boat/Regulator-class.
power shortcomings and the choice of Koensayr’s
Manufacturer: Sienar Fleet Systems.
single-tube ion drive as its primary drive, the HT-2200
Hyperdrive: None.
proved slow and sluggish with poor acceleration and
Navicomputer: None.
even poorer maneuverability. This, along with its sur
Sensor Range: Medium.
prisingly light weapons loadout, made the freighters
Ship’s Complement: One pilot, one co-pilot/engineer.
easy pickings for pirates. Despite all of their inherent
Encumbrance Capacity: 18
flaws, HT-2200s remain in limited production, thanks
Passenger Capacity: Six prisoners.
to their advanced cargo systems and sturdy hull.
Consumables: Seven days.
Price/Rarity: 110,000 credits/6.
Customization Hard Points: 2.
Weapons: Forward Mounted Twin Linked Light Ion
Cannons (Fire Arc Forward; Damage 5; Critical 4;
Range [Close]; Ion, Linked 1)
Dorsal Turret Mounted Quad Laser Cannon (Fire Hull Type/Model: Freighter/HT-2200.
Arc All; Damage 5; Critical 3; Range [Close]; Accu Manufacturer: Corellian Engineering Corporation.
rate, Linked 3). Hyperdrive: Primary: Class 3, Backup: Class 15
Navicomputer: Yes.
Sensor Range: Short.
FREIGHTERS AND Ship’s Complement: One pilot, one co-pilot, one
TRANSPORTS engineer, one loadmaster.
Encumbrance Capacity: 800.
Pioneered by the great minds at Corellian Engineer Passenger Capacity: 8 .
ing Corporation, the ubiquitous modular light freighter Consumables: Three months.
was built for work in the Outer Rim territories. So com Price/Rarity: 140,000 credits/5.
mon are freighters and transports in the Rim territories, Customization Hard Points: 5.
shuttling colonists, laborers, tools, and machinery, that Weapons: One Dorsal and One Ventral Turret
hardly anyone gives these hardy vessels a second look. Mounted Medium Laser Cannon (Fire Arc All; Dam
age 6; Critical 3; Range [Close]).
H T -2 2 0 0 M E D IU M FREIGHTER
H W K -290 LIGHT FREIGHTER
Corellian Engineering Corporation’s FIT-2200 is a lum
bering, slab-sided medium freighter initially designed First designed decades before the Battle of Naboo,
to capitalize on the success of CEC’s wildly popular YT- these tough little freighters were Corellian Engineering
series of light freighters. Solidly built and packed with Corporation’s first attempt to break into the rapidly
state of the art avionics and cargo handling systems, expanding “executive light freighter” market. Unlike
these massive vessels are shaped like a tuning fork with the relatively staid and workmanlike YT-series, which
the crew, weapons, and engineering sections in the cen was marketed toward smaller profile traders and
tral hull and four airtight cargo holds in the port and tramp freighter operators, the HWK-290 was targeted
starboard booms. The trademark CEC conical cockpit is at wealthy, high-profile clients such as powerful inter
located amidships between the booms, giving the pilot stellar shipping conglomerates and planetary govern
and co-pilot a nearly 180 degree view of their surround ments. While they enjoyed modest success, and were
ings. The ship’s primary selling point, aside from its vast highly praised for their performance and ease of opera
cargo capacity for a ship of its size, is the design of its tion, the Hawk-290s never reached the sales numbers
holds. Each of the four holds is shielded, reinforced, and of the more popular YT-series, and the entire line was
contains a number of modular cargo systems that allow discontinued during the Clone Wars to free up produc
them to be configured for different types of cargo. In tion lines for military use.
addition, each hold has its own environmental systems,
The Hawk-290 is a light, fast, agile craft designed for
allowing the crew to adjust the temperature, atmo
speed and comfort rather than heavy lifting. They are
spheric makeup, and gravity of each hold separately.
handsome vessels with lean, angular hulls and narrow,
Initial reviews were favorable, and orders steadily deeply tinted viewports that make them look fast and
came in from large shipping concerns in the mid and aggressive, even when parked in a hangar. While they
Outer Rim territories. As pilots and crews became were never designed to carry much cargo, the HWK-
seriesstill
has a respect
able lift capacity
for vessels of their size, and
are well suited for courier work and the
transportation of small, highly valuable cargoes. They
have light armor and were originally designed with no
weapon systems, relying instead on raw speed and
maneuverability for protection. Of course, being CEC ular design features and reliable ship sys
products, they are incredibly versatile and modular, tems. Improvements on the older ship’s design
and most Hawks still plying the spacelanes are so included an offset, side-mounted cockpit, more power
heavily modified as to be nearly unrecognizable. ful engines, better sensors, and a more efficient cargo
handling system. Unfortunately, as is the case with
many sophomore efforts, the YT-1200 fell well short of
its predecessor in a number of important areas.
In a clear-cut case of trying too hard, CEC designers
set out not to build a well-built freighter, but to build
Hull Type/Model: Freighter/HWK-290.
“the next YT-1000.” They looked at market analysis
Manufacturer: Corellian Engineering Corporation.
and customer feedback, identified what they believed
Hyperdrive: Primary: Class 2, Backup: None.
made the YT-1000 so successful, and designed the
Navicomputer: Yes.
new ship to simply do what the YT-1000 did in the
Sensor Range: Short.
hopes of another wild success. Initial sales were very
Ship’s Complement: One pilot, one co-pilot.
good, but as customers became more familiar with
Encumbrance Capacity: 75.
these new ships, complaints came pouring in. The
Passenger Capacity: 2.
YT-1 200 was seen as not enough of its own ship to
Consumables: Three months.
be really distinguished from the YT-1000. Customers
Price/Rarity: 70,000 credits/7.
also reported the engines weren’t powerful enough,
Customization Hard Points: 5.
the internal systems were buggy, and the stock power
Weapons: None.
generators were prone to power surges and short cir
cuits. Sales fell off sharply, and CEC eventually can
Y T -1 2 0 0 LIGHT FREIGHTER celed production of the YT-1200 and retrofitted the
Built to replace Corellian Engineering Corporation’s remaining stock with better systems, releasing those
revolutionary YT-1000 modular light freighter, the refit ships as the YT-1210 and the YT-1250. Despite
YT-1200 was supposed to redefine the light freighter their dismal commercial failure and lingering bad
reputations, the YT-1 200 series freighters can still be
concept. It featured the iconic saucer-shaped hull of
its predecessor, along with the trademark CEC mod found on the used ship market.
Passenger Capacity: 8 .
Consumables: Two months.
Price/Rarity: 80,000 credits/5.
Customization Hard Points: 5.
Weapons: Dorsal Turret Mounted Light Laser Cannon
(Fire Arc All; Damage 5; Critical 3; Range (Close)).
Hull Type/Model: Freighter/YT-1 200.
Manufacturer: Corellian Engineering Corporation.
LUXURIOUS-CLASS YACHT
Hyperdrive: Primary: Class 3, Backup. Class 15.
Navicomputer: Yes. Relatively unknown and vastly under-appreciated, the
Sensor Range: Medium. Luxurious-class was Ghtroc Industries’ only entry into
Ship’s Complement: One pilot, one co-pilot. the luxury yacht market. Smaller and faster than Soro-
Encumbrance Capacity: 150. Suub’s more popular Luxury 3000, the Luxurious-class
Passenger Capacity: 6 . ships were marketed toward aficionados of exclusivity
Consumables: Two months. and high performance. They possessed the singular,
Price/Rarity: 90,000 credits/5. quirky charm common to Ghtroc products, and were, in
Customization Hard Points: 5. their time, among the fastest and most finely appointed
Weapons: One Ventral Turret Mounted Twin Light yachts in the galaxy. Each yacht was hand built from
Laser Cannon (Fire Arc All; Damage 5; Critical 3; the keel up to the specifications of each owner. Ghtroc
Range [Close]; Linked 1). offered a dizzying array of options, allowing a buyer to
hand pick everything from the ship’s power systems to
Y T -1 7 6 0 SMALL TR A N SPO R T the fixtures in the captain’s head. Luxurious-class yachts
were especially popular among media moguls, profes
Released roughly thirty years before the Battle of
sional ship racers, and sports stars. Even Raith Sienar
Yavin, the YT-1760 is a small, fast, and agile light
himself owned one of these ships, a vessel rumored to
freighter in the vein of the older FIWK-series. CEC’s
be quicker than a TIE fighter and nearly indestructible.
designers packed the new vessel with more power
ful engines, upgraded maneuvering thrusters, and a Like other custom built starships, no two Luxurious-
sophisticated avionics package. Unfortunately, in their class are alike. That said, they do share a number of
zeal, the 1760’s designers went a little too far with superficial similarities. Their hulls are relatively short
their upgrades and produced a ship that, while fast and and broad in the beam, and from above they resemble
agile, was also high-maintenance, difficult to fly, fragile, an oversized Y-wing starfighter. The forward half of the
and had a vastly reduced cargo capacity. central hull is dominated by a half-domed, four decked,
transparisteel fronted section that contains the com
Never a company to let a few niggling problems
mand deck and bridge, staterooms, common area, and
hold them back, CEC put the YT-1 760 into production
observation deck. Engineering and crew accommoda
despite its obvious shortcomings and poor focus test
tions are located abaft the passenger decks in a spar
ing. Initially, sales were quite robust. Its speed and small
tan, utilitarian section, and the ship’s powerful engines
size attracted many small time shipping concerns and
are housed in sleek port and starboard sponsons. While
budget-minded planetary governments who used it as
each ship has some of the best systems and accommo
a courier, VIP shuttle, or for transporting small, delicate
dations to be found in a civilian vessel, they possess no
cargoes. Eventually, however, many owners discovered
combat capabilities and are relatively thin skinned.
that the amount of time and money needed to keep the
fragile little ship in space was more than the ship itself
was worth, and sales dropped off dramatically. The
introduction of the YT-1300 sounded the death knell
for the 1760, and within five years, production of the
1760 was shut down.
Hull Type/Model: Yacht/Luxurious-class.
Manufacturer: Ghtroc Industries.
Hyperdrive: Primary: Class 2, Backup: Class 12.
Navicomputer: Yes.
Sensor Range: Short.
Ship’s Complement: One pilot, one co-pilot/engi-
Hull Type/Model: Small Transport/YT-1 760.
neer, one steward.
Manufacturer: Corellian Engineering Corporation.
Encumbrance Capacity: 80.
Hyperdrive: Primary: Class 1, Backup: Class 15.
Passenger Capacity: 12.
Navicomputer: Yes.
Consumables: Six Months.
Sensor Range: Short.
Price/Rarity: 210,000 credits/6.
Ship’s Complement: One pilot, one co-pilot.
Customization Hard Points: 4
Encumbrance Capacity: 70.
Weapons: None.
CAPITAL SHIPS experience, no expense was spared in their building
and fitting out, and each ship is brimming with rare and
Many ships big enough to be considered capital ships exotic materials, all tailored to exceed each passenger’s
operating in the Outer Rim are not military vessels, but requirements. The Indulgent-class vessels are a limited
cruise liners, industrial ships, or scientific vessels. production run sold exclusively to large cruise lines. They
are a common sight in the more well traveled Outer Rim
A R M O S M O D U LA R TR A N S P O R T spacelanes, where they cruise a number of scenic areas
and stop in the more civilized ports for resupply and a lit
The Armos Modular Transport has made inroads in tle slumming shore leave for passengers and crew. While
the Outer Rim transport market due to its wide array they are susceptible to attack, these ships are not com
of customization options. Their blunt, wedged-shaped pletely helpless. They mount sophisticated electronic
hulls stretch aft to connect to a vertical trio of power countermeasures and a number of weapons to deal with
ful engines. The keels taper to a point, while expand all but the most persistent pirates.
ing outwards on higher decks to provide room for cargo
and passengers. SoroSuub designed each deck
to be modular, allowing the ship’s crew
to retrofit it to transport
cargo, move passen
gers, serve as a
tanker vessel,
or even carry
livestock. In
addition, Soro
Suub equipped
the Armos with
reasonably powerful
engines, a decent hyper
drive, and potent multi-band
scanners. Combined with the
modular layout, the company pro
vided clients with a ship that can be
retrofitted for almost any need.
he Colonist career covers a wide range of leaders This chapter also focuses on specific elements of
T and scholars. Colonists are found throughout the
political specLrum. They fill the halls of learning. They
the game that Colonists thrive on, and discusses
how to make social encounters fun and interesting. It
heal the sick and wounded. They do business on both includes recommendations on how to use important
sides of the law, as conniving con men and dedicated bits of information in combination with skill check
law enforcement officers. Many Colonists perform for results. Specific encounter ideas, adventure sugges
a living, whether they are entertaining professionally tions, and campaign starters are also included. These
or putting on a show to further their own goals in pub Colonist-centric storylines are engaging to a variety
lic or private life. of careers, but give the Colonist the opportunity to
lead the way.
Colonists might actually be pioneers and settlers
of remote worlds. However, most are simply trying Rounding out the chapter are recommendations
to make their way in the galaxy, sometimes for their for granting Colonists XP and other rewards, as well
own personal goals and desires and other times for as a discussion on combining the Colonist with other
the good of society as a whole. Most Colonists are careers. It provides specific advice on granting XP for
dedicated to their own personal cause, for better activities Colonists may perform on their adventures.
or for worse, for themselves, their companions, and Players can also find useful Lips for fine-tuning their
galactic civilization. characters by combining the Colonist with specializa
This chapter focuses on the adventures of Colonist tions from other careers, creating variations on the
characters. It discusses integrating the different types themes already provided in this book and the Edge of
the E mpire Core Rulebook.
of Colonist characters into the adventuring party and
gives advice for creating and adapting adventures and
campaigns especially for Colonists.
INTEGRATING COLONIST CHARACTERS
olonist characters in Edge of the Empire embody questionable crew. In addition, Colonists as a group
C a variety of social and supporting roles. This isn’t
to say that Colonists are solely supporting characters
tend to have higher social standing than many other
careers. With this in mind, the Colonist player should
when the blaster fire begins, but that their standout develop a backstory that addresses how he arrived
skills are often away from the battlefield. In fact, it is in his current situation. If he once held a higher office
the Colonist character that can often diffuse a dete or position, what happened to it? If he was always at
riorating situation to prevent fighting from occurring this social level, how does he fit in? What role does
in the first place. Of course, other Colonist characters he fill, and how did he get into his current situation?
are adept at cleaning up the mess, such as Doctors. See the Professional vs. Adventurer section on the
Integrating Colonist characters into the adventuring opposite page for a closer look at specific Colonist
group is simple when they fall into a natural role that specializations and their possible backgrounds.
is commonly needed. Healers and leaders from most See Colonist Backgrounds on page 10 for more
any background can find a place in the adventuring universal backstories that can apply to most any Col
party. More difficult to explain can be the presence of a onist specialization, or even non-Colonist careers. The
Scholar, Performer, or even the Marshal specialization. CM can encourage the players to use some of these
However, adventuring parties with a diverse makeup backgrounds to help give their party a common point
or mismatched characters can make for great adven of reference or use them to establish a related goal.
tures and inspire creative backgrounds to explain the The GM can also look to these backgrounds for inspi
characters’ association with one another. This section ration when creating important or even just common
discusses Colonists from a social and story idea basis. NPCs. Some backgrounds, like the Baron, naturally
The Dealing with Specialized Roles section on page involve characters far beyond a single PC or NPC.
65 addresses each specialization in detail.
LIFE AT T H IS SOCIAL LEVEL
W HY ARE THEY HERE? If the Colonist is living at a different social level than he
Colonists are perhaps the career least likely to natu is used to, the player should consider how the char
rally fall into an adventuring lifestyle. With a couple of acter views the change. Does he feel lucky simply to
notable exceptions, most Colonists are more suited have survived his downfall or rapid ascendency? Is he
to professional pursuits, rather than hopping planets depressed over the loss of reputation, wealth, power,
throughout the galaxy on a battered starship with a or family? Does he feel vastly superior or inferior to
his new companions, and is that attitude apparent
in his words and deeds? Is he driven to return to his
UP AND DOWN THE SOCIAL LADDER former station, content to have grown beyond it, or
relieved to have avoided a worse situation?
he following table provides the player and
T Game Master with possible reasons for a
Colonist's change in social position.
Does the character still interact with those he knew
in his former level of society? If so, how do they react
to the character? Do they shun him, belittle him, or
TABLE 3-1: SOCIAL POSITION CHANGES take pity on him? If the character rose to a higher
level in society, are they jealous of his success?
Ascending Descending
The Game Master should use these feelings and
Heroic action.
Accused of being a Rebel interactions as a building block for his campaign.
agent or operative.
They give the GM the opportunity to engage the
Imperial gratitude or Accused of being a Rebel Player Character at a level fundamental to his char
earning favor. sympathizer. acter’s background. It can and should influence the
interaction between the Player Character and the
Convicted o r accused
Im portant publication. Non-Player Characters.
criminal.
Changes in social level are great story drivers that
Political popularity. Damaged reputation.
could interact with a character's Motivation and Obli
Public recognition. Infamous scandal. gation. Ascending characters might owe somebody
a favor for promoting them to the position. Almost
Successful business or any Colonist might be the target of blackmail, and
Loss of wealth.
performance.
escaping it or rooting it out might be the source of
Sudden windfall. Being fired from a job. his adventuring motivations. On the other hand, even
the most successful or popular public figure can be
knocked down to the lowest levels of society by an
COLONISTS AND THE FORCE
addiction See the Up and Down the Social Ladder
orce using Colonists face the same chal
sidebar on the previous page for additional ideas.
F lenges and difficulties as any other Force
user, in that there is no easy way to train their
PROFESSIONAL VS. A D VEN TU R ER
abilities in the era of the Empire. Colonists may
The life of a professional means a life of some stature, prefer nonviolent uses of the Force. Healing
reputation, and economic benefit. When such charac powers would be most easily concealed by
ters become adventurers, they may or may not carry medical personnel, while negotiators and other
some or all of that previous life with them. Just because individuals who bargain and discuss political
a Colonist is involved in an adventure or campaign, it or economic deals find powers that influence
doesn’t mean he has left his past life completely behind. their oppositions' minds particularly useful. Of
This section looks at each specialization and the interac course, how far the Colonist uses such a power
tion between the professional and the adventurer. greatly depends on their own moral code and
their immediate situation.
Of course, not all Colonists hold formal training or
education, nor is it always necessary to do so. How If much of the Colonist's Force use is outside of
ever, some specialized fields, such as doctors and combat, dark side transgressions might be more
medical personnel, should have some form of train nuanced. Likewise, the character might suffer
ing in their background to justify their knowledge and fewer obvious temptations in regards to the dark
abilities. There are far more natural leaders and per side than those who rely on it in combat. As very
formers than self-taught healers or researchers. few, if any, opportunities exist to formally train
their abilities, these characters are left to their
Most Colonist character backgrounds benefit from
own devices to determine right from wrong. The
the player and CM thinking about and answering the
character should be rewarded for making the
following questions:
right decision through story advancement Mak
• Who is the character’s most recent employer? Does ing the wrong decision might lead them down the
the character still work for him? If not, why? path of the dark side, and the GM should take
advantage of the opportunity to introduce more
• What position does or did the character hold?
drama to the character's ongoing storyline.
What are the character’s responsibilities?
• How much tolerance does the character’s
Alternatively, not all doctors are as ethical as one
employer have to disruptions caused by the char
would hope. The PC might currently be running a scam,
acter’s activities?
might be running from a con gone wrong, or might even
DOCTOR: IS THERE A DOCTOR IN THE HOUSE? be trying to reform himself after a run-in with the law or
after irritating the wrong underworld figure.
Doctors, medics, and other medical practitioners
typically need years of training and experience in ENTREPRENEUR: PROJECT CONNECTIONS
highly formalized settings to become competent in
Entrepreneurs come from virtually any walk of life.
their field. However, not every Colonist Doctor needs
They are the least likely to need extensive training in
to actually be medically trained. A character might
their field, and the most likely to be self-starters able
be better suited to be a combat medic, emergency
to learn on the job. They make connections through
response medic, nurse, nurse practitioner, or any
their business contacts that can be utilized in many
other profession along the scale of medical knowledge
adventures or campaigns. Entrepreneurs also have
and practice. Given that most Player Characters start
talents that enable them to receive regular credits
at a low level of competency, it is quite likely that their
and payments thanks to past ventures. The player
ultimate focus is determined by how long their adven
should give thought to where that money comes from
turing career is, and what they pursue along the way.
and why the character receives it.
Player Characters who wish for their adventuring
Becoming involved in an adventure is less of an
career to be a sideline from their main medical pro
issue for the Entrepreneur than for other professions.
fession need to come up with story ideas to balance
The adventure itself might be part of the Entrepre
the two. In the right adventure, perhaps the doctor
neur’s most recent business. The entire party might
is considered to be on a sabbatical or carrying out
be working for or with the Entrepreneur on his grand
charitable works. This works well with rescue or mis
scheme. The Entrepreneur might also be looking for
sionary style adventures. The idea is that the doctor
the next big thing to invest in or start, looking for
returns to normal duty for long stretches at a time.
partners or areas in need of a particular service. The
Campaigns with a lot of story-related downtime can
effects of past successes or failures tend to follow or
easily accommodate this kind of storyline.
catch up with the Entrepreneur over time.
MARSHAL: ALWAYS ON THE JOB the Marshal at odds with some or all of the other PCs.
Marshal characters usually have a present or past inter The GM should try to determine whether the players
est in keeping the peace and protecting the public from would like that gaming experience before proceeding.
the scum of the galaxy. In civilized areas, they receive PERFORMER: ALL THE UNIVERSE IS A STAGE
intense training ranging from tactics to public relations
to interrogations. In wilder regions of the galaxy, they No matter their style of entertainment, Performers
might receive much less training and more on-the-job need an audience. Typically, Performers work individual
experience. There are few true self-made law enforcers, projects, lasting days, weeks, or months. As the work
and those that try often end up as vigilantes or private ebbs and flows, Performers often relocate to take on
investigators. Law enforcement is as much attitude as it a new project and find new opportunities. A Performer
is position. Marshal characters might be strictly by-the- with a current job might be reluctant or unable to
book, following laws to the letter, or they might take a take part in a typical adventure at a moment’s notice.
broader view, seeking their own version of justice that On the other hand, Performers who live and work as
may not always align with every local law. part of a traveling show or some other kind of roving
entertainment might find it easier to accommodate an
Adventuring Marshals must first decide if they are adventuring lifestyle. Prosperous colonies may be will
still currently employed as law enforcement officers, ing to pay well for a rare opportunity to see live enter
or if they are operating on their own. If they are still tainment, whereas desperate colonies may still be will
employed, they’ll need to consider factors such as ing to chip in some money just as a change of pace.
jurisdiction when moving about the galaxy. Generally,
a Marshal’s jurisdiction is limited to a specific loca PC Performers may be seeking their next opportu
tion. This may be a sector, a sub-sector, a planet, or nity when falling in with the other characters. They
even a continent or city. What this location is can be might also hire their companions to help run a travel
determined by the player and GM at character cre ing show. In fact, the entire group could be a band or
ation, based on the character concept. However, it is show, with other careers such as the Smuggler provid
almost never galaxy-wide. The only galactic governing ing transport (and possibly trick shooting), an athletic
body is the Empire, and it enforces its laws through its Assassin using his agile grace in dance routines, or a
own powerful military forces. Technician making music on his own, custom designed
instrument. In this case, the Performer may be the
One thing players and GMs should keep in mind, lead singer or dancer for the group. Performers soon
however, is the issue of reciprocity. While a law enforce find new uses for their natural ability and performance
ment official may not be able to officially operate out skills when taking up the life of the typical Edge of
side his jurisdiction, many local governments happily the E mpire adventuring party. Acting, in particular, is
offer him a certain amount of latitude and flexibility a useful skill to get the character and the party out of
when he operates in their territory. Provided the Mar all kinds of difficult and inconvenient situations. That’s
shal respects local laws, informs local law enforcement not to say that Performers are always lying, but that a
about who he’s going after, and avoids causing too performance emphasizing or exaggerating the current
much of a mess, many local governments see aiding situation can speed things along.
outside law enforcement as a cheap and easy way to
get rid of undesirables. On the other hand, however, a In addition, Performers often work with people from
Marshal may run afoul of the pride and egos of local throughout the galaxy. As a production is staged, it
law enforcement, who may take umbrage in someone includes anywhere from a few beings to hundreds
else trying to do their job for them. In the end, how a or thousands of individuals to pull it off. Therefore,
certain locality reacts to jurisdictional and reciprocity the Performer often runs into a familiar face or name
issues is up the Game Master. when traveling the galaxy, especially in popular ven
ues of the Performer’s area of expertise. Such con
A Marshal’s adventuring should be tied into his nections are always useful to the GM for sources of
position and investigations. Undercover work often information, help, and credits. However, personalities
ties well into adventuring. However, the character is and personal rivalries might also come into play, add
still subject to orders from above, and should some ing drama and intensity to an otherwise mundane
times receive assignments to new cases. Generally, exchange of information.
the Marshal’s investigations should either be tied into
the ongoing story (maybe he’s working to arrest one of POLITICO: A LEADER IN A N Y ARENA
the group’s criminal adversaries), or should be some The Politico character often finds it easier to adapt to
thing he can investigate as part of a side mission. his new situation than others of the Colonist career. As
One alternative is for the Marshal to operate under leaders, Politicos naturally gravitate toward trying to
cover, so that the party doesn’t know his true position. control or manipulate the situation. They have all the
He might even be investigating the party. This sort of skills and expertise needed to step forward and take
story can be exciting and dramatic, but obviously puts charge in any situation; although whether or not they
can actually use these skills properly depends on the Adventuring Scholars might be attached to a group
Politico in question. Some may learn on the job, while due to professional needs or simple curiosity, or, as is
others make rookie mistakes or unrecoverable gaffes, often the case in Edge of the Empire , they might be on
putting their companions in danger. Of course, some the run. Their previous positions may have turned intol
are able to talk their way out of their own messes, fur erable because the character was banned or otherwise
thering whatever cause they have fallen into. disallowed by an institution of learning. They may have
Adventuring Politicos come from a variety of govern inadvertently angered Imperial officials, backed Rebel
ment, corporate, and social backgrounds. They might sympathizers, or made an unrecoverable social or inter
nal political gaffe. The Scholar may have even chosen
be former government officials or employees that were
fired, removed, quit, or failed to win elected positions. the group as the focus of their research project, which
Though they might have made a few enemies, they’re could lead to some interesting and even hilarious party
less likely than some to have old enemies pursuing interactions. Scholars provide an adventuring group
them. Depending on their former post, they might have with unusual forms of knowledge and information that
extensive connections to other individuals in similar can provide new avenues of action. However, most
roles in their region of operations. Scholars are probably not a great source of interstellar
connections outside of their specific areas of study.
It is uncommon for Politicos to continue their profes
sional career while adventuring. While a few might be
able to represent specific governments or companies
DEALING WITH
for a short time when the adventure is compatible with SPECIALIZED ROLES
their goals, Politicos soon find that the political diffi
culties generated by many adventures can overwhelm Creating exciting and interesting encounters for Colo
their career. However, a few Politicos might be able to nists can be more challenging for CMs than straightfor
sustain such a path by working for a non-government ward action or combat encounters. This section looks
organization that has goals requiring a semi-indepen at encounters suitable for each specialization, and ways
dent operative. to reward characters for their skill and talent choices.
Each entry in this section looks at general ways to focus
SCHOLAR: EDUCATION NEVER ENDS encounters or parts of encounters on the Colonist, then
By his nature, the Scholar pursues education and knowl provides a specific example illustrating one or more or
edge. Research can take a great many forms, and not those elements. The Making Social Encounters Inter
all of them require a purely intellectual pursuit. Schools, esting section on page 72 focuses on creating good
governments, corporations, and think tanks all commis social encounters, so that sub
sion very specific forms of study. The Scholar charac ject is only lightly touched on
ter might officially be attached to such an institution, in this section.
but be allowed to research his effort on his own terms.
Eventually, he must produce a report or conclusion to
his research, which might be difficult to achieve when
he is in the midst of other adventures.
DOCTOR: APPLIED PRESSURE When operating (perhaps literally) in a highly danger
ous situation, the Doctor can be required to make a
Players who select Doctor as their characters’ spe check to keep his composure before attempting his first
cialization usually want to be the group’s healer and Medicine check. Given that Doctors are typically trained
often love to patch up their allies and get them and for high pressure situations, the GM may decide a check
back on their feet. Some may wish to pursue research simply isn’t warranted. However, if the stakes are par
or specialized forms of healing, such as cybernetics. ticularly high or the danger is unusual and extreme, the
While all of these elements are covered by the Medi GM can ask for an Average Cool or Discipline
cine skill and related talents, they often occur after check. The difficulty may be upgraded or increased for
the encounter’s excitement has died down and the more extreme situations. If the PC fails the Cool check,
risks are relatively low. GMs can increase the pres for each Y the GM should add ■ to the subsequent
sure on the Doctor by raising the stakes. The following Medicine check, and the PC should suffer one strain for
examples use location, time, increasing the level of each ® On a ^ result, upgrade the difficulty of the
detail, and life-or-death situations to achieve this. subsequent Medicine check once.
DANGEROUS LOCATIONS Examples of dangerous locations include:
One of the easiest ways to increase the pressure is • Areas of intense crossfire.
to put the Doctor PC in personal danger while trying
• Rooms or compartments that are on fire or have
to aid his allies and companions. For some kinds of
another mobile, dangerous hazard such as poi
Doctors, such as emergency medical technicians or
sonous gas or smoke.
field medics, this might be a regular occurrence. For
shipboard doctors or practicing physicians, it might • Rampaging or dangerous creatures in the imme
occur only occasionally. diate vicinity.
• Threat of collapsing structures, or other items
falling from above.
• On board, or in the path of, a crash
ing starship or vehicle.
SHORT ON T IM E
Being short on time is similar to
being in a dangerous location,
as both force the character to
hurry. The character must finish
the healing attempt, surgery, or
other aid before something else
happens to the character or the
patient. For this to add pressure
to the scene, there must be an
unwanted result of failure. Usu
ally, it is effective enough to
simply add one or more ■ to
the character’s skill checks. In
extreme circumstances, the
GM may call for a Cool check,
with the difficulty set based
on the seriousness of the cir
cumstances (the default can
be Average ^ ) , but a
Hard ( ♦ ♦ ♦ ) check may be
warranted). If the PC fails the
check, increase the difficulty
of subsequent Medicine checks
by one. On a ^ result, upgrade
the difficulty of subsequent Med
icine checks once. This penalty
should persist for the encounter.
The PC may be able to eliminate
this penalty if he spends a (£> from a
subsequent Medicine check.
OUTSIDE INCOME
olding a position outside of the adventuring are plenty of places on any world or in any sys
H group normally provides a source of income tem that don’t have access. Income is typically a
for the Player Character. While much of this extra set amount of credits that are deposited at con
income could be consumed by the character’s sistent and predictable times.
everyday needs, such as rent and other ser
Beyond the credits themselves, the characters
vices on his world of employment, easy credits
must also be concerned with making it back to
can derail deliberately credit-starved campaigns
work on time, or otherwise maintaining their pro
without some planning.
fessional career. Edge of the Empire storylines
Before play begins, the player and CM should typically deal with unsavory characters and situa
discuss how the outside income might work with tions that, if made public, might be looked down
the campaign. Additionally, the GM should review upon by employers, administrators, and possibly
the Entrepreneur talents and try to avoid granting the public. The CM should consider what might
characters of other Careers any benefits through happen if stories about the Player Character’s
story means that would diminish the Entrepre exploits get back to his employer. Would he be
neur character’s advantages and talent choices. fired or reprimanded? If the character comes
Of course, another thing to consider is that the from a highly civilized planet, is there a board of
Entrepreneur character can take on outside work ethics or similar organization that could call the
in addition to his Sound Investments talents; thus character in to justify his actions? These threats
gaining the added benefits of his XP investment to the character’s livelihood make good opportu
while still allowing all of the PCs to earn an income. nities for new adventures. Long absences or sur
prise disruptions to the character’s normal work
Income is usually deposited directly into the
schedule should negatively impact him, from a
character’s bank account. While such accounts
reduction in pay to a loss of a job.
are typically available in civilized space, there
elow is a brief example of inserting new infor The CM has the PCs make a Knowledge (Under
B mation into a scene during the course of an
encounter. Sometimes the CM has the PC make a
world) check to recognize the bounty hunter.
Herol succeeds well enough to gain a fair amount
skill check. At other times the CM hands over the of information. The CM hands Herol’s player a
information if the PC should be able to work it out note with the bounty hunter’s name, Kinn, as well
on his own, or simply to keep the scene moving and as the fact that the hunter used to go by the alias
interesting. This example features the GM and four Triar. Triar used to work against Sharune, and
players. One of the players has a character named Herol already knows the circumstances from an
Herol, a Colonist with the Politico specialization. earlier game session.
CM: “You're taken before Sharune the Hutt. He’s Herol: “Sharune, I can’t believe you fell for this
obviously angry and sneers upon seeing you. guy’s con game. Don't you recognize our old
An armored human stands next to him. Sharune friend Triar? Wonder what he did to your best
says, ‘tell me why I shouldn't hand you over to lieutenant last year. Co ahead Triar, take off that
this bounty hunter for the credits you owe me. mask and tell us where you took him.”
Clearly you’ve angered someone else even more
GM: “ The Hutt looks surprised, then signals his
than me. Impressive, but also profitable for me,
guards to move into position..."
unless you have a better deal?'”
releases the notes in a specific order, he can help PCs know him by. For a more significant reveal, the
guide the conversation. This essentially gives the NPC might reveal a PCs actual name to his unaware
player a heads-up as to the direction the encounter companions. However, the GM should maximize the
could go, with each revelation pushing the negotiation drama with multiple consequences for the name's rev
or the discussion in a particular direction. This can elation, especially if the player (and PC) are hiding it
increase a scene’s drama considerably. for a good story reason.
Connection Revealed: Someone’s family, business,
IN F O R M A T IO N TYPES or economic relationship is revealed or hinted at dur
Here are presented some examples of bits of infor ing the conversation. The PC might be able to use the
mation that can be inserted into an ongoing discus connection as leverage.
sion, illustrating ways that well-timed revelations Fraud Revealed: One of the parties makes a notice
might alter the conversation or push it in a certain able blunder when posing as a person in a position
direction. PCs might also learn or deduce some that he doesn’t truly hold. Essentially, the individual
of this information through skill checks during the makes a mistake that no person knowledgeable or
negotiation or conversation. experienced in a specific field or circumstance would
Though the information may be revealed in conver ever make. The mistake may not be noticeable to all
sation, the CM should not overlook the opportunity to parties, just those with enough experience or back
use non-verbal cues for added drama and subtlety. An ground knowledge to realize it.
NPCs words might say one thing, while his furrowed Love and Romance: The NPC might suddenly reveal
brow or reddening face imply something else. There love and affection toward a PC, which may be real or
are also opportunities for cross-species confusion or just a ploy to gain an advantage. Alternatively, the PC
missed cultural cues that can add to a scene. A human might realize that the character has a crush or is oth
with little experience dealing with a Gand might com erwise attracted to the PC or one of the PC’s allies,
pletely miss useful cues, while the human’s better trav then take advantage of it. Of course, there might
eled companion might clue him in, or use the knowl be a genuine attraction between the two, which can
edge to take a more important role in the scene. quickly complicate the situation in unexpected ways.
Anger Management: The PC notices that the oppos Offer Terms: The NPC might give specific offers, and
ing character’s level of anger and frustration rises and the players may not know if it is a good offer or not,
falls depending on the subject matter and possibly but their character should. The CM should convey
who is talking during the conversation. The PC may be enough information about the positives and negatives
able to figure out what the character’s trigger points of the offer that the character should know in order to
are, and manipulate them to his advantage. give the player a chance to respond accordingly.
Blown Cover: Someone’s real name or alias is sud Technical Data: A character can make use of detailed
denly revealed during the conversation. An NPC might knowledge of a piece of technical data, device, vehi
call an ally by his real name instead of the one the cle, or starship that is discussed during the encounter.
Unexpected/Unintended Insult: Either the PC or NPC tion looks at ways to increase the drama of a discus
accidentally or unknowingly insults the other party. The sion, negotiation, or similar encounter.
insult might come in the form of a slight against one
The drama of a situation is naturally increased when
of the negotiator’s associates or an offhand comment
both sides have something important to lose or gain
that might not offend someone of the same political or
by the outcome. Striking a balance between some
cultural persuasion, but definitely insults one or more
thing that is important enough to add drama, but not
of the people involved in the conversation. Not every
quite enough to start a fight over, can be challenging.
PC may pick up or be offended by the insult, causing a
What is important to one character in one situation
range of reactions across the characters.
may not be important to another character or even
the same character in a different situation.
BEWARE THE INFORMATION DUMP! Prior to the scene, the GM should determine what the
PCs involved might find important. It could be an item,
iven the nature of roleplaying games, there
G are often times when a PC should know much
more about a given situation or subject than the
a person, a vehicle, a culture, or an ideal. Once selected,
the GM then works out how the NPC might view the
same thing. Even if the NPC isn’t particularly interested
player knows or could learn by playing out a in the selected subject, he might become interested to
scene. There is a natural temptation for the CM challenge, thwart, or simply irritate the PCs.
to simply explain the situation or describe the
Once the scene begins, the GM should encourage a
details for the character’s use. Unfortunately,
serious tone to the conversation and actions. Humor
this can lead to long narratives that leave the
isn’t banned, and in fact can add to the drama and
characters with little to do other than listen. A
tension when used well (see Using Humor in Social
better way is to divide up the information, so
Encounters on the next page). However, the NPCs
the characters can learn it from several sources,
should return to a serious tone after any attempts at
or refer to it over the course of the adventure.
humor. The more critical or important the situation,
This allows them to learn the information closer
the more serious the NPCs should act, and the more
to when they need it. Details that are described
responsive they should be.
too far from their point of usage often get lost
in a longer adventure or campaign. During the scene, the NPCs emotions should
usually be apparent.
Unless the characters
USING DRAMA happen to already be
established as unemo
IN SOCIAL tional, they should show
ENCOUNTERS their feelings on their sleeves
to help communicate their
While any encounter might responses. Emotional characters
include drama, specifically are generally more interesting
designing an encounter and give the PCs more oppor
to be dramatic without tunities to react and inter
resorting to combat * act appropriately.
or violence can take
some work. While
a dramatic social
encounter certainly
could lead to fight-
ing, and often does,
there is plenty of
excitement to be
hod without blaster
fire and light sad km M
( lashes This sec-
CONFLICT IS DRAMA Some extend beyond the social encounter and into
encounter design in general.
rama is derived from conflict. When setting
D up a social encounter, the CM should keep
in mind that most involve some sort of under
Droids: Droids are traditional and natural sources
of humor in Star Wars. Droids are created and pro
grammed to succeed at specific tasks. Any situation in
lying conflict. It might be as minor as drawing which they are attempting a task they are ill suited or
information out of a reluctant informant, but not programmed for means they are likely to struggle
sometimes, the two parties are bitter enemies and make mistakes. Droids with unexpected clever
with little reason to trust each other, let alone ness, such as R2-D2, also ramp up the humor as they
talk something out. CMs should determine the turn their limitations into unexpected assets. Mal
underlying reasons why there is conflict in a functioning droids also add to the humor, as they do
given scene or discussion, and use that under unexpected things or expected actions very poorly.
current to help drive NPC motivations and reac Some examples of droids providing humor are pre
tions to PC negotiating tactics and attitudes. sented here:
• Malfunctioning translator—perhaps the droid
USING HUMOR IN SOCIAL speaks every few words in an obscure, unknown
ENCOUNTERS language, suddenly forgets a language, uses the
wrong dialect, or gets stuck on an unbearable
Humor is among Star Wars' greatest traits. When used accent—or even switches between accents.
effectively, it adds great entertainment value at the • Personalities—Droids with over the top personali
gaming table. A lot of humor occurs naturally, with ties or personalities counter to their function, size,
players and characters exchanging quips or barbs at or abilities are often amusing. Examples include
each other's expense, or at the situation in general. arrogant protocol droids, medical droids afraid
Interaction between the CM and the players can have to conduct surgery, and overly aggressive mouse
equally amusing moments as their characters antago droids. Such personalities can go too far, so the
nize each other and build on each others’ comments. CM should be ready to rein them if it begins to
Creating a scene with a mix of humor and drama wear on players’ nerves.
requires careful pacing. This can be hard to achieve Malfunctions and other disruptions: A sudden
when the CM doesn't control every character in the mechanical malfunction at just the wrong moment can
encounter, unlike a movie scene or written story. How interject humor into many social encounters. While
ever, it is possible to plan some shifts between drama these can cause a variety of emotions and conditions,
and humor through pre-generated read aloud text, malfunctions that turn a bad situation into something
or for the CM to trigger certain events or comments impossibly worse are often good fun. Cascading mal
based on predetermined actions and expected dis functions—where one thing after another goes bad in
cussion points. Two common scenarios are: some related fashion—can ratchet up the humor and
• Build tension, build tension, build tension, drama of a situation at the same time. Continually
introduce unexpected humor, then suddenly failing lights or power, quirky computers, and glitchy
increase tension! holographic projectors are easy targets for creating
small moments of amusement and frustration.
• Build tension, build tension, then break tension
(with humor). Humorous species: Though bumbling Cungans are
not the norm for their species, any species’ physical
The CM should also determine when not to inten or cultural quirks can become the source of humor
tionally use humor. While he cannot keep the PCs from when combined with the need for negotiation and
interjecting their idea of fun into an encounter, dra discussion. Imagine an enormous Camorrean, famous
matic moments are usually best used without laugh for their dim-wittedness, trying to navigate the oddi
out loud humor. Some villains in the Star Wars movies ties of buying items from a quick witted Toydar-
share in the occasional amusing moment at their own ian with questionable goods. Jawas provide humor
expense, but most major villains do not—especially through their deeds (taking apart whatever they can
those using the dark side of the Force. Darth Vader get their hands on at any moment) and their nego
never laughs. When the Emperor laughs, it is strictly at tiations (when their trade goods suddenly fail or fall
his own cleverness and superiority, never at himself or apart at just the wrong moment). This pits extreme
at his own expense. Everyone else should be terrified differences of personality, cunning, culture, size, and
at the thing he finds so amusing. more against each other.
Creating situations for humor to blossom is very
challenging, as comedians or amusing storytellers can
attest. Below are a few suggestions that might help.
COLONIST CONTRACTS
nlike other careers, which have criminal or military Part 3: The PCs must return to the Chevin with the list
U backgrounds, Colonists contextualize their world
through civilian and corporate culture. As such, their
of demands and negotiate on the miners’ behalf. The
Chevin is shrewd and stingy, and sees no reason he
work is usually outlined in a written or verbal con shouldn’t stick with his slave labor. After convincing
tract. Colonists prefer contracts that create recurring the Chevin to make some concessions, the PCs must
payments and repeat business, but such work is rare take the counter-offer back to the miners. If all their
and the bidding for them is fierce. Most Colonists are demands are met, only a Simple Negotiation check is
forced to take side jobs performing a wide variety of required. For each demand not met, increase the diffi
tasks to stay solvent. culty of the check one step. If the negotiations fail, the
This section presents potential contracts and jobs miners resolve to take down the Chevin by force, and
for Colonists. A contract usually covers the time period if that fails, destroy the mine. The PCs must choose
of an entire adventure, though multiple smaller jobs whether to help the miners, the Chevin, or bow out
might take place within larger adventures. While these and let the two sides destroy each other.
contracts are designed for Colonists, other characters Twist: The mine itself is rich with a unique mate
may take supporting roles or participate as equals, rial used exclusively by an organization the party
depending on their backgrounds and goals. opposes, perhaps a metal unique to the Empire like
an element of quadanium steel, or an explosive used
PICKING AT SCABS by the Rebellion such as baradium. This means that at
least one person in the party should want to see the
The PCs are hired by a Chevin mining tycoon to mediate mine collapsed or otherwise shut down.
a settlement with his disgruntled employees. The min
ers went on strike, and when the Chevin replaced them SPLITTING HEIRS
with independent labor, the miners turned violent and
barricaded themselves inside the mine. The miners are The Party is hired to locate a missing teenaged heir
threatening to collapse the mine if their demands aren’t to House Demici on Serenno. The boy’s recently wid
met The PCs must enter the mine and hear the workers owed father suspects his rivals, House Nalju, though
out to reach a settlement. he tends to suspect them of everything. During their
Part 1: The PCs are visiting or operating in the area investigation in Nalju territory, the party is captured
when they are contacted by a desperate wife of the and accused of espionage, but learn House Nalju is
mine foreman. She has taken up a collection from all not responsible for the boy’s disappearance. A raid by
the miners’ families, and hopes the PCs can talk sense Noble Guards wearing House Demici colors ends with
into her spouse and the owner. While she knows it the abduction of the heir to House Nalju, leaving the
isn’t much, she suggests the Chevin owner should at PCs to figure out what is going on and put a stop to it.
least match her offer. Once the PCs finalize their con Part 1: The PCs are contacted by the leader of House
tract with the Chevin as independent mediators, they Demici to locate his missing son and only heir. After
can go to the mine. negotiating their compensation, the PCs can search
Part 2: The mine shaft is bored directly into the side the boy’s chambers and talk to his educators, chefs,
of a mountain. Next to the mountain is an abandoned and servants to gain perspective on the missing boy
staging area littered with heavy machinery and even a and his possible whereabouts. The party learns he
couple bodies of miners and strikebreakers. Evidence set out to hunt split-tail dorsalope with a dozen of his
of a bloody, close-fought battle is all over the site; Noble Guard. The path leads toward House Nalju ter
blood-soaked picks, shovels, and drills lay next to the ritory, which confirms Count Demici’s suspicions.
corpses. The main entrance is guarded by a pair of min Part 2: While following the trail, the party is captured
ers sporting blaster rifles, and the turbolift is disabled and brought to a House Nalju encampment. The
at the bottom of the shaft. The PCs must convince the camp is led by the teenaged heir of Count Nalju. He
guards to call the lift, then meet with the leader of the claims to be investigating a sighting of House Demici
strike-turned-lock-in, and hear his demands. The min Noble Guard, but has yet to find anything. Young
ers are demanding better pay, fewer hours, better job Nalju says he would gladly escort the young lord
security, better working conditions, better protective home if he found him, in order to avoid war between
gear, and pardons for the accidental death of any of their houses. Depending on the actions of the party,
the scab workers who tried to take over the work site. Nalju tells the PCs they are to be taken to his father
They also oppose the use of slave labor, which is where for questioning or escorted back to Demici territory
the Chevin got his replacement workforce. in the morning. Either way, in the middle of the night,
the camp is attacked by House Demici Noble Guards is a potential suspect except the PCs. The sheriff and
men. In the ensuing battle, the party witnesses the governor lock down the mansion and ask the party
heir to House Nalju being stunned and dragged off to lead the investigation.
into the forest.
Part 1: The PCs are contacted by the campaign
Part 3: The PCs must sneak after the manager Vil Kargaims to put on a performance dur
kidnappers. They can follow the ing a re-election campaign rally at the governor’s
trail several days on foot to a can mansion during Fete Week. After negotiating a fee
yon. Inside, guards from both and any other concessions, the PCs are given early
houses are working together. access to the grounds to rehearse. At the mansion,
The party can surrender, fight, the party meets several influential members of the
or sneak past the guards. Once colony, including the Governor, his top aides, the sher
inside, they discover the two iff, rancher barons, and other influential locals. They
heirs have allied to drive their also meet a supporter the campaign staffers call "Big
houses to war. They plan to kill Bantha," thanks to his massive campaign donations
their fathers during the confu in past elections. He is a die-hard fan of any Perform
sion and take over their respec ers in the party, and Kargaims hopes to impress him
tive houses. After a brief arms enough that he donates big credits this year. The per
race, the two young heirs could formance can be heard throughout the building, but is
unite their houses and interrupted by sounds of blaster fire. Moments later,
dominate Serenno. the party learns that Vil Kargaims was just murdered.
Part 2: The mansion is immediately locked down by
private security under direction of the sheriff. Unfor
tunately, the sheriff can’t account for her whereabouts
during the murder, claiming she was in the refresher.
Since everyone was able to hear the rehearsal at the
time of the murder, only the PCs are above suspi
The PCs can
cion. With the sheriff recused from the investigation
try to convince
because she is a potential suspect, the governor dep
the boys to sur
utizes the party to carry out the investigation. Ques
render, fight them to
tioning all the potential witnesses eventually leads the
a standoff, or simply
party to discover the following information:
escape to get word to
their fathers. How • The governor had an affair with a junior aide,
ever, convincing the which Kargaims discovered.
Counts of their sons’ • Kargaims was a notoriously bad sabacc player,
treachery should prove and owed credits all over town, including a large
difficult without indisput sum to a rancher.
able evidence.
• When not on the campaign, Kargaims was a
Twist: Count Demici is in barrister, and recently condemned a woman to
possession of an item or abil death over a speeder crash fatality. The woman's
ity to help alleviate the Obliga husband is on the catering staff.
tion of a party member.
• “ Big Bantha” is a friend and supporter of the
governor, but a deeper look reveals that many
POLITICAL of the policies the governor is currently pushing
PARTY jeopardize “ Big Bantha’s” stranglehold over the
local markets. Chief among these plans is a trade
The PCs are hired by a senior politi agreement with a neighboring system.
cal aide named Vil Kargaims to per
Part 3: The PCs must go over their evidence and
form at a Fete Week celebration. The
decide who is responsible for Kargaims’ murder. The
event doubles as a re-election cam
conclusion the PCs are most encouraged to reach
paign for the leader of a small colony
is to blame the condemned woman’s husband, who
world, and as such includes dozens of
then claims the governor put him up to it to cover up
campaign staff and supporters during
his affair. The truth is that “Big Bantha" conspired to
the planning. There is an unnamed air
have the husband take the fall so the governor will
of tension to the preparations that
lose the election. His opponent is against the trade
comes to a head when Vil Kargaims is
agreement. “ Big Bantha” promised the husband that
murdered. Everyone on the property
the new governor would pardon him and his wife. The try to bluff, bully, or negotiate their way to an audience
PCs must decide how much discretion to exercise, as with their leader. The party should try to convince the
evidence of the affair has a good chance of dashing bikers to move on, but they seem itching for a fight.
the governor’s re-election hopes as completely as Fortunately, the gang seems unaware of the potential
allegations of a murder conspiracy. fortune in gems and minerals within the caves.
Twist: A party member owes obligation or has some Part 2: Depending on how the PCs dealt with the
sort of background tie to “Big Bantha." He uses lever gang, they either have control of the homestead
age on the party member to make sure the bereaved or are forced to sneak past the bikers to the caves.
husband and the governor's affair with his intern are Either way, exploration of the cave system is danger
both discovered and tied to the slain campaign man ous; Scholars and Doctors should recognize some
ager as motives. hazards, including deadly spores, sinkholes, and
insect life. Navigation of the cave system is likewise
FRONTIER CLAIM complicated, requiring spelunking equipment or
repulsorpack assistance. Despite the dangers, if the
One of the PCs is granted a parcel of land for a reason PCs press on, they should be allowed to discover a
that makes sense within the context of the campaign. lode of rich minerals or gemstones they can sample
The land includes a cave system supposedly rich with to have tested in town a few hundred kilometers away.
minerals and gems, though its location carries some Part 3: Upon exiting the caves, the PCs run into the
inherent dangers. Unfortunately, upon arrival, the swoop gang, this time with a more aggressive leader.
party discovers the land and the buildings on it have The swoop gang followed the PCs after their previous
been overrun by a squatting swoop gang. encounter. If the party destroyed the gang with no sur
Part 1: The PCs receive a message about their inheri vivors, then it is instead a rival gang. The bikers seem
tance. Upon their arrival at the inherited parcel of land, intent on eliminating the party and claiming the gems
the party finds well over two dozen swoop bikers and a for themselves, and are unlikely to allow much negotia
dozen hangers-on scattered across the property. They tion. The gems are quite valuable, worth tens of thou
have broken in and ransacked the buildings, and have sands of credits (or able to pay off 5-10 Obligation).
been squatting there for weeks, turning the rustic home Twist: The swoop gang leader is somehow related to
stead into something closely resembling the scene of the character who inherited the homestead, or at least
a high-speed podracing crash. Upon discovery of the to the person who bequeathed it. He would seem to
party, the gang members turn hostile, but the PCs can have a legitimate, almost equal claim to the property.
COLONIST CAMPAIGNS
his section contains ideas and advice for conduct ries, workshops, power generators, water treatment
T ing socially focused campaigns for Colonists. Unlike
campaigns centered on other careers, Colonist cam
facilities, and a chow hall that is part cafeteria and
part lounge. As the homesteads grow, children and
paigns favor social challenges over the heavy use of favored hands are often granted small parcels of land
combat or other skill types. These campaigns might to tend as their own. These families may even pur
depend on the party to direct a colonization effort, chase the land outright, forming homesteads of their
help a struggling colony, or follow the story of a par own. Eventually, this may create a true community.
ticular group of settlers. PCs can even build their own
The second key component to successful colonies is
homestead from scratch, then watch it grow in size
a business. Once several homesteads have grown large
and complexity until its influence rivals that of any
or close enough to form a community, businesses crop
land baron in the sector.
up to meet their needs. These businesses tend to be
small and self-sufficient; with the first tending to a broad
COLONIST BASE OF spectrum of customer needs (general stores) and later
OPERATIONS RULES businesses focusing on a particular area of commerce.
DARKLIGHTER ESTATE
uff Darklighter, father of rebel hero Biggs Dark- and even nomadic bands of Tusken Raiders and
H lighter, manages the most powerful homestead
on Tatooine. the Darklighter Estate. Sprawling
Jawas long before they arrive. That no disaster
has arrived unannounced has been the differ
across over a thousand square kilometers and ence between zero losses and financial ruin more
located just southwest of Anchorhead, the home than once for the Darklighters.
stead primarily deals in hydroponic farming. The
Like many homesteads on Tatooine, most of the
estate also includes dozens of moisture farms run
Darklighter Estate is underground, with a large,
by sharecroppers, which allows the Darklighters to
open-air courtyard. There are upwards of four
acquire water for their hydroponic farms at cost.
dozen hands and family members on the estate
Huff is always looking to expand his operations,
at any given time, and including sharecroppers,
and currently has his eyes on the Lars Homestead,
Huff has well over one hundred able-bodied
which borders his territory.
beings under his care. The Darklighter patriarch
One of the biggest advantages the Darklighter takes pride in his reputation for throwing lavish
Estate holds over other homesteads on Tatoo feasts, where all his hands leave full and con
ine is its ownership of a weather satellite dedi tented. It is a saying amongst moisture farmers
cated to monitoring its region. This orbital assis that on Tatooine, only Jabba’s rancor eats better
tant allows Huff to detect incoming sandstorms than those on the Darklighter Estate.
BASE OF OPERATIONS OBLIGATION THE COLONIST BASE OF
he Obligation earned when improving a
OPERATIONS
T base of operations is group Obligation,
which means it is Obligation belonging to all
When the base of operations is first purchased, the
party gains the basic base of operations. The base of
the Player Characters in the party. This means operations also has a series of upgrades the party can
that when this Obligation triggers, each PC suf purchase for additional credits or Obligation. Each
fers the effects of his Obligation triggering. additional Obligation increases the magnitude of the
Generally, when the base of operations Obli original Obligation taken to pay for the base of opera
gation triggers, the narrative events should tions, instead of becoming a “ new” Obligation.
relate to the base of operations. This could be The upgrades are presented on Table 3 -4 :
as simple as unexpected bills or an afternoon Homestead Upgrades and Table 3 -5 : Business
of repairing moisture vaporators on the South Upgrades. Each upgrade has a description of the
Ridge. Alternatively, it could involve a rampag upgrade, and a cost in credits or Obligation (the play
ing gundark breaking into the pastureland or a ers select how they would like to pay for the upgrade
rival mining baron deciding to execute a hos when they select it). These upgrades may be pur
tile takeover of the PCs’ land. The GM is free chased in any order at the beginning of any session,
to make the narrative effects of the Obligation as long as the GM says the purchase makes narra
triggering minimally invasive, if it would dis tive sense (purchasing a new garage while the party
tract from an important ongoing plotline, or an is in the midst of a protracted combat with bandits
unexpected and major issue for the PCs to deal wouldn’t make sense, for example, since the garage
with immediately and personally. may take a week or two of uninterrupted work to
One possibility the GM can keep in mind is that build). If it makes sense that the upgrade would take
a prominent upgrade for a base of operations time to install, or involve adding a new NPC to the
is profits for the PCs. If the base of operation’s base of operation, the GM handles this narratively.
Obligations triggers (and particularly if it rolls
doubles), the GM might decrease the amount HOMESTEAD
of money the PCs make off their base of opera
tions that month due to the unexpected costs To start a homestead, the party chooses the location
or slumping profits. where they would like the build the homestead and a
core function they would like to serve: ranching, farm
ing, mining, or something similar. Ranches focus on rais
nesses instead select an entertainment venue, a retail
ing animals for pets, food, or labor. Farms grow crops
store, ora service shop. In both cases, the chosen focus
for food or industrial purposes. Mines extract natural
determines a specific skill that becomes a career skill
resources from the environment. The particular animal,
for all party members (representing their familiarity
crop, or resource can be determined by the players and
with the type of work the homestead focuses on). The
the GM. The party might have a nerf ranch on Delaya, a
party can then spend credits or undertake additional
hydroponic farm on Tatooine, or a tibanna gas mine on
group Obligation to improve their base of operations.
Bespin. It is also possible to use the homestead rules to
The various abilities can provide a steady stream of
represent a small commercial space station run by the
credits for players, or make new resources or services
party. In this case, the station usually sells consumables,
available to the party between adventures.
repairs, and entertainment to passing ships (although
The headquarters can be more than just a mechani this could also be considered a business, its self-suffi
cal benefit to the party. Many improvements add an ciency makes the homestead rules more appropriate).
NPC to the base of operations that the party can get
Basic Homestead: The basic homestead includes a
to know between adventures. These NPCs can then
main house, kitchen, power generator, water well, and
be used to help kickstart new adventures and encoun
a living quarters. It also attracts one NPC employee
ters. Perhaps the children of the homestead’s mining
per party member, and includes an area up to ten
foreman have gone missing, and the PCs must form a
square kilometers that is suitable for the selected
search party to locate them. A regular customer at the
focus of the homestead. In the case of a space sta
party’s cantina was mugged after leaving the previous
tion, it includes a hangar bay as well as quarters for
evening, and it is up to the party to investigate and
the crew, and instead of ten square kilometers, it has
make sure their patrons are safe. A customer brings
accommodations for ten visitors and two docking
in a blasted-up droid into the party’s droid shop, but
tubes that can connect to visiting spacecraft.
during repairs, the party discovers the details of a plan
to begin spice refining and distribution near town. Basic Homestead Cost: 50,000 credits and 5 Obli
gation. These costs are waived if the homestead is
selected in lieu of a ship at character creation.
TABLE 3 -4: HOMESTEAD UPG RAD ES
The hom estead’s security improves, better protecting the people within. When this
upgrade is purchased, select one of the following:
• All buildings (or doors within the space station) gain electronic locks that can only
be broken with a H ard ( ^ ^ ^ ) C o m p u te rs check
• The homestead gains a security droid (See E d g e of the E m p ir e Core Rulebook page 412). 10,000 credits or
Improve Security
+ 2 Obligation
• The homestead gains reinforced fences around the main buildings, o r if it is a space
station, it gains shields granting it defense 1.
• The homestead gains security cameras that can be accessed from a central control room.
This upgrade may be purchased two additional times, each tim e selecting a different
option.
The homestead includes an NPC ally who can help the party with certain tasks. This may
be an employee of the party, or a wandering merchant or doctor who decides to settle at
the homestead for a time. When this upgrade is selected, choose one of the following:
• A NPC merchant who can obtain items (some of dubious legal value) for the party.
The merchant has a Presence of 3, Cunning of 3, 2 ranks in Negotiation, and 2
ranks in Streetwise. He can obtain and sell any legal or Restricted item with a m odi
fied rarity of 5 or lower to the party.
• An NPC doctor who can heal characters on the homestead and treat ailments. The
doctor has an Intellect of 3 and 2 ranks in Medicine. He has medical supplies allow
ing him to perform Medicine checks w ithout penalty.
2 ,0 0 0 credits or
NPC Ally • An NPC mechanic who can repair items, droids, and starships and vehicles. The +1 Obligation
mechanic has an Intellect of 3, 2 ranks in Mechanics, and 2 ranks in Computers. He
has a tool kit allowing him to perform Mechanics checks without penalty.
• An NPC pilot who can pilot ground or space vehicles for the party. The pilot has an
A gility of 3. an Intellect of 2 and 2 ranks in Piloting (Planetary), 2 ranks in Piloting
(Space), and 2 ranks in Astrogation.
If the CM needs a full profile for these NPCs, he should assume they have a 2 in all other
characteristics, 1 rank in the party career skill determined by the homestead (unless it
would be higher due to their selected profile), and no ranks in any additional skills.
This upgrade may be taken three additional times, with a different NPC being chosen
each time.
The homestead includes a garage where mechanics can make repairs on vehicles
and droids. The garage includes a full set of mechanic’s tools (allowing characters to
perform Mechanics checks to heal droids or repair starships w ithout penalty), and an 5 ,0 0 0 credits or
Mechanic's Garage oil bath for droids. When used to repair starships or vehicles, the character repairs 2 + 3 Obligation
additional hull trauma or 2 additional system strain on a successful check.
This upgrade can only be taken once.
The homestead includes a landing bay able to hold starships or vehicles. This may be
an open landing bay, an enclosed hanger, or a pressured docking bay with a mag-con
field for a space station.
The landing bay holds a num ber of vehicles with a com bined silhouette of 15, with no 3 ,0 0 0 credits or
Landing Bay
single vehicle larger than silhouette 5. +1 Obligation
This upgrade may be taken up to two additional times. If taken additional times, this
can either represent additional landing bays, or increase the com bined silhouette lim it
of the original bay by 15 (although the maximum vehicle size remains at silhouette 5).
Party Career Skill: The party must select
one homestead focus. The focus determines
the career skill granted to the entire party:
Farm (Resilience), Ranch (Survival), Mine (Ath
letics), Space Station (Piloting [Space]). Each
character in the party counts this skill as a
career skill.
BUSINESS
The business's security improves, be tter protecting the people within. When this
upgrade is purchased, select one of the following:
• The business’s doors, windows, and outbuildings gain electronic locks that can only
be broken with an Hard Computers check
• The business gains a security droid (See E d g e of th e E m p ir e Core Rulebook page 412).
10,000 credits or
Improve Security
• The business’s main buildings are constructed of heavily reinforced materials, giv + 2 Obligation
ing it an arm or value of 2 (weapons unable to do more than 2 planetary scale dam
age cannot damage the buildings).
• The business gains security cameras that can be accessed from a central control room.
This upgrade may be purchased three additional times, each tim e selecting a
different option.
The business increases its ability to obtain hard to find items relating to the business’s focus.
When attem pting to find an item that relates to the business (how this applies exactly 2,0 0 0 credits or
Special Orders
is up to the GM), the item ’s rarity decreases by 2 (in addition to other modifiers). + 1 Obligation
This upgrade can only be purchased once.
The business gains the ab ility to purchase items in bulk with a discount.
When purchasing bulk orders of legal items tha t have a modified rarity of 4 or lower,
the total price decreases by 10 percent. The am ount constituting a "bulk order” is up 1.000 credits or
Wholesale Prices
to the GM, but should be at least 10 large items such as speeder bikes or portable +1 Obligation
entertainm ent systems, or 100 small items such as pre-packaged meals or comlinks.
This upgrade can only be purchased once.
The business gains a specialized license, allowing it to conduct activity that may
norm ally be restricted, licensed, or illegal. The nature of this license depends on the
Specialized 2 ,5 0 0 credits or
business and the world the business is located on (as not all worlds find the same
License + 2 Obligation
activities illegal), but it could include selling Restricted items, weapons, or armor,
running a casino, or operating a private security force or mercenary o u tfit
On the other hand, the GM can weave the PCs’ If the CM wants to account for location when
jobs into the ongoing narrative. This may not work determining pay rates, he should increase the
for some jobs, however other jobs lend themselves to pay rate for jobs on a Core World by 20 per
entertaining and interesting plots. For example, if the cent and can decrease the pay rate for jobs on
PCs are working as the mayor, sheriff, and doctor of a an Outer Rim (or other uncivilized planet) by
20 percent.
small town, they could have plenty of adventures just
keeping the small town prosperous and safe; fighting If the CM wants to account for living expenses,
off bandit attacks, surviving dangerous storms, nego he can also deduct 25 percent of the PCs’ pay
tiating with the local Imperial garrison, and driving rate to go toward food, living quarters, and so
off local predators. Plenty of police procedurals, doc forth. This is easier than trying to track individual
tor dramas, and other episodic television shows use expenses, although if the PC in question is liv
the formula of the characters being confronted with ing particularly frugally or extravagantly, the CM
extraordinary circumstances in their everyday jobs. can adjust this percentage as he sees fit.
TABLE 3-6: COLONIST PAY SCALE
Job lob Description Duration Pay in Credits
Small Town
A lawman who protects a small town with a handful of deputies. M onthly salary 2 ,0 0 0 -3 ,0 0 0
Sheriff
Police A lawman who protects a small city, with dozens to hundreds of men
M onthly salary 3 ,0 0 0 -5 ,0 0 0
Commissioner working underneath him.
Deputy A low-ranking deputy in either a small town or a larger city. M onthly salary 7 5 0 -1 ,2 0 0
Detective A detective serving in a public constabulary o r police departm ent. M onthly salary 2 ,0 0 0 -2 ,5 0 0
Mechanic A mechanic working in a small repair business for vehicles and items M onthly salary 1,0 00-2,00 0
Town Doctor A doctor providing treatm ent of injuries or illness to a small town. House call 100-300
Single Live entertainm ent for a single evening by jugglers, acrobats, artists, Single event,
5 0 0 -7 5 0
Performance musicians, puppeteers, actors, or comedians. group rate
Weekly salary,
Cantina Band Live mood music for a cantina or restaurant, with a long term contract. 1,0 00-1,50 0
group rate
Street Tips earned by jugglers, acrobats, artists, musicians, puppeteers, actors, One day's
25 -75
Performer or comedians. worth of tips
Lecturer Teaching students a particular topic in an institute of higher learning. M onthly salary 1,5 00-3,00 0
M ayor or The political leader of a small town or community. The mayor can be
M onthly salary 2 ,0 0 0 -3 ,0 0 0
Councilor expected to handle any num ber of administrative tasks.
On the edges of the goloxy, limitless possibilities unfold. With the vistas of new
horizons reflected in their eyes. Colonists set out to create societies through hope,
perseverance, and hard work. However, even on the fringe galactic turmoil can
upend their new lives, forcing Colonists to put their shills to different uses..
Forge new civilizations amongst the wilds of the Outer Run with Far H orizons
This rulebook expands upon the Edge of the Empire R oleplayinc G a m e , adding
new content for Colonist characters as well as any other characters interested
in building new lives for themselves. Construct a personal base of operations,
become the hottest name in galactic entertainment, or enforce justice with a
cool eye and steady hand.
This supplemental rulebook includes:
• Expanded character options including Motivations, Obligations, species
and specializations.
• New signature abilities that allow Colonists to excel in their chosen profession
• Equipment arid vehicles, valuable for nearly any venture.
• Useful guidance for CMs looking to challenge their players with interesting
social encounters and to integrate Colonist characters into larger campaigns.
Environmental conditions significantly impact the longevity of a colony. Harsh environments can impede success by limiting resource availability, increasing survival challenges, and necessitating greater adaptation and resilience from colonists. Adverse conditions often require advanced planning, technology, and innovation to address these hurdles. Failure to adequately prepare for environmental challenges can lead to the decline or abandonment of the colony .
The document suggests that effective coordination among colonists is essential for the success of a colony. This includes establishing systems of governance, law and order, and a functioning economy. Colonists often follow a template from their homeworlds or attempt to create an ideal society, but coordination and collaboration in implementing these systems are critical for their growth into successful civilizations .
A colony may rely heavily on favors as the individuals within it depend on mutual cooperation more than trading with formal currency due to the small population and availability of limited resources. This reliance indicates an early development stage where traditional economic systems are not yet established or are still underdeveloped. Favors ensure necessary work gets done and resources are shared based on communal support and trust .
The character creation process in "Edge of the Empire" encourages players to develop multifaceted Colonist characters by prompting them to consider diverse backgrounds and histories. Players are guided to explore characters' motivations, past experiences, skills, and aspirations, allowing for the creation of three-dimensional characters whose stories and personal developments are influenced by their individuality and complexity .
Colonists attempting to escape governing bodies like the Empire face challenges such as the need to find remote and secure locations to avoid detection, maintaining secrecy to protect individuals from being discovered, and managing limited resources without support from established authorities. Furthermore, they must contend with the constant threat of being pursued, which requires vigilance and strategic planning for continued anonymity and safety .
Professional characters like doctors and engineers play indispensable roles by providing essential services that contribute to the health, survival, and development of both new and established colonies. They address medical needs, ensure infrastructure is built and maintained, and enhance the colony's quality of life and sustainability. Their expertise is crucial in establishing a foundation for the colony's growth and stability, ensuring it can thrive over time .
Colonists come from diverse backgrounds, ranging from escaping oppressive environments to seeking new opportunities. This diversity affects how they integrate into new worlds. Their past experiences, skills, and motivations—whether they are driven by need, personal aspirations, or ideologies—play a role in how they adapt and contribute to the new colony's development .
In a newly established colony, a doctor plays a crucial role, as they are often the sole healthcare provider responsible for the entire community's well-being. This role presents challenges, such as the inability to leave the colony even temporarily due to potential preventable deaths occurring in their absence. The doctor’s presence is vital for the colony's survival, and they must work with limited resources and support while facing high community dependence .
Colonization for ideological purposes often leads to establishing colonies in challenging environments, as these groups seek to create an ideal society distinct from their homeworlds. The implications include encountering significant hardships due to inadequate resources and support, which can lead to higher risks of failure. Furthermore, the harsh conditions test their resilience and commitment to the ideology, often defining the colony’s initial and future success or demise .
In the colonist context, distraction is used as a tactical maneuver to shift an adversary’s focus away from allies by distracting them, which can be a crucial survival technique. This is significant as employing these maneuvers can reduce the threat to vulnerable colonists, thereby protecting non-combatant colonists and allowing for more strategic responses to threats, which is vital in maintaining colony safety and integrity .