TEXT: UNDER A  
  BLACK SUN
  ®
  ®
  TM
  TM
  
  Credits
  LuCas LiCensing
  Director of Publishing
  Carol Roeder
  senior eDitor
  Jennifer Heddle
  Manager of the 
  holocron
  Leland Chee
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  © 2013 Lucasfilm Ltd. & ® or TM where indicated. All rights reserved. Used under authorization. Fantasy Flight Games and the 
  FFG Logo are registered trademarks of Fantasy Flight Publishing, Inc.
  Product Code: SWEP01           Print ID: 1733JUN13
  For more information about the Star Wars: EdgE of thE EmpirE line, free downloads,  
  answers to rule queries, or just to pass on greetings, visit us online at
  www.FantasyFlightGames.com
  leaD ProDucer
  Katrina Ostrander
  Writing anD DeveloPMent
  Jeff Hall
  eDiting anD ProofreaDing
  Michele Carter, Christine Crabb, and Mark Pollard
  Managing rPg ProDucer
  Chris Gerber
  gaMe line graPhic Design
  EDGE Studio, David Ardila, and Chris Beck
  graPhic Design
  Shaun Boyke
  graPhic Design Manager
  Brian Schomburg
  cover art
  Scott Schomburg and Mark Molnar
  interior art
  Jacob Atienza, Ryan Barger, Caravan Studio,  
  Christina Davis, Tony Foti, Tom Garden, David Kegg,  
  Adam Lane, Ralph McQuarrie, Jacob Murray,  
  Matthew Starbuck, Christer Wibert,  
  and the Lucasfilm art archives
  Managing art Director
  Andrew Navaro
  art Direction
  Zoë Robinson
  ProDuction ManageMent
  Eric Knight
  licensing & DeveloPMent 
  coorDinator
  Deb Beck
  executive gaMe Designer
  Corey Konieczka
  executive ProDucer
  Michael Hurley
  Publisher
  Christian T. Petersen
  Playtesters
  Samuel Bailey, Max Brooke, Nathan Hajek, Will 
  Herrmann, Erik Dahlman, Mark O’Connor, Mercedes 
  Opheim, Wade Piche, Ariel Dominelli, Matt Newman, 
  Zach Tewalthomas, Nikki Valens, Tad Runkle, Bowie 
  W. Sessions, John Wheeler, Mat Williams, Lynn Wloszek,  
  Michael “Memnoth” Ledbetter, Michelle “Minniyar” 
  Ledbetter, Jeremy Goslin, Anthony “Dub” Winslett, 
  Devon “Kover” Young, Sterling Hershey, Mark Warren
  
  What is eDge of the eMPire?
  T
  he EdgE of thE EmpirE Roleplaying Game focuses on 
  the grim and gritty portions of the Star Wars uni-
  verse. Characters exist in places where morality is gray 
  and nothing is certain, living on the fringes of both the 
  galaxy and its society. In an EdgE of thE EmpirE cam-
  paign, bounty hunters, smugglers, mercenaries, and 
  explorers not only rub elbows with doctors, politicians, 
  and scholars, but also find themselves thrust into ad-
  ventures together with them.
  During these adventures, characters find themselves 
  facing any number of challenges, from repairing their 
  damaged starship or slicing their way past a security 
  panel to exchanging blaster fire with hired guns out to 
  collect a bounty. Characters must rely on their innate 
  abilities, acquired skills, and special talents to survive.
  EdgE of thE EmpirE takes place during the Rebellion, 
  after the Battle of Yavin but before the Battle of Hoth. 
  The Empire has just suffered its first major setback but 
  still menaces the galaxy, pursuing Rebels everywhere. 
  Against this backdrop of civil war, scum and villains go 
  about their business, taking advantage of Rebels and 
  Imperials alike to scrape by or get ahead.
  Play coMPonents
  In order to play the Free RPG Day adventure, UndEr a 
  Black SUn, you will need at least one set of Star Wars: 
  EdgE of thE EmpirE dice. You may download the Star 
  Wars Dice app for your iOS or Android device, pur-
  chase Star Wars: EdgE of thE EmpirE Roleplay Dice 
  or the BEginnEr Box from retailers, or use the conver-
  sion chart below (Table 1–1: Standard to Task Dice 
  Conversion). Additionally, you will need eight coins or 
  double-sided tokens to represent light and dark side 
  Destiny Points (detailed on page 11).
  Pre-generateD 
  characters
  The four sample Player Characters (PCs) on pages 14 
  through 17 were specifically designed for the UndEr a 
  Black SUn adventure, which begins on page 18 of 
  this booklet. This adventure can accommodate larger 
  groups by using additional Scoundrel or Trader PCs, or by 
  downloading the supplemental characters available at  
  www.FantasyFlightGames.com.
  Table 1–1: STandard To TaSk dice converSion
  die Type
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  Boost die (d6)
  Blank
  Blank
  ≥
  ≥≤
  ≤≤
  ≤
  Setback die (d6)
  Blank
  Blank
  ∂
  ∂
  ∑
  ∑
  Ability die (d8)
  Blank
  ≥
  ≥
  ≥≥
  ≤
  ≤
  ≥≤
  ≤≤
  Difficulty die (d8)
  Blank
  ∂
  ∂∂
  ∑
  ∑
  ∑
  ∑∑
  ∂∑
  Proficiency die (d12)
  Blank
  ≥
  ≥
  ≥≥
  ≥≥
  ≤
  ≥≤
  ≥≤
  ≥≤
  ≤≤
  ≤≤
  ±
  Challenge die (d12)
  Blank
  ∂
  ∂
  ∂∂
  ∂∂
  ∑
  ∑
  ∂∑
  ∂∑
  ∑∑
  ∑∑
  µ
  Force die (d12)
  ∏
  ∏
  ∏
  ∏
  ∏
  ∏
  ∏ ∏
  ∏
  ∏
  ∏ ∏
  ∏ ∏
  ∏ ∏
  
  4
  under a black sun
  RULES SUMMARY
  rules suMMary
  T
  he following pages contain an abridged set of the rules 
  found in the EdgE of thE EmpirE Core Rulebook, includ-
  ing all of the skills and mechanics needed to play through 
  UndEr a Black SUn (starting on page 18).
  the core Mechanic
  The core mechanic of the game revolves around the skill 
  check. The skill check determines whether specific actions 
  performed by characters succeed or fail, as well as any 
  consequences that may accompany that success or failure.
  1. The player rolls a pool of dice for the skill being 
  tested, along with the dice corresponding to the 
  difficulty of the task, plus any situational dice.
  2. Cancel out all the opposed symbols. If at least one net 
  Success symbol ≥ remains, the task succeeds.
  3. Uncanceled Threat ∑ or Advantage ≤ influence 
  the overall success or failure with positive or nega-
  tive consequences or side effects.
  the Dice
  When a character makes a skill check, the dice allow him 
  to quickly determine success or failure, as well as magni-
  tude and narrative implications. Beside each skill on the 
  character sheet is a series of icons representing the dice 
  pool, such as π π º. Below is the key to understanding 
  those icons and the dice they represent.
  ability Dice π
  Ability dice form the basis of most dice 
  pools rolled by the players. They represent 
  the character’s innate ability and charac-
  teristics when attempting a skill check.
  Proficiency Dice º
  Proficiency dice stand for the character’s 
  training and experience, and represent 
  how skillful he is at the task at hand.
  boost Dice ∫
  Boost dice are added for positive situ-
  ational conditions such as having allied 
  assistance, ample time, or the right equip-
  ment to complete a task.
  Difficulty Dice π
  Difficulty dice represent the inherent chal-
  lenge or complexity of a particular task a 
  character is attempting.
  challenge Dice º
  Challenge dice indicate particularly daunt-
  ing challenges posed by trained, elite, or 
  prepared opponents.
  setback Dice ∫
  Setback dice are often used to represent 
  relatively minor effects that impair or hin-
  der a character, such as poor lighting, ob-
  structive terrain, or insufficient resources.
  force Dice º 
  Force dice represent the light and dark sides 
  of the Force. In dice pools, they are gener-
  ally used only for characters with Force 
  Sensitivity or under special circumstances 
  such as the sabacc rules on page 27.
  ten-siDeD Dice
  d100: Percentile rolls are used to generate 
  numbers for finding results on tables, such 
  as the severity of a Critical Injury effect.
  Dice syMbols & results
  The dice used in EdgE of thE EmpirE feature a number of 
  unique symbols used to determine success and failure as 
  well as additional context and consequences during task 
  resolution. These symbols allow the players to directly 
  contribute to the story, generating memorable details and 
  describing cinematic actions over the course of their ad-
  ventures. Below are the definitions of the different sym-
  bols, with descriptions of how they may be used in play.
  aDvantage ≤
  Advantage ≤ indicates a positive consequence or side 
  effect that occurs regardless of a task’s success or fail-
  ure, such as slicing a computer in far less time than an-
  ticipated or finding an opening during a firefight to duck 
  back into cover. Players typically decide how they want 
  to spend Advantage ≤ they generate. Each Advan-
  tage ≤ is canceled by one Threat ∑.
  success ≥
  If at least one Success ≥ remains after all cancella-
  tions have been made, the skill check succeeds. The 
  more Success ≥ symbols remain, the greater the 
  magnitude of the success. During a combat check, 
  each extra success generates one extra damage. Each 
  Success ≥ is canceled by one Failure ∂.
  
  5
  under a black sun
  RULES SUMMARY
  triuMPh ±
  A Triumph ± counts as one Success ≥ symbol. In addition, 
  it indicates a spectacularly positive consequence or side ef-
  fect that occurs regardless of the task’s success or failure, 
  such as a Critical Injury with a successful combat check. 
  threat ∑
  Threat ∑ indicates negative consequences or side effects 
  that occur regardless of a task’s success or failure, e.g., tak-
  ing longer to slice a computer terminal or leaving an open-
  ing in a firefight that allows an enemy to duck into cover. 
  The GM decides how to spend Threat ∑ generated by the 
  PCs. Each Threat ∑ is canceled by one Advantage ≤.
  failure ∂
  Each Failure ∂ cancels one Success ≥. Multiple 
  net Failure ∂ symbols do not influence the magni-
  tude of the failure.
  DesPair µ
  Despair µ counts as one Failure ∂ symbol, in addition 
  to a spectacularly negative consequence that occurs re-
  gardless of the task’s success or failure.
  Difficulty
  The player adds a number of Difficulty dice π to his dice 
  pool according to the difficulty of the task he is attempt-
  ing, at the discretion of the Game Master. In addition to 
  the six different levels of complexity shown here, GMs 
  should remember to add Boost dice ∫ and Setback dice 
  ∫ for additional bonuses and complications arising from 
  the environment or circumstances. GMs can also upgrade 
  Difficulty dice π into Challenge dice º to denote skilled 
  opponents or when Despair µ should be a possibility.
  siMPle tasks (-)
  Routine tasks for which the outcome is rarely in question. 
  Usually not rolled unless the GM wishes to determine Ini-
  tiative (see page 8), know the possible magnitude of 
  success, or indicate the possibility of complications.
  easy tasks (π)
  Picking a primitive lock, tending to minor cuts and 
  bruises, finding food and shelter on a lush planet, inter-
  acting with minions and other faceless NPCs, shooting 
  a target at short range.
  average tasks (π π)
  Picking a typical lock, stitching up a small wound, find-
  ing food and shelter on a temperate planet, interacting 
  with rivals and typical NPCs, shooting a target at medium 
  range or trying to strike a target while engaged.
  harD tasks (π π π)
  Picking a complicated lock, setting broken bones or su-
  turing large wounds, finding food and shelter on a rug-
  ged planet, interacting with charismatic or important 
  NPCs, shooting a target at long range.
  Daunting tasks (π π π π)
  Picking an exceptionally sophisticated lock, performing 
  surgery or grafting implants, finding food and shelter on 
  a barren desert planet, interacting with NPC movers and 
  shakers or nemeses, shooting a target at extreme range.
  forMiDable tasks (π π π π π)
  Picking a lock with no comprehensible mechanism, cloning 
  a new body, finding food and shelter on a planet without 
  an atmosphere, interacting with heroes and faction leaders.
  Upgrading dice
  S
  ome game effects call for specific dice in a 
  dice pool to be upgraded. When an Ability 
  die π is upgraded, it is replaced by a Proficiency 
  die º. When a Difficulty die π is upgraded, it is 
  replaced by a Challenge die º. First, the player 
  determines how many dice are to be upgraded; 
  then he removes that number of Ability dice π 
  or Difficulty dice π from the pool and replaces 
  them with an equal number of Proficiency dice 
  º or Challenge dice º.
  If there are more upgrades to be made than Ability 
  dice π or Difficulty die π available in the dice pool, 
  additional upgrades are applied in this order:
  1. Another Ability die π or Difficulty die π 
  is added to the dice pool. If there are still 
  additional upgrades, proceed to Step 2.
  2. That Ability die π or Difficulty die π 
  is removed, then replaced with a Pro-
  ficiency die º or Challenge die º, re-
  spectively. If there are still additional 
  upgrades, repeat Step 1.
  downgrading dice
  O
  ther game effects decrease the difficulty of, or 
  downgrade, a skill check. When a Proficiency die 
  º is downgraded, it is replaced by an Ability die π. 
  When a Challenge die º is downgraded, it becomes 
  a Difficulty die π. First, the player determines how 
  many dice are to be downgraded, then he removes 
  that number of Proficiency dice º or Challenge dice 
  º from the pool and replaces them with an equal 
  number of Ability dice π or Difficulty dice π. Once 
  all downgradeable dice are in their downgraded 
  form, any excess downgrades are ignored.
  
  6
  under a black sun
  RULES SUMMARY
  characteristics
  In EdgE of thE EmpirE a character’s intrinsic abilities are 
  defined by six characteristics.
  agility
  The Agility characteristic measures a character’s manu-
  al dexterity, hand-eye coordination, and body control. 
  braWn
  A character’s Brawn represents a blend of brute power, 
  strength, and overall toughness.
  cunning
  Cunning reflects how crafty, devious, subtle, and cre-
  ative a character can be.
  intellect
  The Intellect characteristic measures a character’s intel-
  ligence, education, and ability to reason and rationalize.
  Presence
  A character’s Presence characteristic is a measure of his 
  moxie, charisma, confidence, and force of personality.
  WillPoWer
  The Willpower characteristic reflects a character’s disci-
  pline, self-control, mental fortitude, and faith.
  skills
  Skills represent a character’s training or experience in 
  performing specific tasks.
  athletics (braWn)
  Athletics serves as a measure of the character’s overall 
  fitness. This skill governs climbing, swimming, jumping, 
  pushing, and pulling for an extended period of time.
  braWl (braWn)
  Unarmed combat is governed by the Brawl skill and deals 
  damage equal to the character’s Brawn characteristic.
  charM (Presence)
  Charm measures the character’s knack for saying the 
  right thing at the right time, so long as the statement is 
  genuine. This skill is used for persuasion, appeals to a 
  target’s better nature, and sincere seduction attempts.
  coercion (WillPoWer)
  When a character attempts to instill obedience in a tar-
  get through the use of threats or acts of physical intimi-
  dation, including interrogation, he utilizes Coercion.
  coMPuters (intellect)
  This skill indicates a character’s understanding of comput-
  er hardware and software. Attempts to bypass a building’s 
  security systems, search through encrypted records, alter 
  a droid’s programming, or recover data from a corrupted 
  system are all under the purview of the Computers skill.
  cool (Presence)
  The ability to stay calm and think as one’s life hangs in 
  the balance is represented by the Cool skill. A player 
  can test Cool to determine Initiative during encounters 
  for which the PC has calmly prepared to take action, 
  such as when setting up an ambush.
  coorDination (agility)
  This skill measures flexibility and sense of balance. To 
  traverse narrow or unstable surfaces, slip free from re-
  straints, or even tumble down from a dangerous height, 
  a character tests Coordination.
  DecePtion (cunning)
  Being able to lie believably is represented by the De-
  ception skill. It governs such actions as misrepresenting 
  an object’s value, cheating during gambling, distracting 
  an opponent through guile, feigning romantic interest, 
  and leaving a false trail for pursuers.
  DisciPline (WillPoWer)
  The ability to maintain one’s composure and react in an 
  effective manner is governed by this skill. Discipline al-
  lows a character to sense another’s motive, act normally 
  under duress, ignore fear effects, and resist temptations.
  Building the dice pool for a Skill check
  T
  o determine a skill check’s dice pool, the player 
  compares the character’s skill rank and charac-
  teristic rating. The higher of the two values deter-
  mines how many Ability dice π are added to the 
  skill check’s dice pool. Then the player upgrades 
  a number of those Ability dice π into Proficiency 
  dice º based on the lower of the two values.  
  For instance, a character with Intellect 3 and 
  Medicine 1 would have a dice pool of º π π. A 
  character with Brawn 2 and Brawl 3 would have a 
  dice pool of º º π. If a character has no ranks 
  in a skill, he simply rolls a number of Ability dice 
  π equal to the related characteristic (found in pa-
  rentheses after each skill).
  
  7
  under a black sun
  RULES SUMMARY
  leaDershiP (Presence)
  Leadership means being able to make smart decisions, 
  to remain firm and decisive when doing so, and to instill 
  loyalty and respect. The skill can also be used to sway a 
  crowd to take action, rally allies against insurmountable 
  odds, and reassert authority over a wayward underling.
  Mechanics (intellect)
  This skill indicates a character’s familiarity with the in-
  ner workings of planetary and atmospheric craft, droids, 
  weapons, and gadgets. Attempting repairs, modifications, 
  and even new construction all fall under Mechanics.
  MeDicine (intellect)
  The Medicine skill encompasses the ability to recall 
  anatomical and pathological knowledge, perform rou-
  tine first aid or triage, treat poison, and conduct sur-
  gery (see Table 1–3: Medical Check Difficulty).
  Melee (braWn)
  The training to use weapons to deadly effect while en-
  gaged with an enemy makes up the Melee skill.
  negotiation (Presence)
  The skill of Negotiation deals with bartering, selling, 
  and trading for goods and services, with the goal of re-
  ceiving the best possible price.
  PercePtion (cunning)
  Perception encompasses all of a character’s natural 
  senses, which usually number five in Humans, but may 
  comprise more in some cybernetically enhanced beings 
  and alien species. This skill governs the ability to notice 
  traps or ambushes, pickpockets or sneaks, and subtle 
  clues or faraway objects.
  Piloting (Planetary) (agility)
  This skill allows one to use repulsorlift vehicles, water-
  craft, and aircraft under adverse conditions, or to out-
  run an opponent during a race or chase.
  rangeD (heavy) (agility)
  Ranged weapons requiring two hands to wield or aim, 
  including blaster rifles and large thrown weapons such 
  as spears and throwing axes, rely on this skill.
  rangeD (light) (agility)
  Ranged weapons requiring one hand to wield or aim, in-
  cluding blaster pistols and small thrown weapons such 
  as grenades, rely on this skill.
  resilience (braWn)
  This skill reflects the body’s ability to push itself beyond 
  reasonable limits. Make a Resilience check when try-
  ing to stay awake, resist toxins, endure hostile environ-
  ments, or stave off the effects of starvation.
  skulDuggery (cunning)
  Skulduggery encompasses a range of skills that are cru-
  cial to performing criminal actions. These include pick-
  ing pockets and locks, breaking into and out of secure 
  facilities, sleight of hand, disguise, setting traps, and 
  other mischief.
  stealth (agility)
  This skill reflects the ability to avoid notice by an op-
  ponent, eluding any or all of its senses. Stealth allows a 
  character to follow targets without being detected, use 
  camouflage, and conceal other people and objects.
  streetWise (cunning)
  This skill represents a character’s ability to navigate 
  the criminal underworld, be that finding a fence or info-
  chant, picking up on subtle references, or knowing the 
  right way to approach a person or group and to open a 
  conversation without coming across as a threat. In Un-
  dEr a Black SUn, Streetwise also governs a character’s 
  knowledge of specific facts and information involving lo-
  cal criminals, organizations, and schemes.
  survival (cunning)
  Recognizing the dangers of the natural environment, 
  handling domesticated animals, finding food and shel-
  ter, and tracking a subject—whether game or bounty—
  are all determined using this skill.
  vigilance (WillPoWer)
  In combat situations for which the characters are un-
  prepared, test this skill to determine Initiative order. 
  Additionally, a Vigilance check can be made to see 
  how well a character anticipated the situation and to 
  determine whether a piece of gear or an environmen-
  tal advantage might be available.
  Table 1–3: Medical check difficulTy
  current Wounds
  Medicine check
  Half or less of wound 
  threshold
  Easy (π)
  More than half of wound 
  threshold
  Average (π π)
  Exceed wound threshold
  Hard (π π π)
  Heal a Critical Injury
  See severity rating (Table 1–6)
  
  coMbat
  E
  dgE of thE EmpirE strives to capture the pure cine-
  matic thrill found in the Star Wars universe. Combat 
  is frequent, fast-moving, and meant to showcase the 
  talents and abilities of the Player Characters. When 
  running a combat encounter in EdgE of thE EmpirE, 
  follow the steps detailed below.
  steP 1: DeterMine 
  initiative
  Each Player Character and Non-Player Character (NPC) 
  makes a Simple (-) Cool or Vigilance check depending 
  on whether he was planning the attack or surprised. Rank 
  the results in order from highest number of Successes ≥ 
  to lowest number. Each result creates a slot for a charac-
  ter action. Resolve ties by comparing the number of Ad-
  vantages ≤, with PCs acting first if the number is still tied.
  steP 2: resolve turns
  Each round begins at the top of the Initiative order. 
  The players and GM fill each Initiative slot one at a time 
  with a character turn. If the Initiative slot was rolled 
  by a Player Character, then the players agree on one 
  Player Character to fill the slot from among the PCs who 
  have not yet acted that round. That Player Character 
  then takes his turn.
  If the Initiative slot was rolled by an NPC, then the 
  GM chooses one NPC to fill the slot from among the 
  NPCs who have not yet acted that round. That NPC 
  then takes his turn.
  During a turn the character has option of undertaking 
  one or more incidentals, a maneuver, and an action.
  inciDentals
  Incidentals are minor activities that require very little 
  time or effort. There is no hard limit to the number of 
  incidentals a character can perform during his turn, but 
  the GM may veto excessive numbers of them or actions 
  constituting more complex maneuvers. Examples of in-
  cidentals include:
  •	 Speaking to another character.
  •	 Dropping an item held in one’s hands.
  •	 Releasing someone the character is holding.
  •	 Minor movements such as shifting position, peek-
  ing around a corner, or looking behind a person.
  Maneuvers
  Maneuvers are activities that are not complex 
  enough to warrant a skill check, but do involve time 
  and effort on the part of a character. Characters are 
  allowed one free maneuver during their turn and may 
  elect to suffer two strain in order to perform up to one 
  more. Maneuvers may be repeated this way (e.g., aim-
  ing twice). Examples of maneuvers include:
  •	 Drawing, holstering, readying, or loading a weapon.
  •	
  Drawing an item from storage or putting it away.
  •	
  Aiming a weapon to gain one Boost die ∫.
  •	
  Moving one range band closer to or farther 
  away from an enemy. 
  •	 Opening a door, diving behind cover, dropping 
  prone, or standing up.
  actions
  Actions are any activities complex enough to war-
  rant a skill check and can range from slicing open 
  
  9
  under a black sun
  RULES SUMMARY
  a computer system to shooting a blaster. A character 
  may only perform one action in a turn. He may ex-
  change his action for a maneuver instead but may not 
  perform more than two maneuvers per turn. Examples 
  of actions include:
  •	 Slicing a computer or opening a locked door.
  •	 Firing a weapon or slashing with a vibroknife.
  •	 Punching or grappling an opponent.
  •	 Performing first aid on an ally with Medicine or using 
  Leadership to bark a series of orders.
  •	 Sneaking up on a vigilant foe or climbing a cliff.
  PerforMing a skill check
  What a character can do with a skill outside of an en-
  counter is the same as what he can do with it inside of 
  an encounter. However, actions that would take more 
  than about ten seconds in game time may require more 
  than one action to perform.
  PerforMing a coMbat check
  A player makes a combat check when he uses a combat 
  skill to attack a target. This is also referred to as an attack. 
  Resolve a combat check by completing the following steps:
  1. Declare an attack and select targets.
  2. Roll the appropriate dice pool for the related combat 
  skill. Add Difficulty dice π based on the range and 
  type of attack, and add dice for situational factors 
  (see Table 1–4: Ranged Attack Difficulties).
  3. Determine success and deal damage. In combat, 
  each uncanceled Success ≥ adds +1 damage to 
  a successful attack, affecting each of the targets if 
  there are more than one.
  4. Resolve any remaining Advantage ≤ and Triumph 
  ±. See Table 1–5 on the following page for details. 
  5. Resolve any remaining Threat ∑ and Despair µ. 
  See Table 1–5 on the following page for details.
  6. Subtract the target’s soak value from the damage 
  inflicted. Apply any remaining damage to the target’s 
  current wounds or strain. Finally, apply any Criti-
  cal Injuries by rolling a d100 and locating the cor-
  responding effect on Table 1–6 on page 12.
  steP 3: rounD enDs
  Once all the PCs and NPCs have taken their turns, the 
  round ends and a new one begins, starting from Step 2.
  steP 4: coMbat enDs
  Once the fighting has been resolved, the GM ends the en-
  counter. Each Player Character has a chance to catch his 
  breath and recover strain (see Strain and Strain Thresh-
  old on page 10), and may take steps to help heal any 
  wounded Player Characters (see Table 1–3 on page 7).
  range banDs
  Rather than have a player’s attention focused on a grid, 
  counting squares, EdgE of thE EmpirE uses more abstract 
  means to represent position, distance, and range, thus al-
  lowing the players to focus on the action and adventure.
  engageD
  If two or more targets are close enough to interact directly 
  with each other, they are considered to be engaged. En-
  gaged also indicates that a person is close enough to an 
  item to use it. Moving to engage with or disengage from 
  an enemy within short range requires one maneuver.
  short range
  Short range indicates a distance of up to several me-
  ters between targets. Moving to another spot within 
  short range is usually easy to do and generally requires 
  one maneuver. Many thrown weapons and small fire-
  arms are most accurate at this range.
  MeDiuM range
  Medium range can be up to several dozen meters away. 
  More reliable pistols can reach to medium range, but few 
  thrown weapons can reach this far. Moving from short to 
  medium range generally requires one maneuver.
  long range
  Long range is farther than a few dozen meters. Blaster 
  rifles can reliably reach this far without too much trou-
  ble. However, moving from medium range to long range 
  requires two maneuvers.
  extreMe range
  Extreme range is the farthest range at which two targets 
  can interact. High tech sniper weaponry and some vehi-
  cle-mounted armaments may cover this range. Moving 
  between long and extreme range requires two maneuvers.
  Table 1–4: ranged aTTack difficulTieS
  range band
  difficulty
  Engaged
  Melee or Brawl: Average (π π)
  Ranged (Light): Average (π π)
  Ranged (Heavy): Hard (π π π)
  Short
  Easy (π) 
  Medium
  Average (π π)
  Long
  Hard (π π π)
  Extreme
  Daunting (π π π π)
  
  10
  under a black sun
  RULES SUMMARY
  WounDs, strain, anD 
  critical hits
  In EdgE of thE EmpirE characters track their health physi-
  cally and mentally using wounds and strain, respectively.
  WounDs anD WounD thresholD
  During his adventures a PC may suffer physical damage, or 
  wounds. When a PC suffers wounds greater than his wound 
  threshold, he is incapacitated until his wounds are reduced 
  enough to fall at or below his wound threshold (likely 
  through healing). He also immediately suffers one Criti-
  cal Injury. While incapacitated, the PC is unconscious, un-
  aware of his surroundings, or unable to interact with them.
  critical injuries
  A particularly dangerous type of wound is a Critical Inju-
  ry. These injuries continue to affect the character until he 
  receives the proper medical treatment to recover from 
  the injury, even if the short-term effect has expired. The 
  difficulty of the Medicine check is determined by sever-
  ity of the injury (see Table 1–6 on page 12).
  When a character suffers a Critical Injury, he rolls a 
  d100 and locates the corresponding result on Table 1–6 
  on page 12. Each Critical Injury a character suffers 
  from adds +10 to any subsequent Critical Injury check.
  strain anD strain thresholD
  While wounds represent physical damage, strain repre-
  sents mental and emotional stress. Players may suffer 
  strain voluntarily to help accomplish tasks, but involuntary 
  or external stressors such as fear or environmental expo-
  sure also inflict strain, as do weapons with a Stun setting. 
  When a character suffers strain greater than his strain 
  threshold, he becomes incapacitated until his strain is re-
  duced so that it no longer exceeds his strain threshold.
  To recover from strain, the character need only catch 
  his breath, eat a good meal, or spend time relaxing with 
  friends by rolling a Simple (-) Discipline or Cool check 
  (player’s choice). Each Success ≥ recovers one strain.
  When NPCs suffer strain damage, they apply it as 
  wounds (after subtracting their soak value) unless they 
  have been given a strain threshold.
  Table 1–5: Spending advanTage, TriuMph, ThreaT, and deSpair in coMbaT
  cost
  result options
  ≤ or ±
  Recover 1 strain (this option may be selected more than once).
  Add ∫ to the next allied active character’s skill check. 
  Notice a single important point in the ongoing conflict, such as the location of a blast door’s control panel.
  Inflict a Critical Injury with a successful attack that deals damage past soak (≤ cost may vary).
  ≤ ≤  
  or ±
  Perform an immediate free maneuver. Do not exceed the two maneuver per turn limit.
  Add ∫ to the targeted character’s next skill check.
  Add ∫ to any allied character’s next skill check, including the active character. 
  ≤ ≤ ≤ 
  or ±
  Ignore penalizing environmental effects, such as inclement weather or zero gravity, until the end of your next turn.
  Add ∫ to melee or ranged attacks targeting you until the end of your next turn. 
  Force the target to drop a melee or ranged weapon he is wielding.
  ±
  Upgrade the difficulty of the targeted character’s next skill check.
  Upgrade any allied character’s next skill check, including the current active character. 
  Turn the tide of battle by doing something such as shooting the controls to the nearby blast doors to seal them shut. 
  ∑ or µ
  The active character suffers 1 strain (this option may be selected more than once).
  ∑ ∑�
  or µ
  An opponent may immediately perform one free maneuver in response to the active character’s skill check.
  Add ∫ to the targeted character’s next skill check.
  The active character or an allied character suffers ∫ on his next action.
  ∑ ∑ ∑ 
  or µ
  The active character falls prone (add ∫ to all ranged attacks and ∫ to all melee attacks targeting him).
  The active character grants the enemy a significant advantage in the ongoing encounter, such as 
  accidentally blasting the controls to a bridge over which he was planning to escape. 
  µ
  The character’s ranged weapon immediately runs out of ammunition and may not be used for the 
  remainder of the encounter.
  Upgrade the difficulty of an allied character’s next skill check, including the current active character.
  The tool or melee weapon the character is using becomes damaged.
  Note: This is an abridged version of the Spending Advantage, Triumph, Threat, and Despair tables from the Core Rulebook.
  
  aDversary tyPes
  There are three types of adversaries that PCs may encoun-
  ter in EdgE of thE EmpirE: Minions, Rivals, and Nemeses.
  Minions
  Minions are inferior to PCs, and thus operate in groups. 
  They rely on strength in numbers to compensate for 
  their deficiencies. This is represented in three ways: 
  •	 Anything that would inflict strain on a minion inflicts 
  wounds instead. Minions cannot voluntarily suffer strain.
  •	 When operating as a group, minions are treated 
  as a single adversary. The group uses one Initia-
  tive slot, combines its members’ wound thresholds 
  into a single pool, and performs one action and one 
  maneuver on its turn. Anyone attacking a minion 
  group attacks the group as a whole, and the minion 
  group applies soak equal to an individual minion’s 
  soak value once against any successful attacks. 
  When the minion group sustains damage equal to 
  an individual minion’s wound threshold, one minion 
  is defeated and the group’s size decreases by one. 
  Critical Hits deal damage to minion groups equal to 
  one individual minion’s wound threshold.
  •	 Individual minions do not have ranks in skills. They in-
  stead possess “group only” skill ranks. A minion group 
  counts the number of additional minions after the 
  first as the number of ranks in any of its listed skills 
  (so a group of four minions making a Ranged [Light] 
  check would count as having three ranks in Ranged 
  [Light]). However, the minions may only do this with 
  skills listed in their profile as “group only.” Any 
  other skill checks they make are untrained 
  and use only the base characteristic.
  rivals
  Rivals operate under the same rules as PCs, except 
  they have no strain threshold. Whenever they are 
  dealt strain, they suffer an equal number of wounds 
  instead. Exceeding their wound threshold may kill 
  or incapacitate them, as the narrative requires.
  neMeses
  Nemeses follow the same rules as PCs do, 
  including the ability to suffer strain.
  Destiny Points
  Destiny is one way the Force guides and 
  surrounds the characters. The concept 
  of destiny and the Player Characters’ 
  ability to tap into and influence this 
  resource is represented by Destiny 
  Points. Destiny is interwoven with the 
  Force, which pervades the galaxy. 
  Light side Destiny Points favor the PCs and can be used 
  to aid them in their actions. Dark side Destiny Points im-
  pede the PCs and are used by the GM to imperil them 
  and complicate their actions.
  However, the light side and dark side are two sides of the 
  same coin struggling for balance, each enduring the other 
  side’s strengths and exploiting the other side’s weakness-
  es. As the pool of light side Destiny Points ebbs, the dark 
  side’s Destiny Point pool grows, and vice versa. Whenever 
  the players or GM activate a Destiny Point, its token 
  should be flipped over to represent the reaction in the 
  Force. The GM should encourage frequent use of the Des-
  tiny Points to illustrate the fluid exchange of light and dark.
  Whoever’s turn it is has the option to spend a Destiny 
  Point first, after which the GM or the affected player has the 
  opportunity to respond with another Destiny Point (though 
  both effects still take place). Destiny Points are not flipped 
  over until the roll in question has resolved, so they 
  cannot be immediately reused.
  In Under a Black SUn, generate a pool of 
  Destiny Points by adding one light and one 
  dark side Destiny Point per Player Character 
  to represent the initial balance of the Force.
  Shoot to Stun
  M
  ost blasters can be set to Stun, overload-
  ing the victim’s nervous system so that he 
  is essentially paralyzed. In this case, the weapon 
  deals damage as strain instead of wounds. This 
  damage is still reduced by a target’s soak value.
  All blasters in Under a Black SUn are considered 
  to have a Stun Setting. However, stun beams may 
  only be used at short range, no matter what the 
  weapon’s normal range is. Switching between 
  Stun and Kill on such a weapon is relatively sim-
  ple and requires an incidental.
  
  12
  under a black sun
  RULES SUMMARY
  light siDe Destiny Points
  A Helping Hand: A player may spend one light side 
  Destiny Point to upgrade his starting dice pool for a skill 
  or combat check once.
  Raising the Stakes: A player may spend one light side 
  Destiny Point to upgrade the difficulty of an NPC’s skill 
  or combat check once.
  Luck & Deus Ex Machina: Destiny may also be used 
  by players to introduce “facts” and additional context di-
  rectly into the narrative. For instance, the PCs just happen 
  to have breathing masks for the atmosphere they’ve en-
  countered, find a spare stimpack while quickly scaveng-
  ing through a medical facility, or notice a (previously non-
  existent) terrain feature they can duck behind for cover. 
  Dark siDe Destiny Points
  A Stumbling Block: The Game Master may spend one 
  dark side Destiny Point to upgrade the difficulty of a 
  Player Character’s skill or combat check once.
  Disturbance in the Force: The Game Master may spend 
  one dark side Destiny Point to upgrade the starting dice 
  pool for an NPC’s skill or combat check once.
  obligations
  Obligations are essentially tangible and intangible debts 
  the PCs owe to individuals, society, or themselves. Obliga-
  tions can influence their course of action, complicate cur-
  rent events, or threaten their well-being. Obligations also 
  connect Player Characters to the galaxy around them.
  Each Player Character starts with 5 points in a spe-
  cific Obligation, illustrating the prior responsibilities he 
  has. Players may take on additional Obligation points 
  (up to 20) before play begins to become more talented 
  or better equipped, illustrating the experience or mate-
  rial gain that comes from their connections. 
  However, taking on too much Obligation haunts them 
  in the adventure. The sidebars Blood Runs Thicker..., 
  Old Wounds, A Signature Spike, and Smile, You’re on 
  Camera each reflect how Matwe’s, Tray’Essek’s, Jovel’s, 
  and Sinoca’s increased responsibilities can become a liabil-
  ity when they become too heavy a burden (an Obligation 
  value of 15 or more). The GM should take note of each 
  character’s Obligation value before starting the adventure 
  to determine whether the PC triggers the consequences.
  In the Core Rulebook, Obligation plays a larger mechani-
  cal and narrative role in campaigns and individual sessions.
  Table 1–6: criTical injury reSulT
  d100
  Severity
  result
  01–10
  Easy (π)
  Slowed Down: During the next round, the target can act only during the last allied Initiative slot.
  11–20
  Easy (π)
  Sudden Jolt: The target must drop whatever he is holding.
  21–30
  Easy (π)
  Distracted: The target cannot perform a free maneuver during his next turn.
  31–40
  Easy (π)
  Discouraging Wound: Flip one light side Destiny Point to the dark side (or vice versa for NPCs).
  41–50
  Easy (π)
  Stinger: Increase difficulty of next skill check by one. 
  51–60
  Average (π π)
  Bowled Over: The target is knocked prone and suffers 1 strain.
  61–70
  Average (π π)
  Hamstrung: The target loses his free maneuver until the end of the encounter.
  71–80
  Average (π π)
  Winded: Until the end of the encounter, the target cannot voluntarily suffer strain to 
  activate any abilities or gain additional maneuvers.
  81–90
  Average (π π)
  Compromised: Increase difficulty of all skill checks by 1 until the end of the encounter.
  91–100
  Hard (π π π)
  At the Brink: The target suffers 1 strain each time he performs an action. 
  101–110
  Hard (π π π)
  Crippled: A limb is crippled until healed or replaced. Increase difficulty of all skill checks 
  that require use of that limb by 1. 
  111–120
  Hard (π π π)
  Horrific Injury: Randomly select one of the target’s characteristics. Until this Critical 
  Injury is healed, treat that characteristic as 1 point lower.
  121–135
  Daunting 
  (π π π π)
  Bleeding Out: Every round, the target suffers 1 wound and 1 strain at the beginning 
  of his turn. For every 5 wounds he suffers beyond his wound threshold, he suffers 1 
  additional Critical Injury. Roll on the chart and suffer the additional injury (if he suffers 
  this result a second time due to this, roll again). 
  136–150
  Daunting 
  (π π π π)
  The End is Nigh: The target will die after the last Initiative slot during the next round.
  151+
  –
  Dead: Complete, obliterated death.
  Note: This table is an abridged version of the Critical Injury Result Table from the Core Rulebook. 
  
  coruscant
  Astrogation Data: Coruscant system, Corusca Sector, 
  Core Worlds
  Orbital Metrics: 368 days per year/24 hours per 
  day
  Government: Galactic Empire
  Population: 1 trillion (humans 68%, other 32%)
  Languages: Basic 
  Terrain: ecumenopolis
  Major Cities: Imperial Center/Coruscant
  Areas of Interest: Senate District, Imperial Palace, ru-
  ined Jedi Temple, Underworld, Manarai Mountains, Invisec
  Major Exports: culture, luxury goods, hyperdrive sys-
  tems, governance
  Major Imports: foodstuffs, raw materials, water
  Trade Routes: Martial Cross, Shawken Spur, Koros 
  Trunk Line, Metellos Trade Route, Perlemian Trade 
  Route, Corellian Run
  Special Conditions: Most buildings have internally 
  regulated environments; city suffers periodic super-
  storms due to climate instability
  Background: If there were a bright center of the uni-
  verse, it would be Coruscant. Ancient, rich, and power-
  ful, this Core world has been the capital of the galaxy 
  since the earliest days of the Republic and has retained 
  its throne for a thousand generations. Renamed “Im-
  perial Center” under the Empire, Coruscant grows even 
  more mighty as the hub of the thousand fleets and 
  armies that serve Emperor Palpatine. 
  Tens of thousands of years of constant civilization 
  have permanently altered the face of the planet. What 
  biosphere may have once existed has been completely 
  removed. Even the planet’s oceans have vanished, con-
  sumed, polluted, or drained into labyrinthine networks 
  of cisterns, pipes, and reservoirs. In their place, a single, 
  monumental city now spans the entire globe from pole 
  to pole. What little native life remains—hawkbats, granite 
  slugs, duracrete worms, and other creatures—has adapt-
  ed to the completely artificial environment. 
  Coruscant’s “world city” covers nearly every square 
  meter of the surface. Skyscrapers stretch kilometers into 
  the air, while countless levels and sublevels delve deep 
  into the planet’s heart.  A trillion sentients (by official esti-
  mates) call Coruscant home, and unofficial numbers may 
  put the total far higher. Coruscant may well have been 
  humanity’s original homeworld, long ago in the mists of 
  prehistory. Even now, humans make up the majority of 
  the planet’s population, a condition reinforced by Pal-
  patine’s anti-alien policies and widespread discrimina-
  tion. The remainder of the population is split among the 
  countless other species found throughout the galaxy.
  Although Coruscant still has some water frozen in its ice 
  caps, it must import countless megatons of foodstuffs, 
  millions of gallons of potable water, and vast amounts 
  of raw materials to feed the world’s voracious inhabit-
  ants. In return, Coruscant’s exports are largely soldiers, 
  bureaucrats, and an overwhelming cultural presence that 
  shapes galactic society. 
  With the rise of the Empire, Coruscant has become 
  increasingly militarized. The entire planet is encircled 
  by forbidding defense platforms, swarms of warships, 
  and a nigh-impenetrable planetary shield. 
  Even under Imperial control, however, Coruscant’s 
  underworld is legendary. Criminals range from the 
  feral wretches who dwell in the lowermost levels of 
  the city to the powerful rogues who oversee galaxy- 
  spanning crime syndicates.
  galacTic cenTer
  T
  he galactic coordinate system charts every 
  known star in the galaxy using a system of XYZ 
  coordinates. Its coordinates refer to a star’s “east/
  west” location, its “north/south” location, and its 
  position above or below the galactic plane. Cor-
  uscant lies at coordinates 0,0,0 (the center of 
  the coordinate system) even though it is more 
  than 10,000 light-years from the galaxy’s actual 
  gravitational center. This annoys some cartogra-
  phers (particularly those who live on the Rim) to 
  no end, but with the system so entrenched in 
  galactic consciousness, it’s unlikely to change.
  
  CHARACTERISTICS
  ®
  TM
  Failure
  Despair
  Threat
  Advantage
  Triumph
  Success
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  SYMboLS & dICE
  Permission granted to photocopy for personal use. © LFL 2013. Character sheet also available for download at www.FantasyFlightGames.com
  Obligation: Favor (5)
  The Nial clan is a family of politicos, and they arranged for their 
  eldest daughter to follow in their line of work as a Senate aide. 
  For the young Bothan, the intrigue of slicing into government 
  databases far surpassed the constant bickering and posturing on 
  the Senate floor. Consequently, she used much of her time as 
  an aide honing her skills as a technician. Senator Trel-
  lev Aquem discovered her talents by accident and 
  kept them a secret. Now she works for him, and 
  by extension, the Pyke crime syndicate, which has 
  Aquem in its pocket.
  Jovel starts with an Obligation value of 5 but can 
  increase the magnitude of her favor to as much as 
  20 in order to add an additional talent or piece 
  of equipment. She is able to do this by ben-
  efiting from her Senatorial connections, but 
  the Obligation she incurs may come back to 
  haunt her in the future. Add the original and  
  any newly incurred Obligation, and circle the 
  appropriate value above.
  Playing Jovel
  •	 You are the go-to person for dealing with 
  databases, security systems, and repairs.
  •	 The Nials are an expansive family with 
  roots set down all over Coruscant and be-
  yond. One of your clansmen, Korsin Fenn, 
  occasionally feeds you interesting tidbits of 
  information from his sabacc parlor, the Spyder.
  •	 Your stun grenades are perfect for dealing with 
  large groups of enemies and keeping them off your 
  tail long enough for you to make your escape!
  TALEnTS
  name
  ability summary
  Technical Aptitude
  Reduce time needed to complete Computers-related tasks by 25%.
  Bypass Security
  Remove 1 Setback die ∫ from skill checks made to disable a secu-
  rity device or open a locked door. 
  optional: add 5 obligation to unlock
   Codebreaker
  Remove 1 Setback die ∫ from skill checks to break codes or 
  decrypt communications, and decrease difficulty of skill checks to 
  break codes or decrypt communications by 1.
  wEAponS & EqUIpMEnT
  weapon
  skill
  damage
  range
  dice pool
  Holdout Blaster
  Ranged (Light)
  5
  Short
  º º
  • You deal 5 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤.
  Stun Grenades
  Ranged (Light)
  8 stun
  Short
  º º
  • You deal 8 stun damage on a hit + 1 damage per Success ≥ symbol 
  rolled. This damage is suffered as strain rather than wounds. 
  • Spend ≤≤ for Blast 8: all characters engaged with target suffer 8 stun 
  damage.
  • You have 3 stun grenades. Each grenade can be used once.
  Fists
  Brawl
  1
  Engaged
  π
  • You deal 1 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  gear, equipment & other items
  2 Stimpacks
  Use a maneuver to heal 5 wounds to a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Jumpsuit
  Soak 1; already included in soak value.
  Datapad
  Used to record, store, display, and organize almost any kind of data.
  50 Credits
  Money with which to buy equipment, information, or cooperation.
  optional: add 10 obligation to unlock
   General 
  Purpose 
  Scanner
  Life-form tracking, motion sensing, metal detection, and the ability 
  to intercept standard-frequency comlink transmissions. Motion sen-
  sor range is 0.5km, all others 1.0km.
  SkILLS
  general skills
  rank
  dice pool
  Computers (Int)
  2
  º º π
  Discipline (Will)
  1
  º π π
  Mechanics (Int)
  2
  º º π
  Medicine (Int)
  1
  º π π
  Streetwise (Cun)
  2
  º º π
  Stealth (Ag)
  1
  º π
  combat skills
  rank
  dice pool
  Ranged - Light (Ag)
  2
  º º
  CHARACTER bACkgRoUnd
  Cunning
  3
  WiLLPOWER
  3
  PRESEnCE
  2
  BRAWn
  1
  AgiLiTY
  2
  inTELLECT
  3
  CRiTiCAL injuRiES
  14
  CuRREnT
  THRESHOLD
  STRAin
  12
  CuRREnT
  THRESHOLD
  WOunDS
  SOAk vALuE
  2
  CHARACTER SHEET 
  CharaCter Name : Jovel Nial
  BothaN
  techNiciaN (Slicer)
  SpeCieS
  Career
   5 10 
  15 
  20
  ObligatiON
  
  BRAWn
  3
  AgiLiTY
  3
  inTELLECT
  2
  Cunning
  3
  WiLLPOWER
  2
  PRESEnCE
  2
  CHARACTERISTICS
  ®
  TM
  Failure
  Despair
  Threat
  Advantage
  Triumph
  Success
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  SYMboLS & dICE
  Permission granted to photocopy for personal use. © LFL 2013. Character sheet also available for download at www.FantasyFlightGames.com
  CHARACTER bACkgRoUnd
  Obligation: Family (5) 
  Matwe grew up on Coruscant, unfazed by the scope and diversity of 
  the planet. He and his brother, Rikard, explored Coruscant’s seedier 
  sectors, trying to make a living and a name for themselves among 
  the dregs and scoundrels in the underworld. After Rikard botched 
  a job for the Pykes, the crime syndicate demanded 
  that he pay for the losses; Rikard will be stuck work-
  ing for them until he dies. Matwe can’t bring himself 
  to abandon his brother, and if he ever gets on the 
  Pykes’ bad side, Rikard will be sure to pay.
  Matwe starts with an Obligation value of 5 
  but can increase the magnitude of his fa-
  miliar responsibilities to as much as 20 in 
  order to add an additional talent or piece of 
  equipment. He is able to do this by benefiting 
  more from his underworld connections, but 
  this may come back to haunt him in the future. 
  Add the original and any newly incurred of Ob-
  ligation, and circle the appropriate value above.
  Playing Matwe
  •	 You make your way through the under-
  world by lying, cheating, and stealing, if 
  need be. If that doesn’t work, a sly grin 
  and some swagger might just keep you out 
  of the worst of trouble.
  •	 You’ve been around the block once or twice 
  and know your way around the black mar-
  ket. If someone needs you to procure a 
  contraband item, a good starting point 
  is the Umbra Club, where you know 
  some of the death stick dealers, in-
  cluding Speng, a fellow human.
  •	 You’re handy with a blaster, and 
  it has often meant the difference 
  between getting paid and another 
  week of scrounging.
  TALEnTS
  name
  ability summary
  Quick Draw
  Once per round, draw or holster a weapon or accessible item as an 
  incidental.
  Plausible 
  Deniability
  Remove 1 Setback die ∫ from all Coercion and Deception checks.
  optional: add 5 obligation to unlock
   Natural 
  Charmer
  Once per session, you may reroll one Charm or Deception check.
  wEAponS & EqUIpMEnT
  weapon
  skill
  damage
  range
  dice pool
  Blaster Pistol
  Ranged (Light)
  6
  Medium
  º º π
  • You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤.
  Fists
  Brawl
  3
  Engaged
  π π π
  • You deal 3 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  optional: add 10 obligation to unlock
   Heavy 
  Blaster Pistol
  Ranged (Light)
  7
  Medium
  º º π
  • You deal 7 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤.
  gear, equipment & other items
  2 Stimpacks
  Use a maneuver to heal 5 wounds to a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Heavy Clothing
  Soak 1; already included in soak value.
  50 Credits
  Money with which to buy equipment, information, or cooperation.
  CRiTiCAL injuRiES
  12
  CuRREnT
  THRESHOLD
  STRAin
  13
  CuRREnT
  THRESHOLD
  WOunDS
  SOAk vALuE
  4
  CHARACTER SHEET 
  CharaCter Name : Matwe
  huMaN
  SMuggler (ScouNdrel)
  SpeCieS
  Career
   5 10 
  15 
  20
  ObligatiON
  SkILLS
  general skills
  rank
  dice pool
  Charm (Pr)
  1
  º π
  Deception (Cun)
  2
  º º π
  Skulduggery (Ag)
  1
  º π π
  Stealth (Ag)
  1
  º π π
  Streetwise (Cun)
  1
  º π π
  Vigilance (Will)
  1
  º π
  combat skills
  rank
  dice pool
  Ranged - Light (Ag)
  2
  º º π
  
  CHARACTERISTICS
  ®
  TM
  Failure
  Despair
  Threat
  Advantage
  Triumph
  Success
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  SYMboLS & dICE
  Permission granted to photocopy for personal use. © LFL 2013. Character sheet also available for download at www.FantasyFlightGames.com
  CHARACTER bACkgRoUnd
  Obligation: Criminal (5)
  Sin comes from a long line of bounty hunters and learned many 
  of their ways, even though she did not join in the family business. 
  The Rodian came to Coruscant ten years ago seeking ever larger 
  fortunes and wrestled her way into the property market. What 
  Sin thought was an innocuous deal turned out to in-
  volve the Pykes, and they made sure she would 
  profit more if she undercut her original client 
  deeply. In time, Sin came to appreciate the 
  world of crime and what could be accomplished 
  working outside of the system.
  Sin starts with an Obligation value of 5, but can 
  increase the magnitude of her criminal activities 
  up to as much as 20 in order to add an addi-
  tional talent or piece of equipment. She is able 
  to do this by benefiting more from her connec-
  tions with the Pykes, but this may come back 
  to haunt her in the future. Add the original and 
  any newly incurred Obligation, and circle the 
  appropriate value above.
  Playing Sinoca
  •	 You have had limited experience with 
  Zelcomm Industries, having sold some 
  office space in the same tower. There 
  seems to be as much freight going into 
  and out of the office building as through 
  a small starport. Rumors say that Zel-
  comm is a front for weapons smuggling.
  •	 Though innately talented with blasters, you 
  have found that a concealed vibroknife can 
  work in places a blaster can’t, and you have 
  taught yourself how to use one effectively.
  •	 Finally, when your silver tongue doesn’t do the 
  trick, a couple of credits can smooth over a 
  tense negotiation.
  TALEnTS
  name
  ability summary
  Convincing 
  Demeanor
  Remove 1 Setback die ∫ from Deception or Skulduggery checks.
  Expert Tracker
  Remove 1 Setback die ∫ to find tracks or track targets. Decrease 
  time to track a target by half.
  Wheel and Deal
  When selling goods legally, gain 10% more credits.
  optional: add 5 obligation to unlock
   Nobody’s 
  Fool
  Upgrade the difficulty of any Charm, Coercion, or Deception check 
  targeting the character once.
  wEAponS & EqUIpMEnT
  weapon
  skill
  damage
  range
  dice pool
  Blaster Pistol
  Ranged (Light)
  6
  Medium
  π π π
  • You deal 6 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤.
  Vibroknife
  Melee
  3
  Engaged
  º π
  • You deal 3 damage on a hit + 1 damage per Success ≥ symbol rolled.
  • Pierce 2: ignore 2 points of target’s soak.
  • Inflict a Critical Injury on a hit for ≤≤.
  Fists
  Brawl
  2
  Engaged
  π π
  • You deal 2 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  gear, equipment & other items
  2 Stimpacks
  Use a maneuver to heal 5 wounds to a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Datapad
  Used to record, store, display, and organize almost any kind of data.
  Heavy Clothing
  Soak 1; already included in soak value.
  50 Credits
  Money with which to buy equipment, information, or cooperation.
  optional: add 10 obligation to unlock
   750 Credits
  Money with which to buy equipment, information, or cooperation.
  SkILLS
  general skills
  rank
  dice pool
  Cool (Pr)
  2
  º º π
  Deception (Cun)
  1
  º π π
  Negotiation (Pr)
  2
  º º π
  Perception (Cun)
  1
  º π π
  Piloting - Planetary (Ag)
  2
  º º π
  Streetwise (Cun)
  2
  º º π
  Survival (Cun)
  1
  º π π
  combat skills
  rank
  dice pool
  Melee (Br)
  1
  º π
  Cunning
  3
  WiLLPOWER
  1
  PRESEnCE
  3
  BRAWn
  2
  AgiLiTY
  3
  inTELLECT
  2
  CRiTiCAL injuRiES
  11
  CuRREnT
  THRESHOLD
  STRAin
  12
  CuRREnT
  THRESHOLD
  WOunDS
  SOAk vALuE
  3
  CHARACTER SHEET 
  CharaCter Name : SiNoca “SiN” Meeku
  rodiaN
  explorer (trader)
  SpeCieS
  Career
   5 10 
  15 
  20
  ObligatiON
  
  BRAWn
  3
  AgiLiTY
  3
  inTELLECT
  2
  Cunning
  3
  WiLLPOWER
  2
  PRESEnCE
  2
  CHARACTERISTICS
  ®
  TM
  Failure
  Despair
  Threat
  Advantage
  Triumph
  Success
  Ability
  Die π
  Proficiency 
  Die º
  Difficulty
  Die π
  Challenge
  Die º
  Boost 
   Die ∫
  Setback 
   Die ∫
  Force 
   Die º
  SYMboLS & dICE
  Permission granted to photocopy for personal use. © LFL 2013. Character sheet also available for download at www.FantasyFlightGames.com
  CHARACTER bACkgRoUnd
  Obligation: Betrayal (5)
  During a bounty hunting job, fellow clansman Lar’omx betrayed 
  and humiliated Tray’Essek, which according to his beliefs “zeroed 
  out” his jagannath points, denying him a place of honor in Tran-
  doshan society and in the afterlife. The only way to restore his 
  lost points is to kill the one who did this to him. 
  Tray’Essek has devoted his life ever since to killing 
  Lar’omx…and making sure that nobody else kills 
  him first. Last he heard, the traitor was working 
  for Black Sun, and Tray’Essek joined up with the 
  Pykes recently for a chance to finally 
  track Lar’omx down.
  Tray’Essek starts with an Obligation value 
  of 5, but can increase the magnitude of his 
  humiliation up to as much as 20 in order to 
  add an additional talent or piece of equip-
  ment. He is able to do this by benefiting 
  more from the fury of his vendetta, but it 
  may come back to haunt him in the future. 
  Add the original and any newly incurred Obli-
  gation, and circle the appropriate value above.
  Playing Tray’Essek
  •	 You stand about a head taller than everyone 
  else, and combined with your sharp claws 
  and pointed teeth this makes for an intimi-
  dating sight. Threats of force are your forte, 
  as are beat downs and muggings.
  •	 As an ex-ganger, you know how to take 
  a hit and shrug it off. Since you started 
  working with Jovel, Matwe, and Sin, you’ve 
  become fiercely protective of them and 
  won’t hesitate to defend them in a fight.
  •	 If it comes down to it, you’ve got an old 
  slugthrower rifle to take down enemies 
  at range, and while it packs a punch, it’s 
  not the most accurate gun in the galaxy.
  CRiTiCAL injuRiES
  12
  CuRREnT
  THRESHOLD
  STRAin
  18
  CuRREnT
  THRESHOLD
  WOunDS
  SOAk vALuE
  5/6
  TALEnTS
  name
  ability summary
  Intimidating
  May suffer 1 strain to downgrade difficulty of Coercion checks 
  once or upgrade difficulty when targeted by Coercion checks once. 
  The character cannot suffer more than 1 strain per skill check.
  Toughened
  Gain +2 wound threshold; already included in wound threshold.
  optional: add 10 obligation to unlock
   Feral 
  Strength
  Add 1 damage to successful attacks made using Brawl or Melee.
  wEAponS & EqUIpMEnT
  weapon
  skill
  damage
  range
  dice pool
  Claws
  Brawl
  5
  Engaged
  º º π π
  • You deal 5 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  Slugthrower 
  Rifle
  Ranged 
  (Heavy)
  7
  Medium
  º π
  • You deal 7 damage on a hit + 1 damage per Success ≥ symbol rolled.  
  • Inflict a Critical Injury on a hit for ≤≤≤≤≤.
  gear, equipment & other items
  2 Stimpacks
  Use a maneuver to heal 5 wounds to a living creature. Consumed on use.
  Comlink
  Allows communication between other characters with comlinks.
  Binders
  Binds prisoners’ hands. Slipping free requires a Daunting (π π π π) 
  Athletics or Coordination check.
  Heavy Clothing
  Soak 1; already included in soak value.
  50 Credits
  Money with which to buy equipment, information, or cooperation.
  optional: add 5 obligation to unlock
   Padded 
  Armor
  Soak 2; circle soak value 6 on character sheet.
  Cunning
  2
  WiLLPOWER
  3
  PRESEnCE
  2
  BRAWn
  4
  AgiLiTY
  2
  inTELLECT
  2
  CHARACTER SHEET 
  CharaCter Name : tray’eSSek
  traNdoShaN
  hired guN (Marauder)
  SpeCieS
  Career
   5 10 
  15 
  20
  ObligatiON
  SkILLS
  general skills
  rank
  dice pool
  Athletics (Br)
  1
  º π π π
  Coercion (Will)
  2
  º º π
  Perception (Cun)
  1
  º π
  Piloting - Planetary (Ag)
  1
  º π
  combat skills
  rank
  dice pool
  Brawl (Br)
  2
  º º π π
  Ranged - Heavy (Ag)
  1
  º π
  
  W
  elcome to Coruscant, the heart of the galaxy. This 
  planet-spanning city is the seat of the Empire’s 
  power and home to over a trillion individuals. Even un-
  der the iron grasp of the Imperial forces, the sheer size 
  of Coruscant makes it attractive to those who hope to 
  make their fortunes, whether through legitimate enter-
  prise or less-than-legal means.
  As UndEr a Black SUn begins, the PCs are inside a fa-
  cility run by the Black Sun criminal organization, slicing 
  into a computer network to gain information for their 
  bosses, the Pyke criminal family. The Pyke Syndicate 
  consists of a network of spice dealers who maintain 
  outposts across the galaxy, and the PCs owe them big. 
  Accessing the secured data networks of the Black Sun 
  is no easy task, however, and the PCs inadvertently trip 
  an alarm the moment they download the files they were 
  sent to retrieve.
  The adventure is presented in three parts, each of 
  which includes a series of encounters for the PCs to 
  complete and locations for them to explore. Their goal: 
  to find a bounty hunter who betrayed their employers  
  before they end up with a bounty of their own!
  The first part opens with a high-speed chase through 
  the sprawling city of Coruscant as the characters flee 
  from Black Sun operatives. Part two includes a series of 
  locations throughout Imperial city that the heroes can in-
  vestigate while using their skills and diplomatic abilities 
  to track down the bounty hunter. Finally, part three con-
  cludes the adventure with the PCs’ final showdown against 
  the bounty hunter as they attempt to bring him in to an-
  swer for his double-crossing ways, dead or alive. After the 
  players have had a chance to look over their character 
  sheets and make any additional upgrades, read the open-
  ing crawl, above. Proceed to Episode I and begin.
  Never underestimate the ability of wealth 
  to make all loyalty disappear.
  –Amanza Regalo, Black Sun Vigo
  
  ePisoDe i: no easy jobs
  T
  he adventure begins with the PCs having tripped an 
  alarm inside the Black Sun facility and needing to 
  make a hasty retreat with their data. The Bothan slicer 
  Jovel managed to download the file they were sent to 
  retrieve, but it is heavily encrypted. With alarms blar-
  ing, there is no time to worry about that now!
  encounter 1: hot 
  Pursuit
  The characters make their way from the building to a 
  busy landing platform outside. Luckily, an automated 
  speeder sits waiting for potential customers. Read or 
  paraphrase the following to the players aloud:
  The PCs must decide how to proceed as the chase en-
  ters the heavily populated, skyscraper-packed areas of 
  the city. They need to shake the Black Sun thugs off their 
  tail, and soon. The four thugs start at medium range, 
  moving one range band closer per round.
  One or more characters can attempt to regain con-
  trol of their speeder with an Average (π π) Piloting 
  (Planetary) check (see the ...And into the Fire side-
  bar, right). The other PCs should look for escape routes 
  by making Average (π π) Perception checks. Suc-
  cess reveals open air vent tunnels, sewers, alleyways 
  between buildings, and other potential paths of escape.
  As long as they remain in the busy thoroughfare, all char-
  acters suffer a Setback die ∫ from the traffic, speed, and 
  movement of their speeder. If the players come up with a 
  better plan to evade their pursuers, let them run with it.
  Once they decide on a course, the pilot makes an Easy 
  (π) or Average (π π) Stealth check to hide from their 
  pursuers depending on how busy or dark their escape 
  route is. If they vanish into the labyrinthine tunnels of  
  Coruscant’s underlevels, the GM might want to add an op-
  tional encounter with a duracrete slug (see page 22).
  Characters should keep in mind that stray blaster fire 
  can injure or kill innocents and will attract the attention 
  of local police droids or even the Coruscant Underworld 
  Police themselves (see page 22). If statistics for the 
  Black Sun adversaries are needed, see the Black Sun 
  thug profile, also on page 22.
  Once the PCs have successfully made their escape, 
  their contact with the Pykes sends an encrypted trans-
  mission to their comlinks telling them to bring the chip 
  to Chopper’s in Quadrant L-42 for further instructions. 
  Proceed to Encounter 2.
  encounter 2: choP talk
  After escaping the thugs and avoiding other obstacles 
  they might have encountered during their escape, 
  the PCs now have to decide what to do with the in-
  formation they collected. Their rendezvous point for 
  Klaxons blare overhead as you flee from the facili-
  ty with the stolen data. You hear Black Sun agents 
  scrambling to investigate on the floors above. You 
  exit the skyscraper onto a bustling landing plat-
  form where a droid-driven airspeeder sits nearby, 
  awaiting a fare. A blaster bolt whizzes past your 
  heads, and the speeder seems like the best (and 
  only) option for escape! As you jump inside, the 
  droid quickly zooms away into the streams of traf-
  fic. Unfortunately, the Black Sun thugs are not that 
  easy to lose, and within seconds they are in hot 
  pursuit on swoop bikes of their own. More blaster 
  fire screams past your speeder, when suddenly a 
  lucky shot takes out the piloting droid with a bang!
  Describing the chase
  B
  e sure to use Coruscant’s sights, sounds, and 
  smells to the fullest. Hundreds of flashing bill-
  boards and neon signs, countless zooming trans-
  ports and speeders, the hiss of steam and the 
  grind of great machinery—all of these elements 
  help set the stage for the encounter as the PCs 
  fly through the ecumenopolis.
  ...And into the Fire
  I
  f the PCs fail to gain control of the speeder in 
  two rounds, it clips an oncoming transport or 
  nearby building and spirals out of control. It 
  crashes on a nearby platform, skidding to a halt. 
  Each PC suffers 2 strain and is disoriented until 
  the end of his next turn (add a Setback die ∫ to 
  all skill checks). If they engage the pursuing thugs 
  in a firefight, police droids quickly converge on 
  the area (see page 22). The Player Characters 
  can try to blend into the crowd, duck into a near-
  by shop, or flee into an alley or utility shaft with 
  an Average (π π) Stealth check or the Black 
  Sun thugs catch up with them and start shooting.
  After a few minutes pass, their comlink lights up 
  with a message to hold tight; someone will pick 
  them up soon to bring them to the rendezvous 
  point. A patched-together speeder piloted by one 
  of the pregenerated characters (one not being 
  used in the adventure) or by an Ugnaught arrives 
  and takes them to Chopper’s in Encounter 2.
  
  20
  under a black sun
  FREE RPG DAY ADVENTURE
  the debrief is a small, out-of-the-way garage known 
  as Chopper’s. This speeder repair shop is the home 
  of a confidant and employee of the Pykes named 
  Cho’pa’ailor, a Besalisk. Everyone refers to the four-
  armed repairman as “Chopper” due to his skills with a 
  laser saw and as a play on his name. 
  The characters make their way to his shop either in 
  their acquired speeder or by other means (if they 
  crashed) with the data locked away on Jovel Nial’s 
  equipment. When the PCs enter the establishment, 
  read the following aloud:
  After Chopper greets the characters, he quickly ushers 
  them from the floor of the shop and into his private office 
  in the back. He is anxious to hear how the job went and 
  asks the PCs numerous questions about how they gained 
  the file and the ensuing chase. The players can decide 
  what to reveal; Chopper helps them regardless.
  After a brief discussion, Chopper asks to have the 
  file downloaded to his terminal in the office. He begins 
  breaking the encryption to furnish the information to 
  the PCs. While he works on the file, he informs the PCs 
  of the following news from their mutual employers.
  Jovel can work on the decryption with Chop-
  per, adding her slicer skills to the job. The file is 
  heavily secured; helping to speed up the process 
  requires a Hard (π π π) Computers check with 
  a Setback die ∫. If Jovel succeeds in aiding Chopper, 
  any Advantage ≤ generated grants the characters 
  bonus information as per the sidebar on the next page.
  At this point it’s likely that the players have some 
  questions for the Besalisk. They can use this time to 
  gain more information on the matters at hand.
  “What can you tell us about this bounty hunter?” The 
  characters are sure to want to know more about this 
  bounty hunter they’ve been tasked with tracking. Chop-
  per reveals to them that this particular bounty hunter 
  was operating under an alias. He was working for the 
  Pykes to dispatch a rival smuggler and intercept the 
  large spice shipment the rival was carrying. The bounty 
  hunter betrayed the Pykes and took the shipment for 
  himself instead, delivering it to the Black Sun mobsters 
  who offered him a bigger bounty. This cost the Pyke 
  Syndicate hundreds of thousands of credits, and jobs 
  with them have dried up ever since. Hopefully, this file 
  will reveal the hunter’s real name, so that the PCs can 
  bring him to justice for his betrayal and ensure that the 
  Pykes will have work for them in the future.
  “Do they want him dead or alive?” The Pykes have a bit 
  of unfinished business with the bounty hunter that they’d 
  prefer to wrap up, given the chance, but the syndicate 
  will look weak if he gets away. If the PCs can’t manage to 
  capture him, they should instead make sure it’s the last 
  time he’ll ever double-cross 
  anybody again, or before 
  they know it, they’ll find 
  they have a bounty of 
  their own.
  Sparks fly from numerous locations throughout the 
  large, cluttered repair shop. Everywhere you look, 
  piles of speeder parts, half-built droids, and strang-
  er contraptions are stacked to the ceiling. Several 
  groups of Ugnaughts are welding and working away 
  on a disassembled airspeeder, paying you no heed.
  A booming voice rings out from behind one of the junk 
  piles: “My friends, it is so good to see you again!” A 
  large, green-mottled Besalisk emerges, his four arms 
  opening to hug the nearest member of the party.
  Once we have this bounty hunter’s identity secured, 
  the Pyke family wants you to bring him down for 
  his betrayal. He cost the bosses a fortune by steal-
  ing a shipment of their spice and bringing it to 
  Black Sun instead. Unsurprisingly, the Pykes 
  aren’t happy about it, and they’ll pay well if 
  you can take care of this problem for them. 
  They may even forget about a couple of fa-
  vors you owe them, you know?
  
  21
  under a black sun
  FREE RPG DAY ADVENTURE
  “How much are we going to get paid?” Perhaps the 
  bounty hunter still has some of the credits Black Sun 
  paid him for the spice shipment and bounty; this would 
  go towards helping to offset some of the Pykes’ losses. 
  The PCs should make sure to bring anything of value 
  they find on him back with them. Once the PCs success-
  fully dispatch the bounty hunter the Pykes will pay them 
  1,000 credits each. If the PCs try to negotiate with Chop-
  per for an advance, it simply isn’t his money to give, but 
  he’s willing to buy any speeders or swoop bikes off them 
  for 250 to 500 credits, depending on their condition.
  After answering some questions, Chopper finishes 
  his decryption of the file. He informs the PCs that the 
  bounty hunter is Kaa’to Leeachos, a Nikto formerly 
  bound in servitude to the Hutts. Since gaining his free-
  dom, Kaa’to has made his reputation with a number 
  of high-risk, unauthorized bounties and is considered 
  a formidable operative. Chopper also mentions that he 
  is familiar with the Nikto hunter and knows of a few 
  places he frequents or has been seen: the Umbra Club, 
  the Spyder, and Zelcomm Tower. He suggests that the 
  party should consult with any other contacts they have 
  to gain more insight on their foe before confronting him.
  If the players are at a loss or aren’t using the pre-gen-
  erated PCs, they can first try to succeed at a Charm or 
  Streetwise check; otherwise, the Besalisk gives them 
  the names associated with the locations detailed in the 
  Interlude, below, so that they’ll at least know where 
  and whom to start asking questions. Wishing them well, 
  Chopper sends the characters on their way and returns 
  to his work in the garage.
  interluDe—contacts 
  anD connections
  Before making their way to the locations Chopper men-
  tioned, the PCs might wish to rest and recuperate, espe-
  cially if they suffered any wounds during the speeder chase. 
  The brief respite also gives them a prime opportunity 
  ask their other underworld contacts about the loca-
  tions. This is a perfect chance for the players to be 
  creative (within reason). The GM should encourage 
  them to use or invent one or two individuals from their 
  characters’ background stories whom they could seek 
  out for information. Perhaps Tray’Essek knows of a fel-
  low clan member in the city, or Sinoca has a fence she 
  dealt with in the past.
  Whomever the PCs decide to speak with, the follow-
  ing information can be provided with a successful Aver-
  age (π π) Charm or Streetwise check:
  •	 The Umbra Club: A seedy den of death stick deal-
  ers, the Umbra Club caters to criminals in Corus-
  cant’s underworld. Speng, a male human death 
  stick dealer, might have heard about a certain 
  bounty hunter trying to offload some spice.
  •	 The Spyder: A sabacc parlor frequented by many 
  gamblers in the employ of the Black Sun, the Spy-
  der is known by all the criminals of Coruscant. 
  There, certain patrons wager information at their 
  tables, winnable by those with enough skill or 
  dumb luck. The PCs might be able to find out more 
  about Kaa’to there.
  •	 Zelcomm Tower: The skyscraper is the home of Zel-
  comm Industries, a shipping company specializing 
  in cargo transportation between the Core Worlds 
  and the Outer Rim. The tower is a known front for 
  weapons smuggling. It’s possible that Kaa’to might 
  have outfitted himself there. Coruum Sa’dia is the 
  one in charge of the operation.
  The PCs can use the information they’ve gained to 
  help plan their course of action for visiting the loca-
  tions. While they move around the city meeting with 
  their various contacts, feel free to use the following Op-
  tional Encounters to spice up their travels.
  The Pykes
  O
  nce a notable force of preeminent spice dealers 
  across the galaxy, the Pyke Syndicate has seen 
  its fortunes dwindle greatly under the Empire. The 
  Pykes themselves are comprised entirely of the 
  Pyke species. However, after an alliance with the 
  Shadow Collective (a wide-ranging group of crimi-
  nal organizations) fell apart, the spice dealers 
  branched out to expand their power by incorpo-
  rating many smaller groups into their cartel. The 
  Pyke Syndicate is based in the Outer Rim on the 
  world of Oba Diah, from which the group main-
  tains operations throughout the Core Worlds. The 
  increased security of the Empire has made spice 
  dealing difficult, but the Pykes continue to soldier 
  on, always looking for greater profits.
  Bonus InformatIon
  I
  f the PCs score a number of Advantages while 
  assisting with the file, they can potentially un-
  lock additional information:
  ≤: Scanning through Kaa’to’s file reveals that the 
  bounty hunter delivered only part of the stolen 
  spice shipment. One message’s sender suspects 
  the Nikto of holding out on the rest.
  ≤ ≤: The file also lists a series of pickups from 
  Zelcomm Tower referencing both the 4th floor ter-
  race and the side street underground entrance.
  ≤ ≤ ≤ or ±: The characters also discover a 
  seemingly misplaced list of names, ranks, and 
  associated figures. Perhaps these are Imperial 
  security forces Black Sun paid off?
  
  22
  under a black sun
  FREE RPG DAY ADVENTURE
  oPtional encounters
  Below are various adversaries the PCs might come up 
  against, depending on how they handle their investigation.
  coruscant unDerWorlD Police
  A recent speeder chase through the city that included 
  blaster fire has put the Coruscant Underworld Police on 
  a heightened alert. Local holovids taken from various 
  buildings circulate the PCs’ descriptions; a small squad of 
  police droids might stop and question the Player Charac-
  ters about their recent whereabouts and activities. How 
  the PCs handle this situation will be crucial—if they end 
  up in a shootout with police droids, they are likely to find 
  a squad of Underworld Police arriving as backup.
  Police DroiD [Minion]
  In lieu of wasting precious policemen on routine patrols 
  and minor transgressions, the Coruscant Underworld Po-
  lice frequently employ droids to help keep the peace. Un-
  fortunately, the droids’ literal programming sometimes 
  allows crafty criminals to talk their way out of trouble.
  3
  6
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  2
  2
  1
  2
  1
  1
  Skills (group only): Ranged (Light), Vigilance.
  Talents: None.
  Abilities: Droid (does not need to breathe, eat, or 
  drink, and can survive in vacuum or underwater. Im-
  mune to poisons or toxins).
  Equipment: Light blaster pistol (Ranged [Light]; Dam-
  age 5; Critical 4; Range [Medium]; Stun setting).
  coruscant unDerWorlD Police [rival]
  Anonymous and imposing in their long leather uniforms 
  and enclosing helmets, the Underworld Police are a 
  mystery to most. However, few who have been on the 
  wrong end of their heavy blasters doubt the danger 
  they pose for lawbreakers.
  4
  4
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  3
  2
  2
  2
  3
  1
  Skills: Brawl 1, Coercion 1, Discipline 1, Melee 1, 
  Ranged (Light) 2, Vigilance 1.
  Talents: None.
  Abilities: None.
  Equipment: Heavy blaster pistol (Ranged [Light]; Dam-
  age 7; Critical 3; Range [Medium]; Stun setting), stun 
  club (Melee; Damage 5; Range [Engaged]; Disorient 2), 
  heavy armored coat (+1 soak).
  black sun Minions
  While traveling throughout the city, the PCs may en-
  counter some Black Sun operatives going about their 
  business. At this stage, the Player Characters are still un-
  known to the greater organization, but there is a chance 
  that they will run afoul of these thugs, deepening the 
  potential for animosity between the PCs and Black Sun.
  black sun thug [Minion]
  3
  6
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  3
  2
  2
  2
  1
  1
  Skills (group only): Brawl, Coercion, Ranged (Light).
  Talents: None.
  Abilities: None.
  Equipment: Blaster pistol (Ranged [Light]); Damage 6; 
  Critical 3; Range [Medium]; Stun setting).
  local verMin
  Numerous vermin infest the lower levels of Coruscant.
  Duracrete slug [rival]
  Named for the material that comprises the bulk of their 
  diet, the invasive duracrete slugs are particularly dan-
  gerous to buildings, as they eat away at the founda-
  tions. Their tunnels are a common sight in the under-
  world, where slugs may grow up to 10 meters long.
  6
  10
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  3
  2
  1
  1
  1
  1
  Skills: Brawl 2, Coordination 1, Resilience 2.
  Talents: None.
  Abilities: Bite (Brawl; Damage 3; Critical 4; Range [En-
  gaged]), Duracrete plating (melee and ranged attacks tar-
  geting it gain a Setback die ∫ due to its armored carapace; 
  characters may aim to hit weak spots and ignore 1 soak).
  Equipment: Partially-digested landspeeder identity plate.
  Reading the stat blocks
  Below is a quick primer on stat block shorthand:
  •	 Critical X: Spend X number of Advan-
  tage ≤ to score a Critical Injury.
  •	 Disorient X: Spend 2 Advantage ≤ ≤  
  to add a Setback die ∫ to the target’s 
  skill checks for X rounds.
  •	 Soak bonuses from equipment have al-
  ready been factored into the soak value.
  
  ePisoDe ii: city of sPires anD strife
  W
  ith a series of locations to investigate, the PCs set 
  forth into the depths of Coruscant. The locations 
  here can be visited in any order, and each area changes 
  according to the locations the PCs explore beforehand. 
  Their actions at one venue can drastically change what 
  happens at the next if things go poorly.
  The PCs should visit at least one or two of the loca-
  tions, but stopping at all three requires a significant time 
  investment and probably isn’t feasible unless the GM is 
  able to run an extended session or two shorter sessions.
  location 1:  
  the uMbra club
  •	 First Location Visited: Run the location as written.
  •	 Visited after the Spyder: If the PCs had any trou-
  ble with patrons at the Spyder, word makes it back 
  to Speng that people are looking for anyone known 
  to deal with Kaa’to. Speng has his hired thugs sta-
  tioned outside his booth when the PCs arrive. The 
  characters have to deal with them (either physically 
  or through negotiation) to meet with Speng. The 
  guards’ stats are detailed on page 24.
  •	 Visited after the Zelcomm Tower: If the PCs en-
  gaged in a firefight with Coruum’s men, the Coruscant 
  Underworld Police in Black Sun’s employ send a pair 
  of police droids (see the preceding page) to search for 
  the trespassers. The PCs can try to hide among the 
  patrons or take on the droids. To keep police forces off 
  the PCs’ trail in the future, the droids’ memories can be 
  erased with a Hard (π π π) Computers check.
  Located in Sector 1459 of the city, the Umbra Club is a 
  cantina and nightclub that caters to a less-than-upstand-
  ing clientele. A frequent haunt of death stick dealers and 
  addicts, this club is not on any must-see lists in the galactic 
  travelogues. The elaborate holovids outside the club por-
  tray it as an upscale dancing establishment, though that 
  is far from the truth. As the PCs enter, read the following:
  Omacala, a Gotal who cares little about what goes on 
  in his cantina as long as he is paid for the drinks, runs 
  the place. He sees and hears a great deal of what oc-
  curs in his establishment, but he is not inclined toward 
  idle gossip. For the right price, however, he is willing to 
  share some of his information. PCs who wish to barter 
  As soon as you enter the cantina you notice the 
  smell; the combined odor of stale liquor, burning 
  death sticks, and other rank substances washes 
  over you. Inside, a collection of sparse tables, half-
  broken chairs, and tattered couches adorns the 
  main room. A series of private booths line the right 
  wall, each with a ragged curtain pulled shut. In the 
  center of the room, a large, brightly lit dance floor 
  pulses with colored lights in an almost hypnotic 
  pattern. A handful of patrons relax at various ta-
  bles and couches, all lost in their own reveries. Be-
  hind the bar, a gruff Gotal slings drinks to a group 
  of humans clustered at one end.
  
  24
  under a black sun
  FREE RPG DAY ADVENTURE
  with him for information must make 
  a Negotiation check with a difficulty 
  of (π º) to reach a price. If the PCs 
  are successful, Omacala shares his knowl-
  edge about the Black Sun and its minions 
  for 30 credits. If they fail the roll, he refuses 
  to divulge anything for less than 50 credits.
  “What do you know about Black Sun?” In 
  addition to the organization’s long-standing 
  stake in the spice trade, Black Sun seems to be 
  expanding into the illicit arms trade, especially 
  now that the fledgling Rebellion has emerged as a 
  new buyer and its attacks are beginning to chip away 
  at the Empire’s supply. The Gotal refuses to discuss 
  Black Sun any further. 
  “What do you know about Kaa’to Leeachos?” The Go-
  tal has seen the Nikto bounty hunter in the cantina 
  recently, meeting with a skittish death stick dealer 
  named Speng. The dealer is here now, in a private 
  booth conducting a transaction.
  “What do you know about Speng?” His death stick deal-
  ings provide him a decent income, and he does whatever 
  he must to maintain his lifestyle. He is constantly on edge 
  and very nervous, so be careful how you approach him.
  “Who is Coruum Sa’dia?” The Ishi Tib works at Zel-
  comm Tower as the owner of a somewhat shady ship-
  ping company. More than likely there’s some smug-
  gling happening on the side, and you know what that 
  means—keep your eyes open for extra entrances.
  If a firefight erupts in the club at any time, the patrons 
  quickly scatter and head for the street. Omacala dives 
  behind the bar until the fighting is over. He stridently 
  demands that the PCs pay for any damages to the club, 
  but a simple threat is enough to stifle him.
  If the PCs barge in on Speng in the middle of his deal, 
  they find him with a hollow-eyed human female who is 
  handing over a small stack of credits for a black pouch. 
  She quickly scurries away when the PCs enter the booth.
  The PCs may make an Average (π π) Deception 
  check to pose as prospective buyers. Otherwise, Speng 
  realizes he might be in for trouble and immediately sum-
  mons his guards. If the PCs’ ruse is successful, the PCs 
  might try bribing Speng with 200 credits for information 
  or try to bargain him down with a Negotiation check 
  with a difficulty of (π º º). The information he provides 
  is found in the read-aloud text on the following page.
  The moment the PCs make any threats toward him, 
  however, he activates a comlink in his pocket to summon a 
  pair of Klatooinian hired guards who are waiting out back.
  The guards quickly enter the cantina through a back 
  door and emerge into the main room with blasters drawn. 
  They tell the PCs to move away from Speng. If any PC 
  reaches for a weapon or makes an overtly hostile move, 
  the guards begin firing. Speng attempts to flee from the 
  cantina once his guards have the PCs’ attention. He heads 
  into the back alley and tries to lose himself in the crowds.
  club hireD guarD [Minion]
  4
  6
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  3
  2
  2
  2
  1
  1
  Skills (group only): Brawl, Coercion, Ranged (Light).
  Talents: None.
  Abilities: None.
  Equipment: Blaster pistol (Ranged [Light]; Damage 6; 
  Critical 3; Range [Medium]; Stun setting), brass knuck-
  les (Brawl; Damage 4; Critical 4; Range [Engaged]; Dis-
  orient 3), flak vest (+1 soak).
  sPeng [rival]
  2
  12
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  2
  2
  2
  3
  2
  3
  Skills: Deception 1, Negotiation 2, Ranged (Light) 1, 
  Skulduggery 1, Streetwise 2, Vigilance 2.
  Talents: Smooth Talker (when making Negotiation checks, 
  spend a Triumph ± to gain 2 additional Successes ≥).
  Abilities: None.
  Equipment: Blaster pistol (Ranged [Light]; Damage 6; 
  Critical 3; Range [Medium]; Stun setting), 6 death sticks 
  (induces mild hallucinations, adds a Setback die ∫ 
  to any task the character attempts, and prohibits the 
  expenditure of Destiny Points for the duration of the 
  combat or scene).
  
  25
  under a black sun
  FREE RPG DAY ADVENTURE
  Tracking Speng through the crowds and alleyways of 
  Sector 1459 is not easy. Sinoca is best suited to fol-
  low him due to her Expert Tracker talent. The PCs may 
  make a series of Hard (π π π) Perception checks or 
  Average (π π) Survival checks, each with a Setback 
  die ∫ to catch glimpses of him or find traces of foot-
  prints or torn pieces of his clothing. Speng attempts to 
  lose the PCs and then double back to the club, hoping 
  they will not anticipate that he would return there.
  When the characters finally catch up to the dealer, 
  they find that Speng is a well-dressed human male of 
  slight build. If the characters attempt to calmly discuss 
  the bounty hunter with him, Speng remains on guard. 
  However, he imparts the following information on a suc-
  cessful Hard (π π π) Coercion check or if the PCs 
  have inflicted any wounds on him. He values his own 
  skin more than his clients’ privacy.
  If the PCs have already been to the Spyder and 
  know about Kaa’to’s gambling debts, or if they de-
  mand more information than Speng initially provides, 
  he elaborates with the following on a further Average 
  (π π) Coercion check:
  After the PCs have finished with Speng, they can in-
  vestigate another location. If the club is their last stop, 
  they can put all their information together and pro-
  ceed to Episode III.
  oPtional encounter: 
  first iMPressions
  As the PCs travel around the city asking questions 
  about Kaa’to, word is sure to spread back to the 
  bounty hunter that people are looking into his deal-
  ings. The GM should use any Threat ∑ or Despair 
  µ rolled when PCs are questioning individuals to 
  represent the fact that Kaa’to is becoming aware 
  that intruders are poking around where they don’t 
  belong. During the PCs’ travel between locations, 
  Kaa’to can confront the characters.
  This encounter should be a fast, furious hit-and-run 
  attack, not a final confrontation between the characters 
  and Kaa’to. The bounty hunter is trying to send a mes-
  sage that he does not tolerate anyone meddling in his 
  business, and he’s willing to do anything necessary to 
  maintain his freedom. A GM can work this encounter in 
  wherever he feels it will be most appropriate. Kaa’to’s 
  profile can be found on page 38 of this booklet.
  location 2: the sPyDer
  •	 First Location Visited: Run the location as written.
  •	 Visited after the Umbra Club: Depending on the 
  PCs’ interactions with Speng, a number of patrons at 
  the Spyder might be wary of the PCs, especially if they 
  had a shootout in the cantina. Any skill checks made 
  while speaking with the gamblers add a Setback die ∫ 
  if the PCs’ visit to the Umbra Club ended in violence.
  •	 Visited after the Zelcomm Tower: The Falleen un-
  derboss catches wind of the raid on Zelcomm and 
  the Black Sun facility just after his conversation with 
  the PCs. As they leave, he tips off one of his contacts 
  in the Coruscant Underworld Police, and two officers 
  try to arrest the PCs on their way to their next desti-
  nation. Use the profiles on page 22.
  Many locations throughout Coruscant offer games of 
  chance and gambling, but the Spyder has earned a rep-
  utation among the gamblers of the city as a place for 
  large payouts and larger sources of information. Many 
  high rollers frequent the sabacc tables to make their 
  fortunes—and more often lose them. As the PCs enter 
  the location, read the following:
  The right and left heads of the Troig bartender, Pillaat 
  and Nerro, have worked at the Spyder for many years 
  and are very familiar with the regulars. The Troig loves 
  to discuss the comings and goings of the city, especially 
  the underworld activity, and is quick to share some gos-
  sip after a few credits pass his way.
  If the PCs begin inquiring about Kaa’to, the Troig’s two 
  heads exchange furtive glances and seem slightly on edge. 
  The PCs can attempt an Average (π π) Charm check to 
  get him to share what he knows. Pillaat informs the PCs 
  that the bounty hunter is very quick to anger and has in-
  Kaa’to? Yeah, I know Kaa’to. Comes around here 
  sometimes to move merchandise he acquires on his 
  jobs. He likes the sabacc over at the Spyder, and I 
  hear he owes them a lot of money. That’s why he 
  always brings me valuable objects he finds on his 
  jobs, since I like the finer things, you know?
  Fine! I know where he stays. He’s been known to 
  hole up somewhere around the kelerium process-
  ing plant in Sector 943. It’s an out-of-the-way place 
  that no one is supposed to know about. He stays 
  there when he’s on Coruscant so he can work with-
  out prying eyes on him.
  The sights and sounds of the Spyder are similar to 
  those of many sabacc parlors, with a central pit of 
  card tables surrounded by various electronic games. 
  The establishment is crowded and noisy; the cheers 
  that accompany winning hands and lucky rolls ring 
  out across the room. Behind the bar, a two-headed 
  Troig deftly passes out drinks using all four arms, 
  chatting with down-on-their-luck gamblers or himself 
  intermittently. A quick scan of the room shows that 
  the Nikto bounty hunter is not here, so you must rely 
  on the various patrons and employees for information.
  
  26
  under a black sun
  FREE RPG DAY ADVENTURE
  jured a number of customers over games that have not 
  gone his way. He avenges these losses outside the estab-
  lishment, to keep from negatively affecting his admittance 
  into the Spyder. Nerro also shares that Kaa’to owes the 
  Spyder’s owner a great deal of money and has only re-
  cently begun paying it back.
  Korsin Fenn, a male Bothan and a clansman of Jov-
  el’s, runs the Spyder. He can be found here most nights, 
  overseeing the operation and resolving any disputes. 
  He is a reserved individual, but he warms quickly to 
  anyone who proves trustworthy. He is particularly fond 
  of fellow Bothans, and recognizes Jovel.
  When the PCs question him, Korsin Fenn is very reluc-
  tant to divulge any information on his clients. He knows 
  that maintaining strict confidence is necessary to keep 
  patrons coming back. If the PCs emphasize that Kaa’to 
  has already forfeited his privilege of privacy by betray-
  ing numerous employers and owing the Spyder some 
  credits, Fenn might be swayed.
  If one of the PCs succeeds in a Charm check with a 
  difficulty of (π º) Fenn decides to loosen his lips. He 
  reveals that Kaa’to’s debts have increased greatly due to 
  a bout of bad luck two months ago at the sabacc tables. 
  He now owes the Spyder close to 20,000 credits, and he 
  has become desperate to find new sources of income to 
  alleviate this debt. Fenn banned Kaa’to from the Spyder 
  until the debts are paid, though he is becoming increas-
  ingly worried that he will never see his money. The Nikto 
  did offer Fenn a shipment of spice to offset his debts, but 
  Fenn wants nothing to do with that business.
  The PCs might reveal that they are tasked with deal-
  ing with Kaa’to for their own employers, who are famil-
  iar with the spice market, and that perhaps they can 
  help make an example of Kaa’to and get Fenn’s money 
  in return for the spice shipment. If they are successful 
  on an Average (π π) Negotiation check, Fenn agrees 
  to help the PCs by passing along word to Kaa’to that 
  he’s found a buyer for the spice shipment (see Episode 
  III on page 32). He offers the PCs 1,000 credits to 
  split if they successfully lay a trap for the bounty hunter 
  and make an example of Kaa’to to other debtors. If the 
  PCs try for more with a Hard (π π π) Negotiation 
  check, he won’t go any higher than 1,500 credits.
  Korsin Fenn also tells the PCs that the spice shipment 
  Kaa’to offered was bound for Black Sun, which is another 
  reason Fenn thinks it’s too hot to take himself.
  The PCs can surmise that Kaa’to is extremely dangerous 
  and known for using any means necessary to achieve his 
  goals. The double-crosser is quickly making a great num-
  ber of enemies by turning on his former employers. Fenn 
  speculates that it won’t be long before Kaa’to betrays 
  Black Sun, and he wonders aloud if perhaps the organiza-
  tion should be made aware of this fact. The Bothan has no 
  particular love for Black Sun, and, if the crime syndicate 
  would send some thugs of their own to investigate, it could 
  help whittle down the Nikto’s firepower and strength.
  With this suggestion in mind, the PCs might decide 
  that sending Black Sun agents against the bounty hunt-
  er would work in their favor to keep suspicions pointed 
  away from them. Fenn points out a group of Black Sun 
  members, including an influential underboss, playing 
  sabacc at a nearby table. Perhaps someone would like 
  to be dealt into the game?
  PCs who wish to join in a game of sabacc must pay a 
  25-credit entry fee. This is the starting ante for any of 
  the tables and goes straight to the sabacc pot, while 
  10 credits suffices as the wager on additional hands. 
  Two spots remain open at the Black Sun operatives’ 
  table. The Falleen underboss is dismissive of any new-
  comers to the game, convinced that his gaming prow-
  ess is unsurpassed. Two humans, an Aqualish, and a 
  Weequay are seated alongside him. If asked, Fenn in-
  dicates that one of the humans and the Aqualish are 
  also members of Black Sun.
  
  27
  under a black sun
  FREE RPG DAY ADVENTURE
  Attempts to strike up conversation during the game are 
  rebuffed by all players at the table. Their focus is on the 
  game; the players do not have time for pleasantries and 
  discussion. After a few hands at Average (π π) Difficulty 
  and perhaps one at Hard (π π π) Difficulty (see the Sa-
  bacc Rules sidebar above for a simple in-game mechan-
  ic), the Falleen makes motions to leave the table. If the 
  players don’t win the sabacc pot (500 credits), the Falleen 
  does, then calls to have the house prepare his winnings for 
  transport. At this point, the PCs can mention Kaa’to and 
  try to convince the Black Sun underboss that the bounty 
  hunter is going to turn against the organization. If the PCs 
  succeed with a Hard (π π π) Streetwise check or man-
  aged to beat the Falleen at a hand of cards, he retakes his 
  seat and listens to what the PCs have to say after dismiss-
  ing the other players (except for his own men).
  This is a great opportunity for the PCs to roleplay with 
  Verannis (as he finally introduces himself to the PCs). 
  They should make their case for the Black Sun to distrust 
  Kaa’to and either cite their own experiences with his con-
  duct or spin a tale of their own. They need to be careful 
  not to reveal their direct link to his activities, or Verannis 
  could deduce their role in the break-in. Throughout the 
  discussion, a series of Hard (π π π) Charm or Decep-
  tion checks determines how willing he is to listen to the 
  Player Characters and whether he believes them. Initial 
  skill checks should have a Setback die ∫ added to the 
  roll, since Verannis is dubious of the PCs’ claims. (See also 
  the Blood Runs Thicker... sidebar on page 28 to see if 
  Matwe might complicate matters.) If any Despair symbols 
  µ come up, Verannis realizes that the PCs are the intrud-
  ers who broke into the Black Sun facility. This leads to a 
  direct confrontation between his group and the PCs.
  If the PCs successfully convince Verannis of Kaa’to’s 
  duplicitous nature, he dispatches his guards to seek out 
  the bounty hunter and bring Kaa’to before him at his 
  headquarters. He curtly thanks the PCs and leaves.
  If the PCs are unsuccessful, Verannis sends his two 
  lackeys (and possibly a Trandoshan as well—see the 
  sidebar Old Wounds on page 28) to shadow the 
  PCs and find out what they’re up to.
  Sabacc RuleS
  T
  he following rules can be used to simulate one 
  round or hand of sabacc, a popular card game in 
  the Star Wars universe. In sabacc, players attempt 
  to develop a hand of ±23 using a deck of 76 chip-
  cards that shift between positive and negative ver-
  sions of their numbers until they are played.
  1. The table agrees on a wager, and each 
  player pays this amount into the pot.
  2. Use Cool to establish a base dice pool.
  3. The GM adds Difficulty dice π to the play-
  er’s dice pool based on the difficulty of the 
  game and the skill of the opponents.
  4. The player rolls the dice pool, leaving the 
  dice on the table. He then rolls a single 
  Force die º to illustrate the shifting na-
  ture of the cards’ signs. For each dark side 
  symbol ∏, one Success ≥ and one Ad-
  vantage ≤ are converted into a Failure 
  ∂ and Threat ∑, respectively. Converse-
  ly, each light side symbol ∏ changes one 
  Failure ∂ and one Threat ∑ into a Suc-
  cess ≥ and Advantage ≤, respectively.
  5. To cheat, a character instead uses his De-
  ception, Skulduggery, or Computers skill 
  pool for the test. Upgrade the difficulty of 
  the skill check once. On a Despair symbol 
  µ, the PC is caught cheating, and gambling 
  immediately stops to resolve the discovery.
  6. On a Success ≥, the PC wins back his 
  wager. For each additional Success ≥, he 
  wins another wager’s worth from the pot.
  Table 1–7: Spending advanTage, TriuMph, ThreaT & deSpair in Sabacc
  results
  interpretations
  ≤
  Recover 1 strain as one of the cards in your hands unexpectedly flips in your favor.
  ≤ ≤
  Add a Boost die ∫ to your next roll as you successfully bluff.
  ≤ ≤ ≤
  Figure out an opponent’s tells and downgrade the difficulty of your next roll once.
  ±
  Reveal a positive or negative 23 and win the entire sabacc pot (determined by the GM).
  ∑
  Suffer 1 strain as one of the cards in your hand unexpectedly flips, forcing you to change your strategy.
  ∑ ∑
  Add a Setback die ∫ to your next roll as you fall for an opponent’s bluff.
  ∑ ∑ ∑
  You lose your ability to concentrate on the game, upgrading the difficulty of your next roll once.
  µ
  If you aren’t cheating, you bomb out, run out of chips, or are otherwise ejected from the game.
  
  28
  under a black sun
  FREE RPG DAY ADVENTURE
  After this encounter, the PCs can either proceed to the 
  next location on their list or prepare to confront Kaa’to if 
  this was the last location visited. Proceed to Episode III.
  verannis, black sun unDerboss [rival]
  3
  12
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  2
  3
  3
  3
  2
  3
  Skills: Charm 2, Coercion 2, Cool 1, Leadership 2, Me-
  lee 1, Ranged (Light) 1, Skulduggery 1, Streetwise 2, 
  Vigilance 1.
  Talents: Resolve (when the character suffers strain, he 
  suffers 1 less strain, to a minimum of 1; this does not 
  apply to voluntary strain loss).
  Abilities: Allelochemical Transmitters (the GM may 
  spend Threat ∑ generated by the PCs to allow the Fal-
  leen to evoke fear, desire, anger, doubt, confusion, or 
  another emotion in the character targeting him, inflict-
  ing 1 strain per Threat ∑).
  Equipment: Blaster pistol (Ranged [Light]; Damage 6; 
  Critical 3; Range [Medium]; Stun setting).
  black sun lackey [Minion]
  4
  8
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  3
  2
  1
  2
  2
  1
  Skills (group only): Brawl, Coercion, Melee, Ranged 
  (Light), Stealth.
  Talents: None.
  Abilities: None.
  Equipment: Blaster pistol (Ranged [Light]; Damage 6; 
  Critical 3; Range [Medium]; Stun setting), switchblade 
  (Melee; Damage 4; Critical 3; Range [Engaged]), bind-
  ers (breaking free of these restraints requires a Daunting  
  [π π π π] Athletics or Coordination check).
  location 3:  
  ZelcoMM toWer
  •	 First Location Visited: Run the location as written.
  •	 Visited after the Umbra Club: If the PCs learn 
  from Omacala or from Kaa’to’s files that Zelcomm 
  is a front for weapons smuggling, they should be 
  prepared for a potential fight. In addition, they will 
  have received the heads up that there are addition-
  al entrances into the facility. Finding them requires 
  only Easy (π) Perception checks, compared to 
  the Average difficulty described later.
  •	 Visited after the Spyder: If the PCs engaged in a 
  firefight with Verannis’s men, security at the tower 
  has been heightened. Guards are posted outside 
  the main entrance (use the Zelcomm Enforcer pro-
  file on page 31), and the internal security sys-
  tem has been activated (add 2 Setback dice ∫ ∫ 
  to any slicing attempts).
  Blood Runs ThickeR...
  D
  epending on the amount of Obligation Matwe 
  has taken on, hiding the party’s association 
  with the Pykes might be more or less difficult. 
  In this sector, everyone knows that Matwe’s 
  younger brother is hopelessly tangled up with 
  the spice trade. Verannis might even mention 
  suspiciously, “I recognize you; you’re related to 
  that scrub working spice for the Pykes.” Con-
  vincing the underboss that the PCs don’t have 
  an ulterior motive becomes harder, warranting a 
  Setback die ∫ to Deception checks if Matwe has 
  15 Obligation as well as upgrading the difficulty 
  of the Deception checks once if he has 20.
  Old WOunds
  I
  f Tray’Essek has accumulated additional Obliga-
  tion, his rival, Lar’omx, finds out about the raid 
  on the Black Sun facility and decides to zero out 
  Tray’Essek’s jagannath point score once and for all. 
  If the conversation with the Falleen goes poorly, 
  or if Tray’Essek confronts Verannis about his rival, 
  Lar’omx accompanies the human and Aqualish 
  Black Sun operatives to “take care of” the PCs. 
  Lar’omx has forsaken Trandoshan traditions and 
  isn’t afraid to fight dirty in order to beat Tray’Essek.
  lar’Omx Clan-sCOrned [rival]
  6
  15
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  4
  2
  1
  3
  2
  1
  Skills: Athletics 2, Brawl 2, Coercion 1, Coor-
  dination 1, Perception 1, Ranged (Heavy) 1, 
  Ranged (Light) 1, Survival 2, Vigilance 1.
  Talents: Knockdown (after hitting with a Brawl 
  or Melee attack, the character may knock the 
  target prone by spending a Triumph ±).
  Abilities: None.
  Equipment: Heavy blaster pistol (Ranged [Light]; 
  Damage 7; Critical 3; Range [Medium]; Stun set-
  ting), poisoned claws (Brawl; Damage 5; Critical 3; 
  Range [Engaged]; spend 2 Advantage ≤ ≤ to in-
  flict poison: the target must succeed at an Average  
  [π π] Resilience check or suffer 5 strain and lose 
  his free maneuver for a number of rounds equal 
  to the number of Threat ∑ generated during the 
  Resilience check), padded armor (+2 soak).
  
  29
  under a black sun
  FREE RPG DAY ADVENTURE
  Rising above the crime-ridden lower levels of Coruscant, 
  Zelcomm Tower is the home of Zelcomm Industries, a 
  small shipping company specializing in cargo deliveries to 
  the Outer Rim. It is a dark, foreboding building, lacking the 
  lighting and flair of standard skyscrapers found in the Im-
  perial capital. As the PCs approach, read the following:
  The building appears deserted (unless Player Char-
  acter actions at the Spyder have caused guards to be 
  posted) and closed. If the PCs learned from their con-
  tacts that the tower is a front for a weapons smuggling 
  operation, they also likely know about the secret storage 
  facilities and hidden entrances that the building contains.
  Investigating the outer area of the building, the PCs 
  find the following options for entry:
  •	 Front Door: The large double doors are securely 
  locked and have a moderate security system. Access-
  ing the building in this manner requires an Average (π 
  π) Computers check with a Setback die ∫ to bypass 
  the security system. If the Computers check fails with 
  Threat ∑, an alarm sounds that alerts building secu-
  rity to the intrusion. Anyone who enters the building 
  from the front is very visible and exposed to passers-
  by. These doors lead to a main lobby and two elevators 
  that provide access to the rest of the building.
  •	 Maintenance Bay: On the side of the building is a 
  blast door that leads to a maintenance hangar. Open-
  ing the door requires the same skill checks as above, 
  but it is out of the way and not likely to draw attention 
  from anyone. This door leads to a dark hangar with 
  two speeders inside. An exit from the hangar takes 
  the PCs to the elevators just off of the main lobby.
  With an Average (π π) Perception check, the PCs 
  also find the following:
  •	 Ventilation Grates: The PCs discover a series of 
  ventilation grates on the back side of the build-
  ing. These tight passageways lead down to sub-
  level 1A. Crawling through the cramped corridors 
  is nerve-racking. An Average (π π) Resilience 
  check is needed to resist feeling claustrophobic 
  and suffering 2 strain. At various points during the 
  crawl, space becomes even more cramped, and 
  the PCs have to work together to get through. An 
  Easy (π) Coordination check allows the PCs to 
  maneuver through the tunnels safely.
  •	 Elevated Terrace: Four stories up, a small terrace 
  overlooks the city. The PCs can attempt to enter the 
  building through this terrace and the door behind 
  it. They can reach the terrace with an airspeeder or 
  by climbing the side of the wall to the balcony. The 
  PCs could spend a light side Destiny Point to have 
  appropriate climbing gear with them (which adds a 
  Boost die ∫ to their skill checks). Scaling the side 
  of the building requires a Hard (π π π) Athletics 
  check. Once the PCs reach the balcony, the door 
  leading inside requires a Hard (π π π) Skuldug-
  gery check or Average (π π) Computers check 
  to open. Smashing any windows or shooting any 
  locks instantly triggers an alarm.
  In the lobby, a Zelcomm Enforcer (see page 31) 
  sits behind a series of vid screens at his security desk. If 
  the PCs can dispatch him, slicing into the company da-
  tabase requires an Easy (π) Computers check and re-
  veals that the private offices of Coruum Sa’dia, the arro-
  gant and callous Ishi Tib who runs Zelcomm Industries, 
  are located on the 19th floor of the tower, in the center 
  of a maze of smaller offices and corridors. Another se-
  curity patrol is visible on the screen, checking various 
  floors. The PCs need to be cautious to avoid alerting the 
  Looming over its surroundings, the Zelcomm Tower 
  is home to a shipping company that delivers goods 
  between the Core Worlds and the Outer Rim terri-
  tories. Its headquarters in Sector 1265 is bustling 
  with visiting clients and traders during business 
  hours, but now the place is dark and apparently 
  closed for the day. Nevertheless, there appears to 
  be some activity going on around the building un-
  der the cover of darkness, and a small shuttle de-
  parts from an upper docking pad as you approach.
  
  30
  under a black sun
  FREE RPG DAY ADVENTURE
  guards to their presence. The security guards become 
  aware of the Player Characters if the PCs generate 2 or 
  more Threat ∑ while performing any skill checks.
  Across from the desk in the lobby are three elevators 
  that connect the various levels. The elevators also go to 
  basement sublevel 1A, but that level requires an access 
  card. The panel can be sliced with a Daunting (π π π 
  π) Computers check to override the controls. Alterna-
  tively, the PCs can succeed at an Easy (π) Mechanics 
  check or Average (π π) Athletics check to breach 
  the elevator cabin and climb into the 
  elevator shaft. There, they can 
  risk two Average (π π) to 
  Hard (π π π) Athletics or 
  Coordination checks to 
  descend to another level, 
  and a Hard (π π π) Me-
  chanics check to force 
  open the elevator doors.
  coruuM’s office
  Extensively exploring the  
  various upper floors of  
  the building yields al-
  most nothing and is 
  likely to attract the pa-
  trol’s attention. The only 
  item of interest to find is a 
  kit containing a stimpack, an 
  emergency repair kit, and two 
  glow rods in a hallway closet. The PCs 
  must enter Coruum’s office and try to find 
  any information that they can use against Kaa’to. 
  Coruum’s office is on the 19th floor and is easily found 
  when the PCs exit the elevator. 
  The door to Coruum’s private office is locked but can 
  be picked with an Average (π π) Skulduggery check 
  or shot open with a blaster. If the PCs fail or generate any 
  Threat ∑ while doing this, a silent alarm is tripped, alert-
  ing the security guards and Coruum that someone is en-
  tering his office. This alarm is not detectable by the PCs.
  Inside the office, a neat and orderly desk dominates 
  the room, and rows of file cabinets line the east wall; the 
  west wall has windows looking out on the city. A com-
  puter terminal sits on the desk, its locked screen await-
  ing a password. A successful Hard (π π π) Computers 
  check bypasses the password. The PCs can attempt to 
  slice into the computer three times before the machine 
  locks down completely and sends an alarm to Coruum.
  The following outlines the possible results of a suc-
  cessful Computers check:
  •	 ≥: The computer files are clearly labeled and include 
  numerous records of shipments, invoices, and balance 
  sheets. A quick search of the system for Kaa’to’s name 
  provides an invoice for a partial shipment of weapons 
  delivered one day ago, as well as an address: that of 
  the kelerium processing plant in Sector 943. The re-
  maining items on the invoice are scheduled to arrive 
  later this evening at the abandoned section of the fac-
  tory. The PCs can gather names of potential contacts in 
  the Zelcomm organization from the file as well, includ-
  ing individuals with whom Kaa’to worked in the past.
  •	 ≤: Among the items listed on the invoice marked 
  “shipped” is a miniature thermal detonator! Though 
  not quite as deadly as their larger versions, they still 
  pack a punch bigger than any gre-
  nade (see page 36). At least 
  the PCs will be forewarned 
  when eventually confront-
  ing Kaa’to.
  •	
  ≤ ≤: Not far from 
   the files detailing Kaa’to’s 
   transactions is another 
  interesting tidbit: a re-
  call notice from Merr-
  Sonn Munitions, Inc. 
  Apparently the latest 
  batch 
  of 
  miniature 
  thermal detonators is 
  defective: they rarely, 
  if ever, detonate prop-
  erly when used.
  •	 ∑ ∑ ∑ or µ: The 
  system’s security is 
  activated and sends to 
  Coruum a signal that 
  his computer terminal 
  is being accessed by an 
  unauthorized party, in addi-
  tion to alerting the guards on-site. Anyone trying 
  to scan nearby comm frequencies can hear the 
  guards assembling a force in order to investigate.
  Meanwhile, non-slicer characters can try searching 
  through the rest of the room for other leads:
  •	 The file cabinets contain stacks of datapads de-
  tailing a variety of clients. Searching through the 
  pile reveals many Black Sun shipments located in 
  A SignAture Spike
  I
  f Jovel has taken on additional Obligation, the 
  Bothan has done more than a few jobs on be-
  half of the Pykes and Senator Aquem and has 
  begun to earn a name for herself as a somewhat 
  infamous slicer. Higher profile security systems 
  have been specifically updated to better protect 
  against her style and can even recognize some of 
  her computer spikes. The Zelcomm Tower securi-
  ty infrastructure is one such system;  Jovel must 
  upgrade the difficulty of any Computers checks 
  inside the building once if she has 15 Obligation, 
  or twice if she has 20.
  
  different bays of the warehouse in sublevel 1A; 
  it appears that Coruum is a primary supplier of 
  weapons to the Black Sun Syndicate.
  •	 In a locked drawer in the desk (Easy [π] Skuldug-
  gery check) the PCs can find a holdout blaster, a 
  spare security card used to access sublevel 1A, 
  and a hand scanner calibrated to check power lev-
  els and stress points on weapons systems.
  If Coruum Sa’dia receives a signal or alarm, he con-
  tacts his men working in the storage room below and 
  dispatches them to deal with the intruders. The weap-
  ons smuggler employs a variety of Duros, Rodian, and 
  human soldiers. A group of three enforcers arrives on 
  the floor to intercept the PCs if needed.
  ZelcoMM enforcer [Minion]
  4
  5
  soak value
  W. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  2
  2
  2
  2
  1
  1
  Skills (group only): Brawl, Coercion, Ranged (Light).
  Talents: None.
  Abilities: None.
  Equipment: Heavy blaster pistol (Ranged [Light], Dam-
  age 7; Critical 3; Range [Medium]; Stun setting), com-
  link, access card to sublevel 1A, Zelcomm Guard uni-
  forms (+2 soak).
  If guards arrive while the party is in the office, the PCs 
  hear the elevator doors open and footfalls on the floor. A 
  gruff voice yells in Basic to “exit the office with your hands 
  up,” as the enforcers take up positions in the hallway out-
  side the office. The PCs have ample cover (add a Setback 
  die ∫ to any enemy shots) for a firefight. When two guards 
  have fallen, the remaining enforcer attempts to flee to the 
  elevators. If the PCs are unable to stop him from escaping, 
  he regroups in the storage area with his associates.
  storage facility
  Sublevel 1A, a hidden storage area for the weapons 
  smuggling operation, is accessible either by the eleva-
  tors (with a special card) or through the ventilation 
  grates at street level.
  The point at which the PCs arrive in this area deter-
  mines how many NPCs are present. Initially there are 
  nine workers and enforcers, though some might have left 
  if the PCs tripped any alarms. Those present in this area 
  are packing a shipment and loading it on board a cargo 
  speeder for transport. The boxes are arranged on a se-
  ries of repulsorlift sleds for ease in loading the vehicle.
  From their position on the catwalk, the PCs have a 
  chance to survey the room and decide on the best van-
  tage point from which to attack the minions below (if 
  they choose to pursue that option). If the PCs decide to 
  attack, use the stats for the Zelcomm Enforcers (minion 
  groups of no more than three). When a fight breaks out, 
  the smugglers quickly run for the nearest crate in short 
  range and open it, replacing their standard blaster pis-
  tols with blaster rifles (Ranged [Heavy]; Damage 9; Criti-
  cal 3; Range [Long]; Stun setting). The thugs use cover (a 
  Setback die ∫ should be added to shots directed toward 
  them) and attempt to prep the cargo speeder to make 
  their escape. The NPCs use their actions to fire back at 
  the PCs, but their focus is on getting away with the ship-
  ment, if possible. The GM should use Despair µ gained 
  to indicate that the minions escape with the weapons.
  After the combat, the PCs can investigate the crates. The 
  weapons shipment consists of blaster rifles (see above), 
  stun grenades (see page 14), and frag grenades (Melee; 
  Damage 8; Critical 4; Range [Short]; Blast 6) (see the Blast 
  quality in the Mini Thermal Detonator sidebar on page 
  36). The PCs can take some weapons to assist them dur-
  ing their confrontation with Kaa’to. If the characters take a 
  large quantity of weapons, however, the GM should 
  give them five additional Obligation 
  points each. The theft brings down 
  the wrath of Coruum Sa’dia and 
  Black Sun (the intended recipi-
  ent of the weapons 
  shipment).
  As you wind down the stairs, you reach a catwalk 
  that spans a large open area. This subterranean 
  room is at least thirty meters wide by forty meters 
  long and filled with a number of crates, loaders, and 
  other shipping facility equipment. At the far end of 
  the room is a large set of blast doors, easily large 
  enough to allow access by cargo speeders and shut-
  tles. The door must lead to an underground tunnel 
  system capable of moving the illicit wares unseen.
  
  32
  under a black sun
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  ePisoDe iii: enDgaMe
  A
  fter the PCs have gathered all their information, they 
  must decide on the best way to proceed. The charac-
  ters might consider the following options:
  •	 The players may discover that Kaa’to resides in the 
  NovaCORE kelerium processing plant in Sector 943. 
  There, the PCs explore the factory in order to find 
  Kaa’to’s base of operations and ship hangar. This 
  leads to a direct confrontation with the bounty hunter.
  •	 The PCs can attempt to set a trap for the bounty hunt-
  er using the weapons shipment he is owed or by pos-
  ing as buyers of the spice shipment. The GM should 
  let the players determine how and where they want to 
  challenge him. Once Kaa’to sustains wounds equal to 
  more than half his wound threshold, he retreats to the 
  NovaCORE factory, where he has the advantage.
  •	 If the PCs still have no leads on where to find Kaa’to, 
  the bounty hunter finds them. He strikes soon after 
  they leave their final location and tries to pick off the 
  PCs one by one in the back alleys of the Coruscant un-
  derworld, making use of his jet pack and cover to strike 
  from the shadows. If the PCs gain the upper hand, he 
  flees to his hideout, leaving a trail the PCs can follow.
  sector 943
  Known as the Works, this once-thriving manufactur-
  ing area for companies such as Serv-O-Droid, Inc.; 
  Hunvicko; and Nebula Manufacturing is now a run-
  down sprawl where disenfranchised individuals go to 
  remain “off the grid.” It is home to smugglers, death 
  stick addicts, malfunctioning droids, gangsters, bounty 
  hunters, and countless others. Duracrete slugs, stone 
  mites, conduit worms, and worse vermin can be found 
  throughout the area, and travelers are advised to steer 
  clear of the decaying buildings.
  Though much of the industry has moved offworld to 
  cheaper, less restricted factories, many of the plants here 
  still function under long-forgotten automated processes. 
  The Empire uses a number of facilities in this area for the 
  production of its TIE fighters, and those plants are kept 
  under constant guard by Imperial stormtroopers.
  On the western fringe of Sector 943 lies the Nova-
  CORE kelerium processing plant. The mineral is used 
  in a great number of manufacturing practices, and the 
  plant has been operating for centuries. It is a massive 
  complex stretching across a third of the sector. The 
  plant is nearly 100% automated, with droids carry-
  ing out the majority of the work. A small contingent of 
  NovaCORE employees maintains an office in the north 
  tower in case of emergencies.
  Kaa’to Leeachos stays in an annex of the kelerium 
  plant that is no longer in use. Old exhaust vents are large 
  enough to safely house his ship, Blade’s Edge, within.
  The PCs must approach the Works via speeder, either 
  the one they acquired in the beginning of the adventure 
  or through a hired transport (around 10 credits). Once 
  they’ve docked on the landing pad (A), the characters 
  are able to approach on foot safely. To reach Kaa’to’s 
  location undetected, the PCs have to traverse the pro-
  cessing plant and avoid the hazards within.
  novacore factory
  The following locations comprise the inside of the kele-
  rium processing plant:
  location a: lanDing PaD
  Once the PCs have landed, they see two paths lead-
  ing off of the pad: one to the NovaCORE offices and the 
  other toward the kelerium storage tanks that feed the 
  refinery. If the characters investigate the various crates 
  on the landing pad, they find tools, machine parts, and 
  other basic materials.
  location b: offices
  When the PCs enter the area, most of the NovaCORE 
  droid workers are involved with their tasks and do not 
  pay any attention to their arrival. One droid does notice 
  them on its security screen, but seems unsure if they be-
  long there or not. After a few minutes, it sends an alert to 
  the overseers that there are others in the building.
  When the employees are alerted to their presence, one 
  of the Mustafarians comes out of the office to investigate. 
  He barks at the PCs in his language, demanding to know 
  The barely lit landing pad on the southern corner 
  of the complex is perpetually covered in waves of 
  steam emanating from nearby exhaust ports. Small 
  tracks of lights in the center are the only markers to 
  assist in navigating through the hazards. A number 
  of crates, boxes, and other neglected shipments sit 
  on the outskirts of the landing pad, still waiting for 
  attention from the factory workers.
  The austere  offices of NovaCORE are run by a skele-
  ton crew. As you enter the building, you see an elevat-
  ed walkway that overlooks the main floor filled with 
  shambling worker droids that monitor various screens 
  and equipment for the main factory. Large banks of 
  security screens show most of the main refining plant 
  and the processes taking place inside. Across the 
  building from your vantage point, a small office sits 
  above the activity, overseeing it all. Behind the large 
  windows, three Mustafarians run the operation.
  
  33
  under a black sun
  FREE RPG DAY ADVENTURE
  A
  b
  C1
  C2
  C3
  C4
  d
  F
  g
  E
  F1
  E1
  C
  
  34
  under a black sun
  FREE RPG DAY ADVENTURE
  why they have entered a restricted area. The PCs can at-
  tempt to bluff their way past the worker with an Average 
  (π π) Charm check. If they fail, he summons a group of 
  four security droids (use the police droids on page 22) 
  to escort the PCs out. The Mustafarians aren’t aware that 
  Kaa’to has a hideout in part of their factory.
  A firefight with the droids sends the NovaCORE workers 
  scurrying out of the building to summon more reinforce-
  ments. This takes some time and should not impact the 
  rest of the adventure (the GM can have additional security 
  forces arrive at the plant as the PCs leave the area).
  location c: keleriuM Processing Plant
  Numerous hazards could spell a quick and painful 
  death to the characters as they cover the ground. Be-
  cause of the oppressive heat, all characters must pass 
  an Average (π π) Resilience check or reduce their 
  strain threshold by 2 for the duration of the encounter, 
  including the showdown with Kaa’to.
  c1: catWalks
  A series of catwalks cover the facility, running above the 
  kelerium. The catwalks allow the droids to move from 
  one end of the plant to the other, checking machinery 
  and taking readings. Various large platforms connect the 
  walkways, each with terminals to monitor the tempera-
  ture of the kelerium and other processing information.
  Below the catwalks, automated crucibles and grasp-
  ing claws slide along rails, dipping into the molten min-
  eral and moving forward to deposit it into cooling tanks. 
  If a character attempts to jump onto a moving claw-arm 
  or crucible, he must make an Average (π π) Athletics 
  or Coordination check to land safely. A second skill 
  check is required to jump off and back to the catwalk. 
  Anyone who falls can attempt a Hard (π π π) Co-
  ordination check or spend a light side Destiny Point 
  to grab on before falling into the kelerium. Hitting the 
  molten kelerium means instant death.
  c2: coMManD toWer
  This large central tower is manned by a dozen droids 
  that oversee the processes throughout the plant. The 
  tower sits four stories above the floor of the plant and 
  can be reached by way of an elevator on the ground 
  floor or catwalk level. If the PCs access the tower, the 
  droids attempt to keep them from interfering with any 
  of the plant’s operations (use the profile for the police 
  droids on page 22).
  The computer terminals located here control the cru-
  cibles, mechanical arms, and other machines. An Average 
  (π π) Computers check is required to access the terminal.
  c3: keleriuM rivers
  As the raw kelerium enters the plant from the hold-
  ing towers outside, it is dumped into the molten mate-
  rial below. Once the mineral breaks down in this river, 
  it flows in a constant stream that loops through the 
  plant. From here, the crucibles dip down and scoop 
  up the fiery liquid before dumping it into cooling tanks 
  (C4). The material heats to thousands of degrees and 
  can melt nearly anything in seconds (including PCs 
  and bounty hunters).
  c4: cooling tanks
  Once the superheated kelerium is taken from the main 
  melting area, it is deposited here. In the cooling tanks, 
  it reaches a normal temperature and then is extracted 
  through larger tubes that lead up to another tower for 
  final processing. In this last tower, it is broken down 
  into a refined powder and sent underground for to be 
  packed and shipped.
  location D: rubble
  The dominant structure of the complex, the keleri-
  um processing plant is a massive facility sprawling 
  across nearly half a kilometer of land. Repulsor-
  lift sleds come and go from large hangar doors as 
  crates of processed ore move out of the facility and 
  empty crates return to be refilled.
  Inside, rivers of molten kelerium run through artificial 
  canyons as gigantic crucibles dip down to extract the 
  material for the next stage of processing. Catwalks 
  crisscross the entire building, many filled with droids 
  tirelessly checking gauges, readouts, and screens. 
  Intense heat permeates the area, making it obvious 
  why only droids are assigned to this grueling work.
  Like the other rubble scattered about, these piles are 
  comprised of old droids and droid parts, unprocessed 
  ore, and by-products. The stacked debris here is ar-
  ranged to make a tight path to a large blast door, 
  partially obscured by the rubble. The door leads to 
  an unused, forgotten section of the factory, that ap-
  pears not to have been opened in decades.
  
  35
  under a black sun
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  The blast door at the end of this path is purely for show. 
  Kaa’to sealed the door from the inside. Behind a pile of 
  rubble (found with an Easy [π] Perception check) is a hid-
  den door. The bounty hunter booby-trapped the door with 
  a series of charges along the lower edge, concealed among 
  rubble. These can be detected with an Average (π π) Per-
  ception check and disarmed with a Hard (π π π) Cool 
  check. The door is unlocked, tempting intruders to open 
  it and trigger the charges. If the charges are detonated, all 
  within short range of the door are struck for 5 damage and 
  knocked prone. Once the trap and door are bypassed, the 
  PCs can enter the abandoned factory section (E).
  location e: abanDoneD factory section
  Kaa’to does not typically use the main floor of the 
  plant’s abandoned section, a remnant of a time when 
  the ore required more processing prior to smelting. No 
  one has entered the space for many years, and there is 
  nothing of value to be found within besides archaic ma-
  chinery, which is, surprisingly, still operational. A grime-
  covered control panel can be switched on with a Hard 
  (π π π) Mechanics check, bringing the equipment 
  whirring back to life.
  The stairs lead to Kaa’to’s living quarters. He has booby-
  trapped certain steps, which he avoids. Have the PCs make 
  Hard (π π π) Perception checks when they enter the 
  room to try and spot the explosives. Diffusing them re-
  quires an Average (π π) Cool check. One misstep, and 
  the charges rip the stairs apart with an explosion (5 dam-
  age to any in short range), cutting off access to Kaa’to’s 
  hideout. The door at the top of the stairs is locked and re-
  quires an Average (π π) Skulduggery check, but it can 
  also be blown open with a blaster shot.
  If the PCs convinced the Black Sun to send thugs 
  against the bounty hunter during their trip to the Spy-
  der, they find two bodies lying in the corner near the 
  stairs, and Kaa’to has suffered one Average Critical Inju-
  ry of the GM’s choosing (see Table 1–6 on page 12). 
  The Black Sun thugs were apparently unsuccessful in 
  their attempt to rein in the Nikto.
  e1: conveyer belts, centrifuges,  
  anD coMPactors
  If Kaa’to or the PCs manage to turn on the equipment, this 
  presents a whole new set of hazards. On the conveyer belts, 
  the players must pass Easy (π) Coordination checks to 
  stay balanced. Moving in the same direction as the belt 
  requires only an incidental, while moving in the opposite 
  direction takes two maneuvers. The centrifuges open to the 
  side and spin at dangerously high speeds as they separate 
  ore particles from the gangue. Unwitting creatures who fall 
  in must escape within one round using a Average (π π) 
  Athletics check with a Setback die ∫ or suffer five wounds. 
  The compactors are even more lethal, instantly crushing 
  anyone who doesn’t jump out of the way in time.
  location f: kaa’to’s hiDeout
  Kaa’to’s simple lodgings are kept in disarray. He uses 
  the bed sporadically but is usually out and about in the 
  city tracking his prey.
  Searching the room, the PCs find that three blaster rifles 
  (see page 31) still remain in the crates, along with two 
  frag grenades (see page 31), four stun grenades (see 
  page 14), and a mini thermal detonator (see page 36).
  As you enter the darkened mineral processing area, 
  old conveyer belts, centrifuges, and compactors 
  lie forgotten under a thick layer of dust. Smashed 
  crates; an ancient, inoperable speeder; and other 
  forgotten remnants litter the floor. Leading out from 
  the cavernous area are a few ladders for climbing 
  massive exhaust pipes on one side, and a staircase 
  to an abandoned office on the other. A dim light 
  glows from the room at the top of the stairs.
  The old foreman’s office serves as Kaa’to’s home 
  while he is on Coruscant. A simple bed sits against 
  the north wall, and eight crates are stacked along 
  the west wall. These crates resemble those housed 
  in the Zelcomm Tower, which were remnants of the 
  bounty hunter’s last weapons shipment.
  
  36
  under a black sun
  FREE RPG DAY ADVENTURE
  f1: WinDoWs
  In the old foreman’s office, two sets of windows look out 
  over the loading bay. They are grimed over from years of 
  soot and nearly blend in with the surrounding walls. They 
  are of poor quality and shatter with a few blaster shots.
  location g: kaa’to’s shiP “hangar” 
  (exhaust PiPes)
  If the PCs return here after the battle and search the 
  ship, they find a small portion of the spice shipment 
  stolen from the Pykes. The PCs are able to return this to 
  the Pykes to assist in lessening their Obligations by 5 
  each. Alternatively, the PCs can keep this shipment and 
  sell it on their own. This brings the PCs 10,000 credits 
  from the right buyer (a Hard [π π π] Streetwise 
  check), but costs them an additional 5 Obligation each, 
  as they too betray their employers; future campaigns 
  could involve the Pykes exacting their vengeance.
  the shoWDoWn
  This final battle is an opportunity for the GM to ramp up 
  the cinematic action. A firefight in a crowded, hazard-
  ous environment is the perfect scene for a final dramatic 
  battle. Use the sidebar Where’s Kaa’to? on the next 
  page to determine the bounty hunter’s starting location.
  If the players try to interact with the bounty hunter 
  before opening fire, he shouts something resembling 
  the following at them in the guttural Nikto language:
  Once the fighting has begun, Kaa’to flees into the kele-
  rium processing plant with the PCs in hot pursuit. He 
  uses his jet pack to move around vertically and avoid the 
  hazards in the plant, but otherwise follows the standard 
  maneuver rules for moving in and out of range bands, 
  etc. The jet pack can hover in the air for up to two con-
  secutive rounds before overheating and shutting off.
  Next, Kaa’to tries to fly up to the catwalks that criss-
  cross the molten kelerium; he is heading towards the Com-
  mand Tower (C2). The PCs may try shooting his jet pack 
  to disable it using the aim maneuver. With the machinery 
  whirring overhead and steam rising throughout the area, 
  however, all ranged attacks have a Setback die ∫ added 
  to their roll. Player Characters should be encouraged to 
  spend Destiny Points to succeed against the Nikto.
  Kaa’to attempts to fire at the PCs from his vantage 
  point; any combat checks from this elevated position 
  gain a Boost die ∫. This does not apply if the PCs are 
  on the same level as the bounty hunter.
  Once the bounty hunter suffers wounds equal to 
  three quarters of his wound threshold, he attempts to 
  threaten the PCs with the mini thermal detonator. Un-
  beknownst to Kaa’to, the weapon is defective (see the 
  Mini Thermal Detonator sidebar, above).
  The players have three options for trying to defeat 
  Kaa’to: inflicting enough wounds, dealing enough strain, 
  or utilizing the environment against him. The PCs will 
  have to decide whether they can capture him or whether 
  they need to resort to more desperate measures. Death 
  by crushing, piercing, and incineration are all possible 
  amid the various machinery, presses, and fusioncutters 
  used in producing the kelerium bars. Perhaps the PCs 
  These large exhaust pipes vent directly to the outside 
  and haven’t been used in decades. Taking advantage 
  of this fact, the bounty hunter used one of the pipes 
  for housing his heavily modified Z-95-AF4 Headhunt-
  er, Blade’s Edge. The ramp to the ship is down, and 
  the area seems deserted. Cargo sits at the base of 
  the ramp, including the stolen spice shipment!
  Smile, you’re on camera
  N
  ovaCORE’s holocam surveillance captures the 
  PCs fighting and contacts Coruscant Security 
  Forces for help. If Sinoca has accumulated addi-
  tional Obligation, the police recognize her from their 
  criminal database and move in to arrest her as she 
  and the rest of her party leaves. If she has 15 Obli-
  gation, they send four police droids after her, but if 
  she has 20 Obligation, three Coruscant Underworld 
  Police come for her personally (see page 22).
  “Ha, so you’re proud of yourselves for tracking me 
  down so you can put an end to my traitorous ways? 
  Don’t kid yourselves—you’d have done the same 
  had Black Sun paid better than the Pykes. Now, let’s 
  see how long it takes me to add you to my kill list.”
  Mini TherMal DeTonaTor
  T
  hese insidious devices are half the size of frag 
  grenades but have a thermite-baradium cas-
  ing surrounding a baradium core. On detonation, 
  the resulting fusion reaction creates a particle 
  wave that disintegrates everything in the blast. 
  One mini-detonator can clear a large room. The 
  stats for them are as follows: (Ranged [Light]; 
  Damage 12; Critical 2; Range [Short]; Blast 10). 
  Blast 10 means that the attacker can spend  
  2 Advantage ≤ ≤ to ensure the blast hits ev-
  eryone within short range of the original target, 
  dealing 10 damage to each. 
  Thermal detonators can be either set to deto-
  nate on impact, or be set with a timer to deto-
  nate up to 3 rounds after being activated at the 
  beginning of the attacker’s action.
  This particular batch was defective, so the weap-
  on only detonates if 3 Advantage ≤ ≤ ≤ or a 
  Triumph ± are spent during the Ranged (Light) 
  check. On a Despair µ it explodes prematurely 
  in the wielder’s hand.
  
  Where’s Kaa’to?
  K
  aa’to’s starting position depends on how dis-
  creetly (or not) the PCs went about investigating 
  the bounty hunter earlier in the adventure.
  •	 If the PCs failed or botched a major-
  ity of locations and encounters, start-
  ing unnecessary fights or aggravating 
  important NPCs, the bounty hunter is on 
  high alert and patrols the catwalks of the 
  processing plant (C1). The PCs only take 
  him by surprise if they succeed at a Hard  
  (π π π) Stealth check to approach him.
  •	 If the PCs were predominantly successful 
  while exploring Coruscant’s underworld,  
  minimizing the amount of bloodshed and 
  dealing delicately with important NPCs, 
  they have an opportunity to catch Kaa’to 
  unaware in his hideout (F). He attempts to 
  pin down the PCs with blaster fire and es-
  capes into the main section of the plant (C) 
  through the windows (F1).
  •	 If the players are setting a trap by pos-
  ing as buyers of the spice shipment or as a 
  contingent from Zelcomm, and they know 
  to look for him in the abandoned section, 
  then Kaa’to has taken a vantage point his 
  hideout’s (F) stairs, and is looking down to 
  investigate the visitors. If the PCs have al-
  ready had a run-in with the bounty hunter, 
  disguises may be necessary.
  
  38
  under a black sun
  FREE Rpg dAY AdVEnTURE
  manage to dump a crucible of a molten kelerium on 
  him, or maybe Kaa’to is hit (or pushed) and falls to his 
  end in the fiery kelerium rivers. A crafty GM could even 
  have the Nikto fall to his apparent death, but secretly 
  survive to become a recurring nemesis for the PCs.
  kaa’to leeachos, kaDas’sa’nikto 
  bounty hunter [neMesis]
  3
  3
  2
  3
  3
  1
  6
  20
  15
  soak value
  W. Threshold
  s. Threshold
  braWN
  agilitY
  iNtelleCt
  CuNNiNg
  WillpOWer
  preSeNCe
  Skills: Brawl 1, Coercion 1, Piloting (Planetary) 2, 
  Ranged (Light) 2, Resilience 2, Survival 2.
  Talents: Lethal Blows (adds +10 any Critical Injury rolls in-
  flicted on opponents), Resolve (when the character suffers 
  strain, he suffers 1 less strain, to a minimum of 1; 
  this does not apply to voluntary strain loss).
  Abilities: Enhanced Nemesis Combat 
  (the GM should add an additional 
  NPC Initiative slot at the end of 
  the Initiative order. The nem-
  esis may take a second turn 
  during the same round in 
  this slot. Any effects 
  that are supposed 
  to end during his 
  next turn end in-
  stead during his next 
  turn in the following 
  round. This allows the nemesis to 
  keep up with the PCs even if 
  they have greater numbers).
  Equipment: 
  Heavy 
  blaster 
  pistol  
  (Ranged [Light]; Dam-
  age 7; Critical 3;  
  Range 
  [Medium]; 
  Stun setting), claws 
  (Brawl; Damage 4; 
  Critical 3; Range [En-
  gaged]), custom laminate 
  armor (+2 soak), faulty 
  jet pack (spend a maneu-
  ver to make a Piloting 
  [Planetary] 
  check 
  with a difficulty of [º] 
  to fly as per page 
  36; explodes on a  
  Despair µ or after  
  sustaining 10 dam-
  age as if it were a 
  frag grenade: see 
  page 31).
  kaDas’sa’nikto
  Also known as the green Nik-
  tos, they are a reptilian spe-
  cies from the forests of 
  the planet Kintan in 
  the Si’klaata Clus-
  ter, but, like all 
  Niktos, 
  they 
  have been 
  enslaved 
  by the 
  H u t t 
  clans 
  for thousands of years, 
  typically serving as enforc-
  ers. A rare few find freedom 
  after the deaths of their mas-
  ters or find other ways to 
  escape their bonds of servi-
  tude. Niktos are notorious-
  ly violent, having formed 
  cults 
  centering 
  around 
  blood sacrifice at various 
  points in galactic history.
  kaa’to leeachos
  Kaa’to once worked security for a mi-
  nor Hutt named Morbiss, a slaver operating 
  from Nar Shaddaa. This depraved Hutt had 
  many enemies throughout the Outer Rim 
  territories, and always kept a large detail 
  of thugs and warriors around him. Yet, 
  even that could not save him from his 
  determined rivals. The slave master 
  fell victim to a bomb placed in his 
  ship’s docking bay while on Malastare 
  to bet on the Podraces. The explosion 
  wiped out Morbiss, his ship, his guards, and a 
  Scaling Difficulty
  K
  aa’to’s default wound threshold is 20. For small 
  groups, or groups without strong fighters, the 
  GM may wish to decrease his wound threshold 
  by 2 to 6. For large or especially battle-hardened 
  groups, the GM may wish to increase his wound 
  threshold by 2 to 6 and perhaps improve his oth-
  er combat abilities. Another option is to continue 
  the combat regardless of his wounds until a suit-
  ably epic or desperate killing blow is dealt to him.
  To further increase the challenge, the GM may 
  consider adding the following to his talents:
  Adversary (upgrade difficulty of all combat checks 
  against this target once for the combat’s duration).
  
  large group of “cargo” the Hutt brought along to sell. It 
  was only through sheer luck that the Nikto survived. The 
  enforcer was dealing with a petulant slave who was giving 
  his new master a hard time, which kept him at the edge of 
  the docking bay when the bomb detonated.
  The blast that set Kaa’to free also took his right leg and 
  burned much of his right arm. Luckily, he had a hidden 
  stash of credits on his person. When the medics arrived, the 
  Nikto bargained with the Gran who found him to replace his 
  leg. It exhausted all his credits, but Kaa’to Leeachos would 
  live to finally throw off the shackles of the Hutts.
  With his credits wiped out, Kaa’to took to working as 
  a hired guard on Malastare until he could buy passage 
  on a transport offworld. As fate would have it, the only 
  transport he could get took him to the world of Rodia, 
  where his new career would begin. While on Rodia, 
  Kaa’to found himself in the employ of the bounty hunter 
  Knoke, a gruff Rodian who took a liking to the Nikto and 
  taught him the ways of the hunt. Knoke was a successful 
  hunter, but he met his end while on a contract to capture 
  a rogue Jedi during the Great Purge. Kaa’to assumed the 
  contract and finished the job. His reputation quickly grew 
  after such a high-profile job. Within a few years he was in 
  steady employ, with many clients. Knoke left his ship and 
  equipment to Kaa’to, and with these at his disposal, the 
  Nikto set out to earn a fortune for himself.
  Ultimately, Kaa’to’s pride grew into hubris, and he be-
  gan to look down on those who employed him, thinking 
  himself nigh untouchable. Soon after staking out terri-
  tory on Coruscant, the Nikto backstabbed the Pykes, 
  bringing the Player Characters down on his trail.
  ePilogue
  A
  fter the battle ends, the Player Characters can make 
  their way back to the hangar and search Kaa’to’s ship 
  (G). The characters might decide to claim the ship for their 
  own to sell (the starfighter is worth 55,000 credits). On 
  board, a small crate of spice is found in the cargo hold. 
  This represents only a fraction of the shipment that Kaa’to 
  stole from the Pykes, but it provides a start for repaying 
  debts or starting their own smuggling business.
  For their successful takedown of the bounty hunter, 
  the Pykes pay each character 1,000 credits in accor-
  dance with their previous agreement with Chopper. The 
  Pykes also reduce the Obligation of each player charac-
  ter by 5, but the PCs may have accumulated even more 
  Obligation over the course of the scenario.
  What lies ahead for the Player Characters from here 
  is up to the GM. Some possible ways to continue their 
  adventures at the EdgE of thE EmpirE include:
  •	 Black Sun: The PCs had many encounters with 
  Black Sun during this adventure, and that can con-
  tinue as a recurring theme. The Player Characters 
  might still be wanted by Black Sun for their break-in 
  and theft of data, leading to exciting adventures as 
  they try to evade the galaxy-spanning organization.
  •	 Fulfilling Obligations: The PCs all have a number 
  of Obligations that shape their goals and behav-
  ior. The GM is encouraged to use the Obligation 
  system to craft adventures and give the characters 
  greater depth and background.
  •	 Adapting Starting Adventures: A number of ex-
  citing starting adventures are available to kick off 
  your campaign. The adventures inside the EdgE 
  of thE EmpirE Core Rulebook (Trouble Brewing) 
  and gamE maStEr’S kit (Debts to Pay) are perfect 
  ways to follow up on this adventure. 
  
  A long time ago in a galaxy far, far away....
  Amid a backdrop of civil war, the Empire tightens its grip on the galaxy. Yet, 
  even the Emperor’s influence only extends so far. At the edge of Imperial power 
  lies a den of smugglers and crime lords, bounty hunters and petty thieves, all 
  seeking to make their fortunes or just survive another day.
  Embark on your own adventures in the Star Wars galaxy with the introductory 
  adventure, UndEr a Black SUn. After a spice deal goes awry, the players must 
  enter the seedy underworld of Coruscant and track down a double-dealing 
  bounty hunter. Can they dodge Black Sun thugs and Imperial forces to put an 
  end to his treachery once and for all?
  This Free RPG Day booklet also includes:
  •	 Quick-start rules for Star Wars: EdgE of thE EmpirE.
  •	 Four pre-generated characters. Play as a human scoundrel, a Rodian 
  trader, a Bothan slicer, or a Trandoshan marauder.
  •	 A complete planetary overview for Coruscant, rules for playing sabacc, 
  exclusive adversaries, and an adventure map.
  ®
  TM
  FANTASY
  FLIGHT
  GAMES
  ®
  www.fantasyflightgames.com
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Edge of the Empire/Edge of the Empire - (SWEP01) Under a Black Sun.pdf