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  One Man’s Trash 
   
  A Stand-Alone Adventure for the Star Wars: Edge of the Empire 
  Roleplaying Game by Fantasy Flight Games 
   
   
  WRITTEN BY 
  Kevin Frane 
   
   
   
   
   
   
   
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  This work is not intended for publication or sale.  It is a fan-based creation designed to work with a highly 
  popular role-playing game, but has no official ties or attachment to that game, its designers, or its respective 
  parent companies.  Please note that no person involved in the creation of this work is affiliated with Fantasy 
  Flight Publishing, Inc. or Lucasfilm, Ltd. 
   
  Fantasy Flight Games 
  The Star Wars: Edge of the Empire® game is a registered trademark of Fantasy Flight Publishing, Inc.  All rights reserved 
  to their respective owners.  Any use of trademarks or copyright material in this document should not be viewed as a 
  challenge to those trademarks/copyrights, and are used without authorization, endorsement, or specific permission.  
  Any commercial use of trademarks or copyrighted material without express permission is prohibited.  Under no 
  circumstances will any of this material be made available for profit or compensation in any form.   
   
  Star Wars 
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  commercial use of trademarks or copyrighted material without express permission is prohibited. Under no 
  circumstances will any of this material to be made available for profit or compensation in any form. 
  
  2 
   
  One Man’s Trash - Overview 
   
  One Man’s Trash is an adventure for the Star Wars: Edge of the Empire game, designed to be run in a single session as either a 
  stand-alone adventure or inserted into an existing campaign. 
   
  The adventure is written with beginning or low-level characters in mind, though experienced GMs should be able to easily 
  scale up the threats as necessary for more advanced characters. (Pre-generated characters, such as those from the Star Wars: 
  Edge of the Empire Beginner Game or similar adventure modules should work just fine, as well.) 
   
  This adventure takes the player characters to the far-flung Elrood Sector in the Outer Rim, where they are hired to track 
  down a derelict starship on a lawless junkyard planet. If you are planning to act as Game Master, then read on.  You should 
  read through the entire adventure in advance in order to have a good grasp of events and parties involved in the story. If you 
  are planning to play a hero in the adventure, STOP READING NOW to avoid spoiling the adventure for you and your group. 
   
   
  Adventure Summary 
  The PCs are hired by a Duros named Banu, a former 
  smuggler who is looking for a team to track down his old 
  starship, 
  the 
  Dawn’s 
  Damsel. 
  There 
  is 
  valuable 
  astrogration data in the ship’s navicomputer, but the ship 
  itself has been sent as scrap to the junkyard planet of 
  Korad in the Elrood Sector, where it is sure to be picked 
  apart by scavengers in short order if it isn’t found quickly. 
   
  Unfortunately, scavenging is the order of the day on 
  Korad, and anyone on the trail of a valuable prize isn’t 
  going to go unnoticed for long. As it turns out, tracking 
  down the Dawn’s Damsel is far from the trickiest part of 
  getting away with the data from the ship’s navicomputer: 
  pirates are tailing the PCs, a group of Squibs has already 
  laid claim to the junkyard area where the ship is located, 
  and a bunch of trash-worshipping Ugors has deemed the 
  ship’s wreck a holy relic. 
   
   
  Obligation and Backstory 
  The Game Master should determine how the player 
  characters come to be acquainted with Banu. If this 
  adventure is run as a stand-alone, then the obvious 
  connection is that he has hired the group directly to run 
  this simple errand. For existing groups, Banu can be a 
  contact gained through a player character’s Obligation—
  Banu is a former smuggler, so he can easily be a “friend of 
  a friend” to any character with a Criminal background, or 
  possibly someone introduced through the transfer of a 
  Favor. There are many potential options for a crew-for-
  hire working in the Outer Rim, and the Game Master is 
  encouraged to think of something that makes the most 
  sense for their group and campaign. 
   
   
   
  Getting the Group Involved 
  Getting the group involved in the adventure should not be 
  a big issue. Banu offers reasonable pay for a job that, on 
  the surface, is not too difficult. He is also injured, which 
  makes for a good personal reason for not undertaking an 
  ‘easy’ job by himself. If pressed, he can also explain that 
  he is trying to “get out of the game,” as it were, but is not 
  above paying others to do the legwork for him. Also, Banu 
  is not making any attempt to deceive the group he is 
  hiring—he is up front about the minor risks he expects—so 
  if the PCs are inordinately suspicious of his motives, they 
  can make checks to confirm his sincerity. 
   
   
  Adventure Format 
  This document includes different colored text boxes to 
  indicate different types of information for the Game 
  Master (this format is heavily inspired by the format used 
  by the Star Wars: Edge of the Empire Beginner Game and 
  by GM Chris of d20radio).  
   
  Read Aloud Text 
  Text in green boxes (as shown below) is meant for the 
  Game Master to read aloud to set the scene for players, 
  deliver NPC dialogue, and otherwise relate events. 
   
   
   
  Rules Reminders 
  For encounters or scenarios that may involve rules that 
  are obscure, infrequently used, or which may involve 
  looking things up. To minimize the need for the Game 
  This is an example of text that is meant to be read 
  aloud to the players. 
   
  If the GM prefers, this information can simply be 
  paraphrased, or altered to suit personal narrative 
  tastes. 
  
  3 
   
  Master to hunt through the book, certain rules may be 
  called out in pale blue text, as below. 
   
   
   
  Triumph & Despair 
  Major scenes and setpieces will include a yellow and red 
  box (shown below) with suggestions for Triumph and 
  Despair results for that encounter. Remember that while 
  the Game Master decides how 
   is spent, it is ultimately 
  the player’s decision for how to spend 
   results. If a 
  player is having a difficult time thinking of a situational 
  use for a 
  , the GM can make suggestions based on what 
  is listed here. 
   
   
   
   
  Starting the Session 
  The Game Master should treat the beginning of the 
  adventure just like the opening of a normal Star Wars: 
  Edge of the Empire session. Create a Destiny Pool by 
  having all of the players roll 
  , and then make an 
  Obligation check. 
   
  The GM can decide if and how the results of this check 
  apply to the adventure itself; depending on the character 
  and Obligation in question, a natural hook may be 
  present, or the roll may simply represent a general unease 
  at their situation as per normal (given the varied natures 
  of player character parties, no specific suggestions are 
  listed). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rules Overview 
   Text in these boxes is meant to cover rules for an 
  encounter to reduce searching through the book. 
   These rules are only summaries; please refer to the 
  Core Rulebook for full rules as necessary. 
   Don’t be afraid to go with the ‘Rule of Cool’! If you 
  need to make a call on the fly as GM, make a 
  decision based on what makes the game fun for 
  you and your group. 
   Triumph recommendations will be listed 
  here for situational results to suggest to 
  players. 
   
   Despair results will be listed here in order to 
  give the GM some suggestions for a given 
  scene or situation ahead of time. 
  
  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5 
   
  Part 1 – Flotsam and Jetsam 
   
   
  A Simple Scavenging Job… 
  The PCs have arrived on the planet Torina in the Elrood 
  Sector. Their contact (determined by GM) has set up a 
  meeting with a Duros named Banu, a former smuggler 
  who worked the sector for many years until his recently 
  forced retirement. The session opens with the PCs meeting 
  with him at a small villa he has just purchased, on the 
  outskirts of one of the planet’s tropical jungles, far from 
  the bustling cities. Read the following to the PCs: 
   
   
   
  Banu used to work as the astrogator and scout as part of 
  a smuggling crew aboard an old Ghtroc 720 freighter 
  called the Dawn’s Damsel. A few months ago, after 
  coming under attack from pirates near the lawless world 
  of Lanthrym, Banu was forced to calculate an emergency 
  hyperspace jump to get the ship out of danger. The 
  resulting jump was nothing short of a miracle—it took the 
  ship clear to the other side of the Drift, a cloud of stellar 
  gas and dust that runs through the Elrood Sector. 
   
  Without a properly charted hyperspace route, travel 
  through the Drift would take years at torturous sublight 
  speeds, and no routes exist that take vessels around the 
  Drift, either. Banu believes that there is a market for the 
  route the Dawn’s Damsel took that got it across the rift, 
  and wants to get the astrogation data from the ship’s 
  computer. 
   
  Unfortunately, another recent unfortunate run-in didn’t 
  got nearly so well for the Dawn’s Damsel and her crew. 
  While attempting to smuggle goods to the Imperial-
  controlled world of Derilyn, the ship was caught by one of 
  the system’s patrol craft and nearly destroyed. The ship 
  escaped from Imperial interdicted space, but most of the 
  crew was killed, and the Dawn’s Damsel itself was a total 
  loss. The ship was consigned as scrap, and a gravely 
  injured Banu decided to cut his losses and run. 
   
  Banu explains that the wrecked ship was taken to the 
  nearby junkyard world of Korad. He knows that it’s only a 
  matter of time before the ship is picked over by 
  scavengers, who will take most of the valuable parts, such 
  as the hyperdrive, weapons, and computer system. Since 
  it’s only been a matter of days, however, he thinks there’s 
  a good chance that no one has yet stumbled across the 
  wrecked ship, and that the PCs may be able to find it and 
  gain access to the ship’s navicomputer, where they can 
  get the data for the hyperspace route through the Drift. 
  He is willing to pay 10,000 credits for recovery of the 
  data. 
   
  Any pilot character, or character trained in Astrogation, 
  will know that Banu is telling the truth about the value of 
  astrogation data like the type he describes. While Banu is 
  a master astrogator, he is not a keen businessman; a 
  successful Average (
  ) Negotiation check will increase 
  the offered payment by 1000 credits per s and 250 credits 
  per 
  . 
   rolled on this check may generate 
   on 
  further social checks rolled against Banu. 
   
  Korad is a mere four-hour trip away with a x1 hyperdrive, 
  and Banu is very eager for the PCs to begin their search 
  ASAP. If pressed, though, he will answer questions. The 
  following details are relevant, if the PCs ask: 
   
   Though the Elrood Sector is nominally under Imperial 
  control, it’s not important enough for them to waste 
  much in the way off resources on, so smuggling and 
  other illicit forms of “free trade” are alive and well. 
   Korad used to be under the control of an Old Republic 
  company known as Renew, which used the planet for 
  metal reclamation and wreck salvage. The company 
  went under many years ago, however, and nowadays 
  the world is a dumping ground for derelict ships, 
  machinery, and waste. 
   Now that the world is largely independent, salvagers 
  frequently comb the surface for anything of value. The 
  planet’s junkyard nature also makes it a popular choice 
  with the sector’s criminal element for dumping the 
  occasional body. 
   If asked why he wants the data so badly, Banu admits 
  that he plans to sell it. If the PCs suggest cutting him 
  out as the middle-man, as it were, he will point out—
  probably rightly—that they don’t have his contacts, and 
  would be hard-pressed to find a buyer offering what he 
  is (though see notes at the end of the adventure for 
  players who might decide to ‘shop around’ for a buyer 
  anyway). 
  After parking your vessel at the small, concealed 
  landing pad, you leave your ship to find the Duros 
  your contact told you about. He sits on the veranda 
  of his tropical villa, one leg suspended and 
  immobilized in a bacta-tube cast. He regards you and 
  your ship carefully, and then glides closer to you in 
  his 
  repulsorlift-powered 
  chair 
  after 
  seemingly 
  accepting that you’re the ones sent to meet with him. 
  
  6 
   
   The Game Master is free to invent any relevant details 
  for Banu’s old smuggling career that might pertain to 
  any PCs’ backstory or Obligation contacts. 
   
  In the unlikely event that the PCs ask Banu to accompany 
  them, he will refuse; he is simply too injured to trek 
  around a planet-sized junkyard, and his entire reason for 
  hiring the PCs is that he doesn’t want to risk his own neck 
  anymore. 
   
  Off to Korad 
  The journey from Torina to Korad is an uneventful one, a 
  mere four hours away with a x1 hyperdrive (eight hours 
  for a ship with a x2 hypedrive likely to be owned by 
  starting charaters). The planet is along the sector’s major 
  hyperspace route, so no astrogation check is necessary. If 
  the PCs want to rush the trip, however, they can make an 
  Average (
  ) Astrogation check to make the journey 
  faster by one hour per 
  ; success might grant 
   to any 
  negotiation with Banu for payment after the fact, given 
  the speedy recovery of the data. 
   
  Upon arrival at Korad, read the following: 
   
   
   
  As the planet’s surface is littered with junk and old 
  wrecks, this facility is the only immediately viable place to 
  land. Trying to search for the Dawn’s Damsel from the air 
  is impossible; the planet’s surface is simply too covered 
  with junk and old starship hulls to make such a task 
  anything more than a fool’s errand. To discover where 
  Banu’s old ship was brought down, the PCs will need to 
  touch down and check with the local salvage database. 
   
  Welcome to the Junkyard 
  Landing at the planet’s north pole facility, the PCs will 
  find that they are far from the only ship on-planet, 
  though this is to be expected. A droid operator provides 
  assistance as the crew uses the automated landing system, 
  though after landing, they are quickly contacted by a 
  representative from the Korad Salvage Union, requesting 
  that the PCs meet with them once they disembark. 
   
  In truth, the Salvage Union is little more than a group of 
  thugs who have set up shop at the landing facility, 
  though they do have access to logs and records that the 
  PCs will need in order to track down the whereabouts of 
  the Dawn’s Damsel. 
   
  Due to the vast array of chemical spills, fuel leaks, and 
  industrial waste across the planet, Korad’s atmosphere is 
  somewhat toxic. Any Non-Droid characters without a 
  rebreather or breath mask will need to make a Hard 
  (
  ) Resilience check; characters who fail will need 
  to add 
   to all checks until a breath mask can be found 
  (the Salvage Union will happily sell these at a marked-up 
  price of 75 credits apiece). 
   
  The Salvage Union has set up shop in a simple prefab 
  administrative building (little more than a small office) 
  adjacent to the landing pad area. 
   
  The Salvage Union office is guarded a group of three 
  security goons who act as a unit of three minions; inside 
  the office is another group of three minions who mostly 
  pretend to look busy with desk jobs will acting as backup 
  for Administrator Tulure, a severe-looking human woman 
  in her mid-30s. 
   
  Tulure and her team have taken over the administration 
  office from the lone Old Republic droid left behind by 
  Renew years ago; they charge exorbitant prices, trying to 
  fleece outsiders unfamiliar with Korad for as many credits 
  as they’re worth. They do have access to the salvage yard’s 
  database, however, so the data is good—though the price 
  may be a bit steep. 
   
  The going rate to look up information in the salvage 
  database is 1000 credits. Tulure’s group also has a 
  landspeeder that they will rent for 100 credits per day, 
  along with the breath masks mentioned above for 75 
  credits apiece. 
   
  The PCs can negotiate with Tulure and her goons for a 
  better price, or they can attempt to get the data another 
  way. The following are paths of action PCs might be likely 
  to take: 
   A successful Negotiation check against Tulure’s Cool 
  (
  ) will reduce the data fee by 200 credits per 
  . 
   A Coercion check against Tulure’s Discipline (
  ) 
  will make the Union back down (though the GM may 
  add 
   to this check, since the Union goons likely 
  outnumber the PCs).  
  Upon coming out of hyperspace, you see the small, 
  unassuming shape of Korad. At first, it appears that 
  the planet is encircled by a ring, but you soon realize 
  that this ‘ring’ is actually made up of man-made 
  debris. Centuries-old starship husks from the Old 
  Republic and other detritus drift slowly around the 
  world, almost beautiful until seen from closer up. 
   
  After passing by this ancient debris field, your ship 
  receives a transmission from the planet below; a pre-
  recorded voice welcomes you to Korad, and invites 
  you to land at a small, automated landing pad at the 
  planet’s north pole. 
  
  7 
   
   If the PCs discover or suspect that Tulure’s operation is 
  illegitimate, a Deception check against Tulure’s 
  Discipline (
  ) can convince her that the PCs are 
  members of a legitimate authority, and she will back 
  down. 
   If the PCs start a fight, Tulure and her gang will defend 
  themselves. However, they’re just in this for the money, 
  and will flee to their starship at the port if at least 
  three of them are killed or incapacitated. 
   
   
   
   
   
  SALVAGE UNION SECURITY (MINIONS) [3]  
   
  Brawn 2 
  Cunning 2 
  Presence 2 
   
   
  Agility 2 
  Intellect 2 
  Willpower 2 
   
   
  Skills: (for group of 3; downgrade by 1 for each 
  dead minion): Perception (
  ), Ranged (Light) 
  (
  )  
   
   
  Soak: 4 
  Defense: 0/0 
   
   
  Wound Threshold: 12 (4 each) 
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: Blaster Pistol (Ranged [Light] [
  ]; 
  Damage: 6; Critical: 3; Range: Medium; Stun 
  Setting), 2 Stun Grenades (Ranged [Light] [
  ]; 
  Damage: 8; Critical: -; Range: Short; Blast 8, 
  Disorient 3, Limited Ammo 1, Stun Damage), Padded 
  Armor (+2 Soak) 
   
   
   
   
   
   
   
   
   
   
   
  “ADMINISTRATOR” TULURE (RIVAL)  
   
  Brawn 2 
  Cunning 2 
  Presence 3 
   
   
  Agility 2 
  Intellect 3 
  Willpower 3 
   
   
  Skills:  Cool 1 (
  ), Deception 1 (
  ), 
  Discipline 2 (
  ), Ranged (Light) 1 (
  ), 
  Vigilance 1 (
  ) 
   
   
  Soak: 2 
  Defense: 0/0 
   
   
  Wound Threshold: 12  
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: Blaster Pistol (Ranged [Light] [
  ]; 
  Damage: 6; Critical: 3; Range: Medium; Stun 
  Setting), Datapad, Hand Scanner 
   
   
   
   
   
   
   
   
   
   
   
  However the PCs decide to go about getting the data on 
  the Dawn’s Damsel’s location, this encounter shouldn’t 
  serve as a roadblock; there are many possible avenues of 
  success, and the suggestions above are not meant to be 
  exhaustive of the only ways to get the data. 
   
  One thing to keep in mind is that Tulure and her gang are 
  looking for money, not a fight. They will fight only in self-
  defense (and flee as mentioned above), though they may 
  draw their weapons and push back against failed attempts 
  to threaten or cajole them. 
   
  After the PCs have the data, they will likely need a 
  landspeeder to reach the Dawn’s Damsel. The facility 
  computer indicates that the freighter was brought down 
  in Sector Y87, and there are no clear landing zones in the 
  area. Thankfully, the trip is a short one by speeder. If the 
  PCs do not have their own speeder, they will need to 
  either rent or steal the one that the Salvage Union has, or 
  else walk (though that will take several hours, and be an 
  arduous process). 
   
  Once the PCs have left the landing facility, the Salvage 
  Union (or any survivors) will try to track down where the 
  group has headed—after all, anyone coming to Korad 
  looking for something specific probably has a big score in 
  mind. They will either check the location the PCs looked 
  up in the computer, or follow them via a tracking device 
  rigged to the speeder (which can be found by any PC who 
  makes a Hard (
  ) Perception check, and can be 
  removed simply with no check required). 
   
  If the Salvage Union gets a bead on where the PCs are 
  headed, they will call in some of their local friends—a 
  band of pirates to intercept the PCs and steal their find. 
   
   Successfully negotiating a price for the 
  data gets Tulure to throw in the speeder 
  rental for free. 
   
   An attempt to coerce or threaten Tulure 
  and her men makes them draw their 
  blasters and gets them prepped for a fight. 
  Social Encounters 
   Wherever possible, have the player be the one to 
  roll dice in a social check. For instance, if Tulure is 
  attempting to con the PCs, instead of rolling her 
  Deception skill of 
  against the PCs 
  Discipline, have the PC roll Discipline against 
  Tulure’s Deception, using her skill as the difficulty 
  dice (
  ). 
   Remember to assign 
   or 
   as befits the 
  situation. For instance, if the PCs claim to be 
  members of local law enforcement, but they’re all 
  dressed like ragtag smugglers, that could add one 
  or more 
   to a Deception check, whereas a 
  credible threat made at blasterpoint might grant 
   to a Coercion check. 
   
  
  8 
   
  In the unlikely event that the PCs kill Tulure and all of her 
  men, then there will be no one to call in the pirates to 
  follow them. In this instance, the GM may opt to stage an 
  NPC encounter that pertains to a character’s Obligation 
  (potentially the character who came up on the start-of-
  session Obligation check). Perhaps a bounty hunter has 
  tracked the PCs to Korad, or a smuggling rival who’s 
  already on-planet making a covert trade notices the PCs 
  ship coming in. Alternately, the GM can simply decide to 
  eliminate this potential threat from the adventure entirely 
  (see Third-Party Interference in Part 2 for more details). 
   
   
   
   
   
   
   
   
  
  9 
   
  Part 2 – Squatter’s Rights 
   
   
  Junkyard Rundown 
  Once the PCs have discovered that the wreck of the 
  Dawn’s Damsel is in Sector Y87, it’s just a simple matter 
  of getting there. If they have a landspeeder, the trip takes 
  a brisk twenty minutes. It requires a winding path through 
  the furrowed ‘paths’ that cut through the piles of Korad’s 
  junkyards, but  a standard on-board navigational 
  computer can guide the way easily enough. Piloting 
  (Planetary) checks should only come into play if someone 
  tries something inadvisable, such as ramping the speeder 
  off of a junk pile or the like (suggested difficulty of Hard 
  [
  ]). 
   
  If the PCs don’t have a landspeeder, or if they decide to 
  walk anyway, they can take a more direct path, but a very 
  difficult one, involving climbing up and down the 
  unsteady junk piles. The trip will take two hours and each 
  PC will need to make a Hard (
  ) Resilience check. 
  Failure will leave them exhausted in the next encounter, 
  adding 
   to all checks; 
   can be used to cause strain, 
  and 
   may result in damage being taken as wounds, 
  instead, as the character slips and cuts themselves on a 
  jagged piece of metal. 
   
  While most of the wrecks and pieces of machinery have 
  been picked clean years ago, PCs may want to search the 
  rubble for anything useful. Players who announce such a 
  search can make a Daunting (
  ) Perception 
  check (reduce difficulty to 
   if trained in 
  Mechanics) to find a workable piece of equipment. Exactly 
  what the PCs can find is a matter of a GM discretion, 
  though the items should be of Rarity 5 or less, and should 
  not include weapons unless 
   is rolled. 
   
  Fuzzy Logic 
  If the characters are on a speeder, the computer will 
  inform them when they have crossed the grid into Sector 
  Y87. This area of the junkyard looks functionally identical 
  to the rest of what they’ve seen of Korad so far, and thus 
  far, there is no sign of the Dawn’s Damsel itself. As they 
  make their way past another towering pile of junk, 
  however, they have unwittingly crossed into potentially 
  hostile territory. 
   
  If a PC announces that they are on the lookout for 
  potential threats, have them make an Opposed check of 
  their Perception against a Stealth difficulty of 
  ; if 
  no one is on active alert, or if this check fails, roll a Group 
  Vigilance check against the same difficulty. 
   
  On a failure, the air resounds with a loud crack as a 
  slugthrower rifle goes off, blowing out the landspeeder’s 
  repulsor drive and causing it to skid to a halt; if the PCs 
  successfully spot the ambush, however, the shot goes wide 
  (if the PCs are on foot, then the shot simply impacts the 
  ground near someone’s feet). Either way, after the shot is 
  fired, the assailant reveals himself. Read the following: 
   
   
   
  This is Terkitali-bendarté, and half of his dozen-member 
  crew of Squib scavengers (the other six are currently 
  pilfering about elsewhere in Sector Y87). The Squibs are 
  prepared to defend the claim they’ve staked to this part of 
  the junkard, but they’re more interested in getting the 
  outsiders’ attention in order to make a potential deal for 
  passage. 
   
  An Easy (
  ) Knowledge (Xenology) or Average (
  ) 
  Knoweldge (Outer Rim) check will tell the players that 
  the Squibs are a species of notorious scavengers from the 
  nearby planet of Skor II. 
   on this check can reveal that 
  they also have a penchant for haggling and striking 
  ridiculously convoluted bargains. 
   
  Presuming the PCs don’t immediately return fire on the 
  Squibs, Terkitali will realize that their intentions are not 
  hostile. He will announce that he and his crew have a 
  rightful claim to this part of the junkyard (if pressed, he 
  will cite some nonsense about “eminent domain” and 
  “rightful claim of the Chieftain of All Junkyards”). If 
  anyone wants to scavenge in Sector Y87, they’ll need to 
  strike a deal with him, first. 
   
  If the PCs attack, the Squibs will briefly return fire as they 
  flee and attempt to disappear into the junkyard, though 
  As the sound of the rifle shot is still echoing off of 
  the metallic surroundings, a small, blue-furred head 
  pops up from behind a nearby junk pile. Bringing the 
  rifle to bear again, the creature calls out to you: 
   
  “Alien tresspassers, identify selfs swift-wise or face 
  further malfeasance and comeuppance through 
  superior Squib known-how, you bet!” 
   
  Around you, another half-dozen of the creatures, in 
  an array of colors from blue to red to white, show 
  themselves, armed with normal-sized blaster pistols 
  that nevertheless look comically oversized in their 
  small hands. 
  
  10 
   
  they’ll attempt to track the PCs afterwards, once they’ve 
  gathered up their other six companions. 
   
   
   
   
   
  SQUIB SALVAGERS (MINIONS) [3]  
   
  Brawn 1 
  Cunning 3 
  Presence 2 
   
   
  Agility 2 
  Intellect 2 
  Willpower 2 
   
   
  Skills: (for group of 3; downgrade by 1 for each 
  dead 
  minion): 
  Deception 
  (
  ), 
  Perception 
  (
  ), Ranged (Light) (
  )  
   
   
  Soak: 2 
  Defense: 0/0 
   
   
  Wound Threshold: 9 (3 each) 
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: Blaster Pistol (Ranged [Light] [
  ]; 
  Damage: 6; Critical: 3; Range: Medium; Stun 
  Setting), Armor Pads (+1 Soak) 
   
   
   
   
   
   
   
   
   
   
   
  TERKITALI-BENDARTÉ (RIVAL)  
   
  Brawn 1 
  Cunning 3 
  Presence 3 
   
   
  Agility 3 
  Intellect 2 
  Willpower 2 
   
   
  Skills:  Charm 2 (
  ), Deception 2 (
  ), 
  Negotiation 2 (
  ), Ranged (Heavy) 1 
  (
  ), Skulduggery 1 (
  ), Stealth 2 
  (
  )  
   
   
  Soak: 2 
  Defense: 0/0 
   
   
  Wound Threshold: 11  
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: Slugthrower Rifle (Ranged [Heavy] 
  [
  ]; Damage: 7; Critical: 5; Range: Medium; 
  Bipod Mount), Datapad (with cracked screen), Armor 
  Pads (+1 Soak) 
   
   
   
   
   
   
   
  Options the PCs might have for dealing with the Squibs 
  include: 
   Lying to Terkitali and claiming that the PCs are “just 
  passing through” is simple enough with Terkitali’s 
  Discipline of 
  , though 
   might make him 
  suspicious, causing him to send a group to tail the PCs. 
   An Opposed Negotiation check against 
   can 
  allow the PCs to bribe their way through; the Squibs 
  value trinkets over credits, and any sufficiently 
  convoluted deal the PCs offer (“We’ll throw in a lock of 
  the Wookiee’s fur with the bandoleer of glowrods and 
  the spare YT-1300 power coupling in exchange for his 
  spiffy hat and the right to salvage here.”) can grant one 
  or more 
   to this check. 
   
   may make Terkitali take a liking to the party, 
  causing him to offer assistance in their salvage efforts. 
   
   might cause the Squibs to take notice of an 
  extremely valuable or remarkable piece of equipment 
  that one of the PCs possesses. 
   
   
   
  Third-Party Interference 
  Around the time the party is done making their deals with 
  the Squibs, a pair of landspeeders will show up, carrying a 
  group of pirates who have followed the PCs to Sector Y87 
  (assuming there were surviving members of the Salvage 
  Union to call them in). If Tulure is alive and reasonably 
  uninjured, she will be with them, as well. 
   
  This local pirate band calls themselves the Howlrunners, 
  led by a Rodian named Botuura. They’ve been working 
  with the Salvage Union for some time, being called in to 
  snatch the prize out from underneath scavengers who 
  have come to Korad looking for valuable cargo and scrap. 
   
  Botuura and his men are armed and dangerous. Given the 
  purpose with which the PCs searched the Salvage Union 
  database, the pirates know the party is on the trail of 
  something valuable—and if the PCs killed any of the 
  Salvage Union members earlier, the pirates are out for 
  blood, as well. 
   
   
   
  The PCs probably have a fight on their hands in short 
  order, though they are by no means limited to a violent 
  solution to their problem, here. If they have earned the 
  trust of the Squibs, the PCs can perhaps call upon their 
  aid, either to assist in the fight (or at least serve as a 
  distraction) or perhaps to make a show of force to get 
  Botuura and his men to back down. Creative problem 
  solving should be encouraged here, but the GM should be 
  Junkyard Firefights 
   In the event of a firefight breaking out in the 
  junkyard, there will be ample cover among the junk 
  piles. A maneuver can allow a combatant to take 
  cover, granting 
   to ranged defense. 
   Combatants can spend 
   to reduce the quality 
  of cover (effectively blasting the pile apart). Doing 
  this once will reduce the cover’s effectiveness to 
  , and doing it again will destroy the pile 
  completely. 
   
  Perched on the back of the lead landspeeder is a 
  nasty-looking Rodian wearing a dirty armored flight 
  suit and carrying an old model blaster rifle. “All right, 
  offworlders,”  he sputters in husky Rodese as his six 
  companions get out of the pair of speeders and pull 
  out carbines of their own, “let’s see what you’ve 
  found here on Korad that’s got you so interested.” 
  
  11 
   
  aware that the pirates are very interested in the PCs’ 
  “treasure,” and may be in a very vengeful mood, 
  depending on earlier events, and they should act and 
  react accordingly to the situation. 
   
   
   
   
   
  HOWLRUNNER PIRATES (MINIONS) [3]  
   
  Brawn 2 
  Cunning 2 
  Presence 2 
   
   
  Agility 3 
  Intellect 1 
  Willpower 1 
   
   
  Skills: (for group of 3; downgrade by 1 for each 
  dead minion): Cool (
  ), Melee (
  ), Ranged 
  (Heavy) (
  ), Vigilance (
  ) 
   
   
  Soak: 4 
  Defense: 0/0 
   
   
  Wound Threshold: 15 (5 each) 
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: 
  Blaster 
  Carbine 
  (Ranged 
  [Heavy] 
  [
  ]; Damage: 9; Critical: 3; Range: Medium; 
  Stun Setting), Vibroknife (Melee [
  ]; Damage: 3; 
  Critical: 2; Range: Engaged; Pierce 2, Vicious 1), 
  Padded Armor (+2 Soak) 
   
   
   
   
   
   
   
   
   
   
   
  BOTUURA (RIVAL)  
   
  Brawn 2 
  Cunning 2 
  Presence 2 
   
   
  Agility 3 
  Intellect 2 
  Willpower 1 
   
   
  Skills:  Cool 2 (
  ), Deception 1 (
  ), Melee 1 
  (
  ), Ranged (Heavy) 2 (
  ), Vigilance 1 
  (
  )  
   
   
  Adversary 1: Upgrade incoming attacks by 1 
   
   
  Soak: 3 
  Defense: 1/1 
   
   
  Wound Threshold: 12  
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: 
  Blaster 
  Rifle 
  (Ranged 
  [Heavy] 
  [
  ]; Damage: 9; Critical: 3; Range: Long; Stun 
  Setting), Vibroknife (Melee [
  ]; Damage: 3; 
  Critical: 2; Range: Engaged; Pierce 2, Vicious 1), 
  Armored Clothing (+1 Soak, +1 Defense)  
   
   
   
   
   
   
   
  If a fight does break out between the PCs and the pirates 
  (and possibly also the Squibs), use the “Junkyard Firefight” 
  sidebar for suggestions on how to make the battlefield 
  more dynamic. 
   
   
  Cleaning up the Mess 
  Once the issue with the Howlrunner pirates is resolved, 
  the PCs still need to reach the wreck of the Dawn’s 
  Damsel. If their landspeeder was damaged, either by 
  Terkitali’s ambush or during the fight with Botuura, an 
  Average (
  ) Mechanics check will get it up and 
  running again (the hit to the repulsor-drive was a minor 
  one). If this check fails, the Squibs will be happy to try 
  their hand at fixing it for the PCs—for a small price, of 
  course. 
   
  If the PCs don’t repair the speeder (or if they came on 
  foot), the Dawn’s Damsel still isn’t too far away. This will 
  leave the party needing to find a way to get back to their 
  ship at the north pole landing pad, but the Squibs will be 
  more than happy to strike some sort of deal in giving 
  them a lift back... 
   
  Unlikely Allies 
  At some point, either during their initial encounter with 
  Terkitali or after the run-in with the pirates, it may occur 
  to the PCs to try to bring the Squibs along with them to 
  find the Dawn’s Damsel—they are master scavengers, after 
  all, and may be of some help in getting what the party 
  needs. Since all the party really needs for Banu is the data 
  from the navicomputer, there should be plenty left over in 
  junk and salvage to bargain with. 
   
  Bringing the Squibs along may, however, have some 
  additional consequences, most of which will likely not 
  become apparent until the PCs find the ship they’ve come 
  searching for. 
   
  If the PCs want to haggle with the Squibs for any other 
  salvage they may have found on Korad, the GM is 
  encouraged to come up with various odds and ends for 
  narrative flavor that might be amusing or unusual (such 
  as Gran contact lenses, a datacard containing a Basic 
  translation of a ‘great Gamorrean opera,’ or a half-full 
  MintBerry canister for an Orfite scent mask). 
   
   
   
   
   
   
   A shot hits a live fuel canister in the 
  wreckage, causing a small but powerful 
  explosion. 
   
   A stray piece of garbage comes loose from 
  a pile, causing a large section to collapse, 
  blocking off an avenue of potential escape. 
  
  12 
   
  Part 3 – Prophet Motive 
   
   
  Sanctum Sanctorum 
  At this point, the PCs will have already run into multiple 
  groups of individuals who have made getting to the 
  Dawn’s Damsel a tricky proposition. Thankfully, by now, 
  their goal is nearly in sight, and it should only be a matter 
  of getting to the ship, getting the data, and getting out. 
   
  Unfortunately, despite their best efforts, the PCs are not 
  the first people to stumble across the old freighter, and so 
  there is at least one more obstacle to overcome before the 
  job is done. 
   
   
   
  The Dawn’s Damsel at Last 
  Following the directions that have led them to Sector Y87, 
  the party makes it past one last pile of junk and finally 
  lays eyes on the derelict, turtle-shaped Ghtroc 720 
  freighter they have come in search of. Upon spotting the 
  ship, though, the PCs also easily spot the individuals 
  currently milling about the outside of it: Ugors. 
   
  Ugors are a race of man-sized, unicellular organisms with 
  the ability to change their amorphous shape. An Average 
  (
  ) Knowledge (Xenology) check will let the players 
  know that, like the Squibs, the Ugors are scavengers, 
  though of a very different sort: they worship trash—
  literally. 
   generated on this check might also let them 
  know that the Squibs and the Ugors consider one another 
  their mortal enemies (this is mainly due to their 
  differences of opinion on how proper bargaining and 
  deal-making should work; the Ugors are proponents of 
  usury and taxation, whereas the Squibs merely enjoy 
  convoluted agreements and one-upmanship). Of course, if 
  Terkitali or any of the Squibs are with the PCs, they can 
  tell the party this without any check required. 
   
  The amorphous creatures are currently wearing bulky, 
  armored, humanoid-shaped space suits, providing them 
  with arms and legs to go about their business—and also 
  allowing them to carry weapons with them. From the junk 
  pile, the PCs can spot at least four of the Ugors—two 
  patrolling the area, and two standing guard near the 
  ship’s entrance. An Average (
  ) Perception check will 
  allow them to spot three more: another pair on patrol on 
  the far side of the ship, and one who occasionally emerges 
  from the ship itself and goes back inside. 
   can reveal 
  that this last Ugor appears to be wearing insignia that 
  separates him from the others. It is a Daunting 
  (
  ) Knowledge (Xenology) check to recognize his 
  rank of Tax Chaplain (though this difficulty may be 
  lowered on the off-chance that a character has had 
  experience with Ugors before). 
   
  The PCs will now need to decide on their approach to get 
  to the Dawn’s Damsel. If any Squibs are with the PCs, they 
  will cheerfully recommend an all-out attack on the Ugors 
  (and may even need to be calmed down to keep them 
  from starting a fight without the PCs’ permission). Of 
  course, the party may be reluctant to go in guns blazing 
  against a group of heavily armed and armored aliens in 
  possession of their prize, and there are many ways they 
  could decide to go about getting what they’ve come for. 
   
   
   
  Possible avenues of approach are: 
   Attempt to sneak onto the Dawn’s Damsel. This will 
  likely require some kind of diversion to draw the Ugor 
  guards away, though numerous possibilities might 
  present themselves in the junkyard. 
   Approach openly and see what the Ugors are doing. 
  Though the party may be wary of the aliens’ greedy, 
  tax-loving nature, money does talk, after all. 
   Particularly unscrupulous PCs might think of turning 
  the Squibs over to the Ugors in exchange for access to 
  the ship. Though it’s not a very heroic solution to the 
  Recovering From Strain 
   Remember that, at the end of each encounter, a 
  player can make a Simple (-) Discipline or Cool 
  check to recover an amount of strain equal to 
   
  rolled. Since the players have already been through 
  several encounters at this point, there is a good 
  chance that some characters will have accrued a 
  high amount of strain. If necessary, the PCs can 
  take a quick rest in order to make an additional 
  check to recover, though the GM should limit this 
  to one such check to prevent abuse. 
   
  Teamwork 
   Players should be encouraged to work together in 
  finding solutions to complex problems. For 
  instance, a successful Deception check made by 
  one PC to draw the Ugors away from the ship can 
  allow another the opportunity to make a Stealth 
  check to sneak aboard. 
   Narrative resources, such as Squib allies or 
  equipment taken from the Howlrunner pirates, can 
  provide bonuses or outright narrative advantages 
  to the party’s plans. 
   
  
  13 
   
  problem, the Ugors would consider such an act more 
  than worth a visit to their new holy site. 
   
  If the PCs approach and are not immediately hostile, then 
  the Ugors will greet them warily. Read the following 
  aloud: 
   
   
   
  Tax Chaplain GlrrGuck and his crew discovered the wreck 
  of the Dawn’s Damsel a few days ago. A fanatical believer 
  of the Ugor religion, GlrrGuck sees in the carbon scoring 
  on the ship’s hull a shape he believes is the spitting image 
  of the Great Prophet Botiv (if this happens to come up, 
  characters who look at the patch of scoring that GlrrGuck 
  indicates are hard-pressed to see much of anything). 
   
  As a fanatic, GlrrGuck is also extremely dedicated to 
  maintaining control of the ship, which he hopes will earn 
  him status and prestige. He is happy to entertain visitors 
  (in the form of “pilgrims”) for a price, but attempts at 
  taking parts of the ship or otherwise meddling with it will 
  earn his wrath. 
   
  If the PCs are willing to pay a “ceremonial donation” of 
  200 credits apiece, they are allowed to board the “Great 
  Turtle,” but there are some stipulations. 
   Weapons are strictly forbidden at Ugor holy sites, 
  though a on 
   successful Negotiation check might 
  give the PCs opportunity to bring their weapons aboard 
  under the guise of a “tool tax” (an additional bribe). 
   Droids are also prohibited from entering, as the Ugors 
  consider them “non-eaters” and have religious 
  restrictions against allowing them on board—no 
  exceptions. 
   If the PCs are in the company of Squibs (and don’t 
  appear to be offering them up to the Ugors as 
  sacrifices), the Ugors will immediately become hostile 
  due to the party working with “sinners.” Upgrade all 
  checks at peaceable discourse by 1; sufficient 
   (or 
  ) might spur them to immediate violence. If the 
  Ugors get their hands on any of the Squibs, they will 
  only release them for a hefty “exorcism fee” of 1000 
  credits apiece. 
   
  Data Mining 
  Ultimately, the PCs need to get aboard the ship, find the 
  navicomputer, and get the astrogation data. A Hard 
  (
  ) Computers or Astrogation check is required to 
  download the data onto any personal storage device; add 
   to the check due to the fact that ship only has 
  emergency power. 
   
  The Ugors, however, will not let anyone tamper with the 
  ship, even if they have paid the “donation” to get aboard; 
  since they worship the decrepit ship itself, such meddling 
  is sacrilege. The Ugors will also not allow any outsiders to 
  wander the ship without escort (though crafty PCs can of 
  course try to slip away from their watchdogs). If the Ugors 
  catch anyone trying to take anything from the ship or 
  operate the ship’s systems, they will give only one warning 
  before attacking. 
   
  The ship itself is largely intact. The boarding ramp has 
  been laid open as the main “temple entryway,” and for 
  better or for worse, the ship’s weapon systems have been 
  removed and are long gone. The engines are trashed 
  beyond repair, and extensive hull damage means the ship 
  would never be spaceworthy again anyway. The 
  hyperdrive is likewise a lost cause, though passing a Hard 
  (
  ) 
  Mechanics 
  check 
  will 
  show 
  that 
  the 
  hypermatter reactor igniter is still in working order and 
  can be salvaged; it is worth about 500 credits. 
   
   
   
   
   
  UGOR WARRIORS (RIVALS)  
   
  Brawn 2 
  Cunning 1 
  Presence 2 
   
   
  Agility 2 
  Intellect 1 
  Willpower 2 
   
   
  Skills:  Brawl 1 (
  ), Coercion 1 (
  ), Ranged 
  (Heavy) 1 (
  ), Resilience 2 (
  ), Vigilance 1 
  (
  )  
   
   
  Soak: 4 
  Defense: 0/0 
   
   
  Wound Threshold: 14  
   
   
  Strain Threshold: – (Suffers wounds instead)  
   
   
  Equipment: 
  Blaster 
  Carbine 
  (Ranged 
  [Heavy] 
  [
  ]; Damage: 9; Critical: 3; Range: Medium; 
  Stun Setting), Armored Space Suit (+2 Soak)  
   
   
   
   
   
   
     
   
  As you come into view, the blob-like aliens take 
  notice of you. Some of the creatures have four eyes, 
  five eyes, or more, all of which regard you quite 
  keenly. The two guards reaffirm their hold on their 
  bulky blaster carbines, but they don’t point them at 
  you—yet. 
   
  From inside the ship comes another of the creatures, 
  his armored festooned with glittering, gaudy 
  adornments. Six psuedopods jut forth from his head, 
  three bearing eyes and three bearing mouths. One of 
  these mouths opens to speak in a deep, if somewhat 
  slurred and sloppy, voice. 
   
  “Welgome, unexbected bilgrims, to Gread Durdle. I 
  bid you greedings in the name of Gread Prophet 
  Botiv. Have you gome to bake cerebonial donation to 
  GlrrGuck and his beoble?” 
  
  14 
   
   
   
   
   
   
  TAX CHAPLAIN GLRRGUCK (NEMESIS)  
   
  Brawn 3 
  Cunning 2 
  Presence 2 
   
   
  Agility 2 
  Intellect 2 
  Willpower 2 
   
   
  Skills:  Coercion 2 (
  ), Cool 1 (
  ), 
  Leadership 2 (
  ), Melee 1 (
  ), Perception 
  1 (
  ), Ranged (Heavy) 1 (
  ), Resilience 2 
  (
  ), Vigilance 1 (
  )  
   
   
  Adversary 1: Upgrade incoming attacks by 1 
   
   
  Soak: 5 
  Defense: 0/0 
   
   
  Wound Threshold: 15  
   
   
  Strain Threshold: 12  
   
   
  Equipment: 
  Blaster 
  Carbine 
  (Ranged 
  [Heavy] 
  [
  ]; Damage: 9; Critical: 3; Range: Medium; 
  Stun Setting), Vibroknife (Melee [
  ]; Damage 
  4; Critical 2; Range: Engaged; Pierce 2, Vicious 1), 
  Armored Space Suit (+2 Soak) 
   
   
   
   
   
   
   
   
   
   
  Payday 
  By now, the PCs should be in possession of the astrogation 
  data from the Dawn’s Damsel. It may be a simple matter 
  of just returning to their ship, at this point, though 
  depending on how the party handled their run-ins with 
  the various groups on planet, they may need to contend 
  with bloodthirsty pirates, angry salvagers, vengeful Ugors, 
  or the like as they attempt to get leave. 
   
  Whether they run into one last bit of trouble or not, once 
  the PCs are safely away, it’s time to go get paid. The 
  simplest thing for them to do is to return to Torina and 
  give the data to Banu, upon which he will pay the 
  promised amount after he checks and confirms the data 
  for himself. He will thank the PCs for their good, quick 
  work, and also put in a good word with whatever contact 
  put them in touch with him in the first place (possibly 
  reducing Obligation, as is suitable). 
   
  It is possible, however, that the PCs may try to score a 
  better payday by cutting Banu out and trying to sell the 
  astrogation data directly. This will require some legwork, 
  but it is doable. It will take a Daunting (
  ) 
  Knowledge (Outer Rim) check to know that the most 
  likely candidates to try to sell exploration data to are the 
  sector’s major mining corporations: Radell Mining, and 
  Imperial Mining, Ltd. This check can be reduced by one if a 
  character has done business in the Elrood Sector before, 
  or by two if they are familiar with the area or are from 
  there. Any 
   on this check might even let the character 
  know the name of a particular corporate contact to check 
  up on. 
   
  There are other options, as well, such as trying to sell the 
  data to pirates or smugglers who might value an unknown 
  route to use as their own, though they might not pay 
  much better than Banu. 
   
  If the PCs do decide to cut Banu out of the sale, or if they 
  attempt to ‘double-dip’ by selling it to him first before 
  looking for another buyer, he will know (or at least 
  suspect, depending on circumstances) what the PCs have 
  done, and be very angry. This should lead to an increase in 
  Obligation with whatever contact set up the job in the 
  first place, or result in an entirely new Obligation if the 
  PCs found Banu on their own (or possibly both, depending 
  on the magnitude of the betrayal). 
   
  Further Adventures 
  There are several potential plot hooks that the Game 
  Master may want to use to follow up this adventure. 
   
  Perhaps after the astrogation is sold, the corporation 
  needs the PCs to check it out to make sure that the route 
  is stable—and to make sure there are no unpleasant 
  surprises waiting on the other side of the Drift in 
  unexplored space. 
   
  Maybe the pirates working with Tulure and Botuura are 
  part of a larger group that operates in the sector, and 
  now they’re out for revenge for what the party did to 
  them on Korad. 
   
  Also, as a former smuggler himself, Banu has plenty of 
  local contacts of his own that he can introduce the PCs to 
  if they’re looking for additional work in this out-of-the-
  way section of the galaxy. 
   
   
   One of the ship’s systems is still in good 
  enough condition to be worth salvaging for 
  credits later. 
   
   The ship’s emergency power goes offline 
  and must be started back up in order to 
  gain access to any of the computer systems. 
  
  15 
   
   
  One Man’s Trash 
  Player Characters 
   
  Jaastra Val 
  The daughter of a wealthy clan 
  from Ryloth, Jaastra has been 
  betrothed to the young heir of 
  another clan since she was in her 
  early teens. Unlike the loveless 
  arranged 
  marriages 
  that 
  are 
  common in the world of political 
  expedience, however, Jaastra and 
  her fiancé Tovil were, as luck would have it, quite the 
  happy couple as they grew up together. Tovil had signed 
  up for a five-year scouting tour with a Twi’lek deep space 
  exploration company, and was all set to return home as a 
  wealthy husband when he disappeared on a mission 
  somewhere deep on the edges of Wild Space. As his ship’s 
  mission was classified, the company refused to give 
  Jaastra any real information, and now she travels on her 
  cousin Terek’s starship, determined to find her lover at any 
  cost. Time in the Outer Rim has given Jaastra a sort of 
  “hard knocks” education, and she’s equally at home being 
  the pretty little charmer as she is being the scheming 
  conniver. 
   
  Terek Val 
  Unlike his cousin Jaastra, Terek 
  wasn’t born into a branch of the 
  Val clan that had much money 
  and clout. The industrious Twi’lek 
  did, however, have a near-genius 
  knack 
  for 
  machines 
  and 
  technology.  He was all set to go 
  leave Ryloth and join up with one 
  of the Empire’s top-ranked schools for savant mechanics 
  like him, but his plans were cut short when his little 
  cousin’s fiancé disappeared on a deep space mission, 
  leaving her devastated. This led Terek to take out a loan 
  with an agent for the galaxy-wide criminal syndicate, 
  Black Sun, so that he could afford a starship; an old 
  clunker of a YT-1300 he’s named the Ryloth Razor, in 
  order to help Jaastra find her lost love. 
   
   
   
   
   
   
   
   
  Tasia Beralan 
  Tasia is a human female in her 
  mid-30s, 
  and 
  has 
  been 
  a 
  professional bounty hunter since 
  her late teens. Originally from the 
  far-off 
  Outer 
  Rim 
  world 
  of 
  Formos, Tasia skipped the part of 
  her life where a young person 
  would try to just “get by” and 
  instead struck out to make her fortune right from the 
  get-go. A natural knack for subterfuge and an instinctive 
  feel for weapons quickly put her on the path to being a 
  successful bounty hunter. Working solo for many years, 
  Tasia traveled the Rim, bringing in bounties and keeping 
  her career going until she was made an offer she could 
  hardly refuse for her beat-up ship. She was willing to 
  humor the buyer; a smart little punk of a Twi’lek named 
  Terek, but made the sale under only one condition: 
  wherever the ship went, so did she. Since then, she’s been 
  happy enough to travel around with the new crew the 
  Twi’lek and his pretty young cousin have put together, so 
  long as she still gets to take on the occasional job to 
  ensure that her skills are still up to snuff. 
   
  Karssk 
  When most beings in the galaxy 
  think of Trandoshans, they think 
  of warriors and hunters devoted 
  to tracking down and slaying their 
  foes. For Karrsk, impressing the 
  Scorekeeper 
  is 
  a 
  matter 
  of 
  fighting 
  more 
  sinister 
  foes:  
  disease, sickness, injury – death 
  itself. This dedicated Trandoshan has taken up the cause 
  of acting as a doctor, not only for his own species, but for 
  other “lesser” beings across the galaxy as well. A long-
  time companion of the frequently-injured bounty hunter, 
  Tasia Berelan, Karrsk has found himself caught up in the 
  madcap schemes of the young Twi’lek Jaastr Val and her 
  cousin as they travel the Outer Rim, carrying out jobs on 
  the edge of space, giving him no shortage of opportunity 
  to practice his art and earn jagannath in the eyes of the 
  Scorekeeper. 
   
   
   
   
   
  
  16 
   
   
  Quinn Brentioch 
  Originally from the Core World of 
  Brentaal IV, Quinn fell in with the 
  wrong sort at a young age, and 
  things escalated from there. An 
  early life of juvenile crime soon 
  turned into a young adult life of 
  more serious crime, and as he 
  traveled the galaxy Quinn made 
  more and more of a name for himself - until he eventually 
  stepped on the toes of Black Sun, the galaxy-spanning 
  crime syndicate, in one of his heists. Impressed by Quinn’s 
  skill, the local Black Sun boss decided to let him have a 
  little slack, provided that he keep tabs on the Twi’lek, 
  Terek Val, who owed the syndicate quite a bit of money 
  for a loan taken out a couple years back. During their 
  travels together, Quinn has taken an honest liking to 
  Terek, Jaastra, and the rest of the crew of the Ryloth 
  Razor, and he’s starting to hope that Black Sun doesn’t 
  ask him to do anything too drastic in the course of his 
  observation duties. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kerrewaroo 
  Before the Clone Wars came to an 
  end, Kerrewaroo was a Republic 
  scout, 
  eager 
  to 
  search 
  the 
  unknown and report back on his 
  findings. After a long-term deep 
  space 
  mission, 
  however, 
  he 
  returned to known space to find 
  that the Republic had been 
  replaced by the Empire - and that his people had been 
  enslaved. With no home to return to, Kerrewaroo stayed 
  on the fringe, putting his talents as an explorer to use - 
  happy to keep a low profile and a safe distance from this 
  new Empire. Over the years, he worked with a number of 
  crews, for a number of companies; he paid little heed to a 
  former crewmate named Tovil until a little fireplug of a 
  Twi’lek 
  named 
  Jaastra 
  came 
  to 
  him 
  demanding 
  information. Kerrewaroo had no idea where Tovil had 
  gone - or had disappeared to - but he was happy enough 
  to have Jaastra and her cousin Terek hire him on, knowing 
  that their own journeys would take them all over the 
  galaxy in their search, giving the Wookiee plenty of 
  opportunity to explore and visit worlds he’s never seen. 
  
SOURCE: textdata/thevault/Star Wars [multi]/FFG/Edge of the Empire/EotE - Adv - One Man's Trash.pdf