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This is the the Core Rule Book for SW: Edge of the Empire

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Published by peyton.keene74, 2020-03-31 12:12:56

Star Wars: Edge of the Empire Rule Book

This is the the Core Rule Book for SW: Edge of the Empire

• Note Passing: There may be times when a char- Sometimes, the GM can alter the in-game situation
acter wants to act on knowledge that no other enough to provide a more obvious or agreeable path
Player Character has, and he wants to conceal forward. Compromise from the GM or other players to
his actions. The player and GM may pass notes move the story along is normally acceptable and de-
to each other to secretly progress that part of sirable, especially if the situation makes one or more
the storyline. Less common is note passing be- players uncomfortable at the table. The party should
tween players, bypassing the GM. Both are gen- be careful to avoid lingering disagreements, as they can
erally acceptable, but the GM should be careful lead to bad feelings and possibly break up the group.
to not let it dominate the game or overly frus-
trate players left out of the loop. WHEN THE PARTY SPLITS UP

GROUP DYNAMICS Sometimes the best course of action is for the party
to split up in the game. This normally happens when
There are two major group dynamics in play at the the action is spread out, and the party needs to be in
gaming table. One is between the players, while more than one place at the same time. This can also
the second is between their characters. Both are be used to diffuse situations in which the party greatly
important to having fun during the game. Ideally, disagrees on the correct course of action.
the players enjoy playing with each other, and
their characters have enough in common to as- No matter the cause, splitting the party also splits the
sociate with each other without large amounts of attention of the GM. This naturally focuses the GM's at-
tension. Disruptions to either of these cases can tention on one part of the group at a time, leaving the
diminish the fun of playing. rest to wait until the spotlight returns to them. The GM
must be careful not let too much downtime pass between
WHEN THE PARTY DISAGREES groups. In some cases, the players might physically sepa-
rate from the table and go to different rooms or areas, to
Roleplaying is highly situational. As a story unfolds, avoid overhearing or disrupting a scene that their char-
the party often debates the desired course of action. acters are not part of and cannot influence. See Player
This normally works itself out as the party discusses Knowledge vs. Character Knowledge on page 294.
its options. Disagreements due to roleplaying indi-
vidual characters can be great moments in the game. Splitting the party is acceptable and expected for
However, if a disagreement grows to the point that it limited durations. It is least disruptive t o t h e game as a
disrupts the fun of the game, it's usually a good time whole if the GM keeps all players at the table. Splitting
to take a break. Breaks may last just a few minutes or the party for longer-term situations can add to the story,
suspend the game until the next session. but must be carefully managed. The GM might even
consider running separate sessions in extreme cases.

INTRODUCING NEW PLAYER CHARACTERS

Bringing a new player into an existing group can When the new character arrives in game, there
be exciting. It is often necessary to replace play- should be an accompanying story reason for him to
ers who leave during a long campaign. A new char- join the group. The GM can create it, but it works
acter shakes up the group dynamics, and brings best when it includes ideas from the new player
out new or unexpected opportunities within the and the existing group. The new character may be
game. However, not all additions go smoothly, and a friend, relative, or associate of the Player Char-
considerations should be made regarding the sto- acters, or he might be introduced by an NPC. An
ryline and the enjoyment of the group as a whole. adventure specifically created to introduce the
Player Character is a good way to integrate the new
Before adding a new player, the group character with the existing campaign.
should discuss whether that person meshes
well with the current game and group. The If the new player is also new to EDGE OF THE EMPIRE
GM could discreetly discuss the situation with
each player to minimize hurt feelings if some or RPGs in general, he may need help learning the
players object to the new person. rules and terminology. While the GM can and should
aid him, it is often better for a player to act as a men-
When the new player arrives at the table, the tor. This frees the GM to concentrate on the game
group and GM should bring him up to speed on and the entire group, while the individual player gets
the current story, table rules, and any house rules specific advice or instructions about how to use the
in use (House rules are game rules created by the game mechanics at their required times. Seating the
GM for unusual situations, or personal preference). new player next to the mentor minimizes disruptions
from rules discussions during the game.

WHEN THE PARTY GOES OFF THE RAILS pects of game planning rise and fall in importance as
the GM's style, proficiency, and storytelling develop.
One of the great attractions players have to roleplay- The novice GM should start with the guidance given
ing games is the freedom to play their characters as earlier about the first session and then integrate the
they see fit. The players will almost always push the following advice when the game or story requires it.
story in unexpected but perfectly logical directions.
One of the joys and responsibilities of the GM is to STYLE OF PLAY
keep the story moving when the unexpected happens.
Different groups and GMs enjoy different ways of play-
Sometimes, the party's actions completely depart ing the game. The GM should be aware of his group's
from the story. How strictly the GM tries to keep to the preferences, and prepare sessions that enhance, if not
envisioned storyline depends on the GM's philosophy. cater to, their expectations. The GM should still feel
Most allow the characters to pursue their own course free to use other play styles if a specific scene or en-
for a while, inserting clues, new NPCs, or events that counter warrants it. The major play styles are Combat
eventually bring them back to the planned plot. More Focused vs. Exploration and Storytelling. Many GMs
freewheeling GMs might completely jettison their sto- settle on a combination of the two, alternating be-
ryline and react to the character's new actions and tween story-based sessions and combat-intensive play.
goals. Flexibility within the story is one key to great
gaming sessions. Neither approach is wrong, unless the Combat-focused play concentrates more on the tac-
players become unhappy with the outcome. tical moments of the game. Fighting and combat use
a significant portion of play time, limiting the depth
PLANNING GAME SESSIONS and complexity of other scenes. The players gener-
ally like battling their foes directly by outsmarting or
Planning each game session takes time and effort. overwhelming adversaries on the battlefield. Combat
While some GMs create highly detailed outlines and is expected to be part of nearly every session.
plans, others run their games free-form, with mini-
mal notes. Each GM eventually Exploration and storytelling focuses more on the
settles on a method that works overall plot, and the characters' interaction with the
for him, with the time he has. fantastic locations, events, and adversaries of the larger
Different as- Star Wars universe. Entire sessions or more may pass
without firing a single blaster. Conflict comes more from
the environment and NPC plans and reactions than
dodging fire. Plot lines may be more intricate, or tie into
character backstories to a much greater degree.

STORYTELLING

The core of every roleplaying game is the storyline.
The Player Characters are the main actors in a plot of
the GM's devising. The complexity and depth of the
story depends greatly on the desires of the gaming
group as a whole. A good story is an entertaining one,

not necessarily the most complex.

The GM needs
to create at least
a basic plot for
the adventure he
wants to run (or
understand it when
using a published ad-
venture). He should
take ideas from the
Player Character's
backgrounds to
tie them closely

into the sto-
ryline. For
example, a
character's

THE GAME MASTER

O F THE EMPIRE

THAT STAR WARS FEELING RULES ADJUDICATION

flcrucial aspect of running a Star Wars game is The GM is the final arbiter of all rules discussions. It
making it feel like something seen on the mov- is important that he listens to the players' arguments
ie or TV screen. The game and plot should be fast for their side of an interpretation. Rules discussions
paced and entertaining, have a dash of humor, should not dominate playing time. The GM should
and feature moments of high drama or tension. make a ruling to keep the game moving and review
the rule in detail later. If the ruling was incorrect, the
The CM should limit or avoid plots that run GM may try to make it up to the player or group in
counter to expectations. Horror, for instance, question in a future session, or simply acknowledge
is not normally a part of the core Star Wars the mistake and chalk it up as a lesson learned.
experience. Gruesome scenes explained in
graphic detail are not expected. That isn't to Sometimes the GM feels the rules are unclear or he
say they could never be used—there are oc- has an unusual situation. The GM may create a house
casional graphic moments in the movies—but rule to address the issue. However, the GM might also
they should not be the norm. gain further insight from discussing the issue with
other GMs or rules-proficient players, in person or on
It is also worth noting that the Expanded online gaming forums. However, rules lawyering—us-
Universe (official books and stories outside of ing the minutiae of the rules to gain an unfair, unex-
the movies and TV shows) touches on a wider pected, or unintended advantage in game—should be
range of storytelling elements, such as horror. avoided by both players and GMs.
GMs wanting to explore similar ideas might
look to them for inspiration while keeping the P L A Y E R K N O W L E D G E VS. CHARACTER
Star Wars feel. GMs should also give the play-
ers an indication that their story may address KNOWLEDGE
non-traditional Star Wars themes, so they are
Players generally know a lot more about a given situ-
not caught off guard once play begins. ation than the characters they are playing. It is im-
portant that they differentiate between information
response to an attacking pirate might be quite different learned outside of the game, and information that
if the pirate turns out to be a relative or hated enemy. their characters are aware of. To aid in the suspension
Unexpected revelations, conflicts of interest, and more of disbelief, players should not use information their
increase the complexity, and potential enjoyment, of characters cannot logically know within the game.
the plot. See Making an EDCE OF THE EMPIRE Adventure
on page 302 and Running a Full Campaign on page This is particularly true when the party is split, with
317 for more detail on creating adventures. characters in different locations. For ease of play, the
GM may allow all players to remain at the table while
SOURCES OF INSPIRATION they play their individual scenes. However, the unin-
volved players should not have their characters act on
The Star Wars Expanded Universe is enormous. With any information gained by listening to the interaction
over 35 years of movies, comics, novels, games, between the GM and the rest of the group.
source books, TV shows, and more, there is a vast
wealth of information for GMs to draw upon when cre- Additionally, players may know a great deal about
ating their own games. Of course, the Star Wars game the Star Wars universe. While the use of such knowl-
lines from Fantasy Flight Games will continue to grow, edge can add great details to the game, players must
providing rules and adventures for a variety of play be careful not to use information their characters do
experiences. However, GMs should feel free to draw not know about the universe or political situation. It is
upon any Star Wars publication or other source for highly unlikely, for instance, for the characters to know
story ideas. Many also provide great visual references the intimate history of Darth Vader, despite his depic-
at the game table. tion in the movies and elsewhere.

I N T E R P R E T I N G T H E DICE POOL

RUNNING THE GAME One of the GM's primary responsibilities is to interpret
the results of die rolls. Given that the exact makeup of
Running the game means more than managing the each dice pool varies wildly, it gives the GM and the
story. The GM must also attend to the mechanical players many opportunities to translate the results into
means of keeping the game going. This section pro- narrative effects. During the heat of the game, the play-
vides guidance on how to handle specific rules and ers may rapidly assess the roll for only success or fail-
other elements during the game session itself, and ure, then quickly pick up the dice for the next roll. The
how they interact. GM should discourage this, especially if the story is at

THE GAME MASTER

EDCE OF THE EMPIRE

a critical juncture. While not every die roll needs exten- O and # represent the character's trained skill
sive interpretation, important moments should always versus the most difficult challenges. Similar to the 4)
be influenced by the dice results. and ^ , success indicates that the character's train-
ing has prevailed, while failure indicates that the cir-
The die symbols generated by each check go well cumstances were just too difficult to surpass.
beyond the simple task of indicating success or fail-
ure. Success indicated by a O can mean something O and <§) indicators are often less clear-cut in their
different than if it occurs on an 4} or O In this case, influence on the dice pool. Sometimes, they may trig-
it might indicate the character's skill overcame all ger certain abilities or effects built into talents or spe-
other challenges. If the same result occurred using cial abilities. More often, they give the GM or player
a Q fortune may have stepped in at the right mo- the opportunity to describe how the results place the
ment. The CM should inform the story via the dice character in a better or worse position than before
whenever possible. the action.

• and • indicate the influence of fortune and mis- ($) and ^ indicators should generate excitement

fortune in the results. Failure indicates that the i n - at the game table. indicates a critical success,

herent difficulties in the situation, terrain, or task at which should also grant the character an advantage

hand were too much to overcome. Success indicates in the scene. ^ indicates a critical failure, which

that luck, the Force, or a beneficial circumstance af- should disrupt the character and make the situation

fected the outcome. much worse.

Usually, the makeup of the dice pool does not evenly

USING STAR WARS CANON (OR NOT) align dice types that are in direct opposition to each

One interesting aspect of the Star Wars uni- other. Instead, T and other indicators will be
verse is, generally speaking, almost every-
thing that is officially published is considered spread across different dice in different amounts. It will
part of the official history. Anything officially
licensed but not produced directly by Lucas- often be up to the GM to decide which of the & or Y
film (i.e. outside of the movies and TV shows)
is referred to as the EU, or Expanded Universe. is relevant to the story interpretation.
With 35 years of material and counting, it is a
huge resource for newcomers to get a handle USING BOOST & SETBACK DICE
on a universe that spans thousands of years.
Boosts and Setbacks are basic GM tools for manipu-
When running a Star Wars game, the GM lating fortune and misfortune in the game. Beyond the
should decide early on whether he is going to normal guidelines for setting difficulty within the dice
stick with Star Wars canon as his stories devel- pool, • and • enable the GM to allow characters to
op. In most cases, it is not a big issue. If the sto- try unusual or insane ideas during play. The players
ryline does not involve notable characters and enjoy the chance to try creative solutions within the
events from official stories, the game plot may game, and the GM can regulate the difficulty through
peacefully coexist with the universe at large. the addition of more • , instead of saying no to the
idea. Note that • and • are not normally upgraded
However, some GMs and players feel con- to other die types.
strained by the knowledge that their heroes
aren't the center of the universe, or are un- Alternatively, the • may be used to reward a Player
able to affect certain galactic events. It is the Character for good planning or creative thinking. They
GM's prerogative to use as much or as little may also be used in situations not covered by the rules.
Star Wars canon he feels comfortable with. If If the Player Character comes up with a good idea and
the GM wants to run a game based on an al- the GM wants to allow it, he may add Q This is espe-
ternate version of events, or one where known cially encouraged if the idea is in keeping with the spirit
events can come out differently, that is per- of the Star Wars movies and stories.
fectly acceptable. However, he should inform
his players. USING STRAIN

4) and 4} represent the battle between a character's Strain is a non-lethal way for characters to suffer
natural abilities and knowledge versus the inherent physical and psychological effects beyond wounds
difficulty of the task at hand. Failure indicates that the and significant injuries. See page 31 for a complete
task was just too hard to accomplish this time around. description of strain. For the GM, strain represents an
opportunity to add mechanical emphasis and conse-
quences to narrative aspects of the scene or combat.

In combat, strain effects dictated by the GM should be
limited to give the players the opportunity to voluntarily
suffer strain for an additional maneuver or to use talents.

THE GAME MASTER

EDCE O F THE EMPIRE

DICE POOL EVALUATION: SUCCESS

hat do the following dice pool results Dice Pool 2—Successful but Vulnerable:
have in common? The O on the 0 is cancelled by the <§) showing
on one 0 and the ft on one # is cancelled by
Pool 1 Pool 3 the T on the other {>. The remaining # shows
one ft, but the two • each have uncanceled ® .
The smuggler's shot grazes the stormtrooper,
who remains well protected by his defenses and
ready to retaliate.

"Your shot penetrates the foliage concealing
the stormtrooper, but only grazes him. He re-
mains difficult for you to see and hit, and you
aren't sure where his next shot will come from."

Each of these dice pools indicates a success- Dice Pool 3-1 Have You Now: The ft and O
ful check. At least one uncanceled Success sym- of the • are cancelled by the T on one 0 and the
bol appears in each pool. Assume that this pool <§) on the Q The two O of the first ( ) are can-
represents a smuggler attacking a stormtrooper. celed by the two <§) of the other ( ) . The remaining
Below are interpretations of these results. 0 die shows ft and O. and the # shows a ($)! The
smuggler beats relentlessly on the cornered storm-
Dice Pool 1-Success with a Slight Advan- trooper, striking a staggering blow despite the stor-
tage: The ft appearing on t h e { > a r e cancelled mtrooper's armor.
by the T showing on one 0 and one O One
of the O O on the next <^> is cancelled by "You trap-the stormtrooper between the speeder
the single <§) showing on the second 0>. One and the wall, inhibiting his movement and catching
O remains showing on the ( ) , and ft appears him below the chin. The solid hit knocks his helmet
on the # . The smuggler's superior shooting off. leaving him alive but completely stunned.
skill has bested the stormtrooper's armor and
training, leaving the smuggler in a slightly ad-
vantageous position.

"Your quick shot strikes the stormtrooper, leav-
ing a smoking hole in his armor. You think you'll
have no trouble sliding behind cover as he reels
from the hit."

THE GAME MASTER

EDCE OF THE EMPIRE

DICE PDDL EVALUATION: FAILURE

IIhat do the following dice pool results Dice Pool 5-Fear Keeps You In Line: The
WJhave in common? first 0 shows ft and K} countered b} the First
0 showingY and <§>. The second <•) shows O
Pool 4 Pool 5 cancelled by <§) from the second <). The # shows
ft, but is countered by the • showing a Y . One
Pool 6 uncanceled <§> symbol remains on the second ( ) ,
and the O shows ^ ! The smuggler fails a fear
check when he is surprised by the sudden ap-
pearance of Boba Fett at his ship's hatch.

"As you head for the hatch, you catch sight of
Boba Fett blocking your way, blaster drawn. The
surprise appearance shocks you completely. You
stand there frozen, momentarily unable to move
or go for your gun."

Each of these dice pools indicates an unsuc- Dice Pool 6-Harder Than It Looks: The 0
cessful check. No uncanceled Success symbol showing Y and ® cancels both <). One uncan-
appears in any pool. Assume that the first two celed © remains on the Q The smuggler fails to
pools represent a smuggler encountering a boun- climb a rough wall in a driving rainstorm.
ty hunter. The last represents a standard skill
check. Below are interpretations of these results. "As you try to climb the wall, you realize the
rain has made it far slicker than it looks. You
Dice Pool 4 - N o t So S n e a k y : The • is fail to make any headway, and your first at-
showing ft and O. b u t is canceled by the tempt has loosened the few decent handholds
• showing <§) and the 0 showing Y . The 0 this far down."
shows O. but is canceled by <§) showing on
the O. The # shows blank. The O shows one
uncanceled Y . The smuggler fails to sneak
past the bounty hunter.

"You try to sneak past the bounty hunter sen-
try on the hill. The fog density negates his height
advantage, but he's smart enough to realize that.
You try to sneak behind some debris, but you
knock it over and he spots you. anyway."

Extreme environments or circumstances may occasion- EXAMPLE
ally increase the amount of strain the CM inserts into the
encounter. Environmental strain should be less of a con- A character is afraid of heights. A successful
cern during the average combat. Discipline check means he overcomes the fear
to act while crossing a high, narrow bridge
In scenes outside of combat, strain adds weight to without railings...this time around. Next time,
environmental effects. Enduring long periods of expo- he might not be so lucky and freeze or stumble
sure to heat, cold, radiation or unusual weather like while making the attempt.
sandstorms may cause strain. Psychological pressure
may also induce strain. This kind of strain may come WHEN TO MAKE A FEAR CHECK
from strong emotional reactions to loss, extreme an-
ger, frustration, or another reaction that distracts a Any time Discipline or Cool is used to counter fear,
character from the task at hand. it is called a fear check. Not every frightening situa-
tion requires a fear check. They should be restricted
Obligation, when triggered in a game session, inflicts to unusual circumstances or the first time a charac-
strain on the affected characters (see page 41). The CM ter experiences a particularly frightening situation. A
should provide narrative descriptions demonstrating how pirate fighting stormtroopers probably doesn't need
the Obligation is affecting the character, thus producing to make a check. If Darth Vader comes around the
the strain. Strain from Obligation is typically an emotional corner and the pirate has never seen him personally,
effect, from the stress of dealing with the circumstances a check is appropriate.
producing or resulting from a character's Obligation.
The frequency of fear checks is determined by the
When assigning strain, the GM should consider how all CM. Typically, once a fear check is rolled, the CM
of the different sources may interact in an encounter or should not require another check for the same source
scene. Creating a scene in which strain is a primary com- during the same encounter, unless the circumstances
ponent is perfectly fine, but having a scene accidentally significantly change. The CM might require more fear
overwhelmed with strain can alter the narrative in unex- checks in a story where fear is a key element. A char-
pected ways. Typically, the CM should assign one or two acter who is constantly afraid of losing his ship or a
points of strain for a given effect. Environmental effects
may inflict strain, and the amount of strain inflicted can
serve as an indication as to how dangerous the effect is.

USING FEAR

The galaxy is filled with frightful creatures and situa-
tions. Wild creatures like the savage rancor lurk in dis-
tant wildernesses or suddenly appear in surprising plac-
es such as Jabba the Hutt's dungeon. Sith and followers
of the dark side use fear as motivation and wield it
as a weapon against their enemies. War, combat, in-
timidating adversaries, and environmental hazards
may instill fear in anyone, anywhere. Fear inter-
feres with character actions and goals. It ma
reduce a character's effectiveness, make him
hesitate, or even cause him to flee.

Within the game, fear is countered by
the Discipline skill (see page 110)
and occasionally the Cool skill (see
page 108). Like any other skill
check, the CM sets the difficulty and
adds the appropriate dice to the
character's dice pool. Interpreting
the dice pool results is key to deter-
mining the effects of fear, even on a
successful roll. The Discipline or
Cool skill check represents the
character's ability to act in the face
of fear, not necessarily the level of
fear a character may feel.

4& THE GAME MASTER

EDCE OF THE EMPIRE

TABLE 3-1: FEAR GUIDELINES

Minimally Afraid Easy(4)) Somewhat overmatched in combat; a minimally
dangerous creature; a minor threat to one's safety.
Moderately Afraid Average [4)4))
Hard (4)4)4)) Obviously overmatched in combat; a dangerously
Very Afraid Daunting (4444) aggressive creature; a credible threat to one's safety
and minimal threat to one's life.
Mortally Afraid Formidable (444 44
Battlefield combat; a pack of aggressive creatures;
Utterly Terrified 1 difficulty upgrade a major threat to one's safety and moderate fear for
one's life.
Confronting something reputed
to be dangerous. Terrifyingly intense combat; confronting a large and
Confronting something known to dangerous creature such as a rancor; overwhelming
be dangerous and very rare. fear for one's life.
Confronting something known
to be extremely dangerous and A hopeless and utterly terrifying situation; combat
unique. against things incomprehensible to one's mind; being
chased by a pack of rancors; fear so crippling that
sanity cracks.

Confronting a Sith warrior, or an Imperial Intelligence
agent; Negotiating with Jabba the Hutt.

2 difficulty upgrades Being trapped in the gullet of a Sarlacc.

3 difficulty upgrades Fighting Darth Vader.

loved one might be required to make more checks to ing that the warrior is Darth Vader, who hunted down
reflect his ongoing concern and stress. and killed the Jedi and is a Dark Lord of the Sith, can
upgrade the difficulty of the check three times. The
Typically, the effects of fear are determined by the CM may add • to represent other aspects of the situ-
results of a Discipline check. However, if the character ation, such as surprise. The CM may also add • and
has had time to prepare for the situation, and is not other beneficial dice if the character's resolve is sup-
taken by surprise, the CM may allow the character to ported by powerful allies or other beneficial aids.
use a Cool check instead.
EFFECTS OF FEAR
DETERMINING FEAR DIFFICULTY
The CM should interpret the results of the dice
The difficulty of a fear check is a c o m b i n a t i o n of pool. Some creatures or talents may dictate the re-
circumstance and the individual experiencing the sults of a fear check they specifically trigger. The
fear. No two people respond the same way to a GM may also create additional effects. <§) and O
frightening situation. Where an untrained civilian carry effects regardless of success and failure. If
might freeze in fear when a fight breaks out, a multiple fear checks are needed, >§> and O of later
trained soldier may act with confidence and effec- rolls may cancel out effects from earlier rolls.
tiveness. This is not to say that the solider is nec-
essarily unafraid; it simply means that he is better Suggested minimum failure effects are:
able to deal with the fear.
• Failure: The character adds • to each action he
Example circumstances and difficulties are shown takes during the encounter.
in Table 9 - 1 : Fear Guidelines. The difficulty is ini-
tially set reflecting a frightening situation for a person • Threat: The character suffers a number of strain
without prior experience in the events in question. equal to the number of Failures. If the check gen-
The difficulty of the check can also be upgraded, de- erates <§> <§> <§> or more, the character can be
pending on the circumstances at hand. Upgrades usu- staggered for his first turn, instead.
ally depend on the circumstances of the check or the
details of the creature or character causing the fear. • Despair: The character is incredibly frightened
For example, confronting a grim warrior in black ar- and increases the difficulty of all checks until the
mor and carrying a lightsaber could at the very least end of the encounter by one.
be a Daunting (4 • • • ) check. However, know-

THE GAME MASTER

EDGE OF THE EMPIRE

TABLE 9-2: SPENDING EXPERIENCE Prerequisites
Cost

May spend experience to Career skills cost five times the purchased rank in Whether Career skills or non-Career skills,
purchase ranks in any skill, experience. each rank must be purchased sequentially
up to rank 5 Non-Career skills cost five times the purchased rank (so rank 2 must be purchased before rank
in experience, plus 5 additional experience. 3, and so on).

May spend experience to Depends on talent's position within Talents may only be purchased if they are
purchase talents within specialization tree. on the first level of a specialization, or if
specializations. they are connected with a bar to a Talent
already purchased.

May spend experience New specializations cost ten times the total number None.
to purchase new of specializations the character will have. Non-Career
specializations. specializations cost 1 0 additional experience.

Suggested success interpretations are: line might be delivered as "Here, scum, take your pre-
cious credits and get out. If you ever come back, I'll feed
• Success or multiple Successes: The charac- you to the rancor." Most GMs use a mixture of these two
ter avoids any fear effects, except those trig- approaches. However, if the GM's performance elicits un-
gered by <§). intended laughter in a dramatic situation, it is probably
time to consider a different approach.
• Advantage: Gain • on the character's first
check. If spending multiple O . grant • to an ad- IMPROVISING
ditional player's first check.
Becoming a good GM requires a number of improvisa-
• Triumph: Can be spent to cancel all previous pen- tional skills, which are used throughout the game session.
alties from fear checks, or spent to ensure the char- Improvisational acting occurs when the GM plays the role
acter need not make any additional fear checks of NPCs reacting to character questions and actions. Im-
during the encounter, no matter the source.

CHARACTER DEATH

Character death is a part of the Star Wars universe, and USING MUSIC AND PROPS
this game is no different. While death is unlikely to hap-
pen in most game sessions, the threat of death builds One of the great advantages of running a game
tension into the game session. How a player reacts to his in the Star Wars setting is the availability of
character's demise depends largely on the player. Some music. The movie soundtracks add instant atmo-
take it in stride, and are soon ready to create a new one. sphere to a game session. Beginning an adven-
Other players may be disappointed, upset, or angry, es- ture with the opening fanfare and Main Title score
pecially those who invested a good deal of time and effort instantly sets an unmistakable tone. Running the
into the character. They may be particularly frustrated if soundtracks at low volume in the background of
the character death is meaningless, cheap, or feels un- the game session can add ambience. A better
fair. While the GM may try to prevent a character death approach is to play selected tracks at the proper
through subtle or obvious means, such aid should be moments to add to the situation at hand. Noth-
backed up by solid reasoning. Perceived favoritism in the ing fills the players with a bit of apprehension and
GM's handling of different deaths between different Play- says, "The Empire is here" like playing The Imperi-
er Characters can lead to hurt feelings and angry players. al March just before announcing a Star Destroyer
has arrived to ruin their day.
PLAYING T H E ROLE
With the multitude of Star Wars toys, mod-
GMs should always remember that they are playing the els, replicas, and other products, it is also easy
role of NPCs motivated by their own desires, fears, rela- to use props during the game. Starships models,
tionships, and orders. How far the GM goes in portraying books with detailed pictures, and toy weapons
and performing the character depends on the GM's com- can be adapted for use at the table, or serve as
fort level in acting out the role. It is perfectly acceptable an example. However, not all toys set the appro-
to speak in third person, such as "The crime lord tells you priate mood. A highly accurate X-wing model can
to take your money and never come back." However, it add interesting details to an in-game discussion
is more engaging and immersive to perform a voice or about the craft. A preschooler's version of the
accent and speak directly to the characters. The same same X-wing won't have the same effect.

THE GAME MASTER

EDGE O F T H E EMPIRE

provisational story changes occur regularly, as the
CM makes constant behind-the-scenes adjust-
ments in order to keep the plot moving forward. If
the characters move in an unexpected yet logical
direction, the GM must be able to improvise new
scenes or characters on the fly. Fortunately, these
skills improve with time and practice.

AWARDING EXPERIENCE POINTS *

The GM should award experience points after ev-
ery session. The amount awarded is typically 10 to
20 XP per character for a session of two or three
major encounters and a handful of minor ones. An
additional 5 XP bonus may be granted for reaching
key milestones or completing story arcs. Playing
to a character's Motivation also grants 5 XP per
session at the GM's option. The GM may consider
awarding an extra point or two of XP for excep-
tional roleplaying or highly clever thinking. Pub-
lished adventures may recommend XP awards.

The GM should give the players an idea of the
source of their XP. For example, they may receive'
5 XP for avoiding a bounty hunter and another 5
XP for successfully transporting their cargo to their
client. Any bonus XP that is awarded should defi-
nitely be explained to the players so they may as-
pire to those standards in future sessions.

SPENDING EXPERIENCE POINTS

When awarding experience, the GM should
keep in mind what his players will be able to
spend experience points on and how m u o y f t ,
costs. This is covered on page 9 2 , but reprintr
ed here in Table 9 - 2 : S p e n d i n g Experience for
convenience. This only covers spending experience
after character creation.

MANAGING RECORDS & DOWNTIME

Between sessions, the GM and the players will find it FEEDBACK AND
helpful to maintain certain records. The GM should IMPROVEMENT
track XP and award it as needed. The GM should also
alter the group's current Obligation as needed. The Constructive feedback is critical for GMs, particularly new
players should update their character sheets, particu- GMs, to learn what they can do to improve the game-
larly if they increase their abilities or need to adjust play for everybody. The GM should ask for feedback
their listed equipment. It is also helpful if the GM or after every few sessions, or after a particularly difficult
a player keeps a journal or notes about each session. or dull game. Feedback may be taken as a group at the
This makes it easier to remember the events of the sto- table, but many players find it easier to discuss difficult
ry so far and track the movements or names of NPCs. situations one on one with the GM. Feedback may re-
veal issues mishandled by the GM or players. However,
Not every new adventure picks up immediately where feedback more commonly helps the GM alter his game
the previous one leaves off. Most should include down- to better fit player expectations, or vice versa.
time for the characters. This allows them to gain needed
training and carry out tasks that don't need to be played
out at the table. For instance, a smuggler might make
several uneventful runs between adventures. There is no
need to play out mundane events. The GM and players
should be ready to summarize what has occurred during
the downtime between adventures.

THE GAME MASTER

EDGE OF THE EMPIRE

CREATING AN EDGE OF
THE EMPIRE ADVENTURE

ndventures are the core of each game session. USING PUBLISHED
Creating new adventures can be one of the ADVENTURES
most exciting and enjoyable aspects of becoming
a Came Master. Creating an interesting story that Using published adventures gives the GM a prime
is also fun and mechanically balanced is challeng-
ing. This section will help the GM create his own e x a m p l e of how an E D G E OF THE E M P I R E s t y l e a d -
adventures, specifically ones that are thematically
venture works. It also allows players from differ-
a p p r o p r i a t e for E D G E OF THE E M P I R E . ent gaming groups to have shared experiences,
allowing them to compare how an adventure de-
EDGE OF THE EMPIRE veloped and differences in their final outcomes.
V S . O T H E R STAR WARS However, while published adventures are useful,
ADVENTURES the GM will likely find he needs to create his own
adventures to extend the story or bridge gaps be-
tween official adventures.

E D G E OF THE E M P I R E is a p u b l i c a t i o n f o c u s e d on the ASSEMBLING THE CAST

tougher and grittier aspects of living and work- Every episode, adventure, and story needs a cast
ing in the fringes of the galaxy. The time frame of memorable characters. Sometimes, the major
follows the initial successes of the Rebel Alliance characters are outlined first, with the story devel-
against the Empire in Star Wars: Episode IV A oping around their goals and actions. Sometimes
New Hope, but before the battles at Hoth and En- the plot comes first, generating characters to fulfill
dor. Smugglers, bounty hunters, scouts, and oth- certain roles or cover aspects of the story. Usually,
ers that work at the edges of civilized space and/ the characters and plot are developed together
or the edges of legality are the central theme of and complement each other.
these adventures. Stories featuring the struggle
between the Rebel Alliance and the Empire, or
the Jedi, will be addressed in detail in upcoming
supplements.

ADVENTURE HOOKS

The following are a number of brief suggestions for Rebel sympathizers by Imperial agents
I adventure hooks to get a CM started in their game. or local law enforcement, and must deal
with the consequences.
Fhe CM may expand on these sample EDGE OF THE
• The Player Characters are scouts, hired
EMPIRE adventure ideas: by some entity to explore specific star
systems, Wild Space, or the Unknown
• The Player Characters use smuggling, Regions. They might run across a hidden
bounty hunting, and mercenary missions Imperial base, a criminal hideout, a new
to pay off a large debt to a crime lord. species, or a starship crash site.

• The Player Characters run contraband • The Player Characters become caught
into an Imperial system, city, or starport. up in an Imperial attack or reprisals on
a world of questionable loyalties, The
• The Player Characters smuggle ryll spice Player Characters must escape, help oth-
from Ryloth (the Twi'lek homeworld) to ers escape, or take a side in the conflict.
Tatooine or a central Imperial world.
• The Player Characters' ship is attacked by
• The Player Characters must protect a re- pirates while en route to a remote locale.
mote outpost from pirates and raiders.

• The Player Characters are mistaken for

STOCK NPCS Star Wars Canon (Or Not) sidebar on page 295).
Some characters are better than others at literally and
Stock NPCs are the unnamed masses the Player Char- figuratively surviving encounters with the Player Charac-
acters encounter, battle, and negotiate with in most ters. If the GM wants to maintain continuity, it is not a
game sessions. They are often minions and rivals (See good idea to place major movie characters in situations
Chapter X I I : Adversaries, page 389). Stock NPCs where the PCs could logically endanger them.
in an EDGE OF THE EMPIRE adventure include the av-
erage stormtrooper, fellow smugglers, the inevitable However, using recognizable characters is a great way
customs agent, and so on. Many stock NPCs don't to increase the Star Wars feeling of the game session.
even need statistics, or can rely on standard stats pro- Being hauled before Jabba the Hutt elevates a scene in
vided in this publication or others. Stock NPCs usually the players' minds, while adding layers of tension and
don't have much of a backstory, or at least not one information not easily conveyed with a new or lesser
that directly influences the adventure. They are usu- known NPC. A common method of including higher pro-
ally short term contacts or adversaries. file characters from the movies or other sources is to have
them issue missions or hire
RECURRING CHARACTERS the Player Characters
to fulfill specific re-
Recurring characters are those that the Player Char- quests. The char-
acters encounter on a regular basis. They usually acter might also
have names, and often the CM will create specific deal with the
stats for each. Recurring characters might be enemies
or adversaries of the Player Characters. They can be
anything from the main customs agent at the play-
ers' favorite starport, to major villains out to get them.
They are typically rivals or nemesis adversaries (See
Chapter X I I : Adversaries, page 390).

Recurring characters help make the galaxy a more
familiar place. They also save the CM a lot of planning
time. It's much easier to rely on an old favorite charac-
ter than come up with a new one for every session. The
GM should find ways to integrate them into the
storyline. Turning background characters into
leading characters is a way to build a morsg
layered and interesting story. It may also en-
courage the players to take a greater
interest in other recurring characters.

FAMOUS CHARACTERS

Star Wars is filled with interestin
characters, famous within the
galaxy far, far away. Not all of
the characters made famous
by the movies are actually well
known within the galaxy itself.-
Everyone in the galaxy probvj
ably knows who Darth Vader
is. Fewer will recognize
Chewbacca or a cer-
tain pair of common- *
looking droids.

The GM may use I
famous characters
at his discretion. Part
of this decision will be
based on the GM's thoughts
towards maintaining official
continuity (see the Using

PCs from beyond their immediate reach, such as via ho- IN MEDIAS RES
lographic communications or view screens. GMs should
also know that the novelty wears off quickly, so it's best to Latin for "in the middle of things," in medias
limit such encounters to special occasions. res is the time-honored technique of start-
ing a story in the middle of the action. Star
CREATING MEMORABLE Wars: Episode IV A New Hope, immediately
ALLIES AND ADVERSARIES starts with a Star Destroyer pursuing and
blasting away at the Rebel Blockade Runner.
Creating an entertaining and memorable ally or en- Similar techniques may be used to create an
emy is challenging. As such a character greatly en- exciting start for a new adventure. The players
gages the Player Characters, it is usually worth the are forced to deal with the immediate situa-
extra effort. Ideally, players should enjoy interacting tion, before delving in the underlying issues
with the character and recall them fondly well after that created it in the first place.
the game is over.
The CM should consider combining in medi-
There is no single formula for creating a successful as res with the Obligation mechanic described
character. Books and other resources that discuss char- later in this chapter. This idea throws the Play-
acters in novels and stories are equally helpful when re- er Characters directly into an action-oriented
searching better character creation. However, there are encounter brought about by issues created by
character elements every CM can start with: their starting Obligation. Bounty hunters might
already be pursuing them or something in
• Select the character's species. Most species their smuggling compartment might decide to
have distinct background or physical elements break its way out mid-flight. Maybe the Empire
that enhance or limit their role in the game. A makes an example of the shadowport they are
Hutt isn't likely to engage in a lightsaber duel, for visiting by unleashing a Star Destroyer on the
instance. There is no single species inherent to station. The action doesn't have to center on
the Player Characters themselves; they might
an EDCE OF THE EMPIRE style adventure. Most any just be in the wrong place at the wrong time.

species can find themselves on the wrong side of
galactic events or the law.

• Select the character's most influential home- crucial element in differentiating them from other
world and what they learned from it. Even characters. If the CM is not good or comfortable
characters who move around the galaxy are influ- with accents or funny voices, he should at least
enced by the attitudes or environment from their describe the character's voice from time to time.
original or current home planet.

• Select the character's profession and former • Consider the character's connection to the
professions. Especially focus on how the character's
profession influences his current actions. Even NPCs Force. While the Jedi and powerful Force users
have a past exploitable by the GM or the players.
are not the focus of the EDGE OF THE EMPIRE, char-

acters with lesser abilities can make for unexpect-

• Create the character's personality. This is a ed enemies and allies.

wide open category. Personality traits run the • Outline how the character treats others. Plan
gamut from arrogant and overbearing to kind and not only how the NPC will interact with the Player
Characters, but his or her friends and enemies as
wise. Pick a few basic traits and highlight them well. The NPC may not treat everyone the same
or fairly, and the differences can reveal more lay-
when interacting with the Player Characters. Per- ers of the character to the players.

sonalities for allies should have at least one re-
deeming feature. In EDGE OF THE EMPIRE, allies can,
and often should be, on the shady side. Enemies

are commonly greedy and selfish, but these traits

P R O D U C I N G T H E P L O Tcan be held in check for a while by loyalty or fear

of their employer or leader. Creating a good adventure means concocting an en-

• Describe the character's physical appear- tertaining and plausible plot. Adventure ideas may

ance. Characters in Star Wars have no shortage come from innumerable sources, but it takes the CM

of tattoos, cybernetics, distinctive armor, signa- to weave them into a playable game session. Compli-

ture clothing, scars, unusual hairstyles, and other cating matters is the fact that player actions alter the

memorable physical attributes. Major characters plot almost immediately. Since players have a habit of

should have an immediately recognizable quality. moving the story in unexpected directions, it falls to

• Develop the character's "voice." Selecting an the CM to create an adventure adaptable to change,
accent, pitch, or tone of a character's voice is a and to take multiple possible outcomes into account.

THE GAME MASTER

EDGE OF THE EMPIRE

THE STORY ARC LET THE PLAYERS SHINE

Much like a novel or other story, an adventure story GMs must remember that the Player Char-
arc should contain a beginning, middle, and climac- acters are the stars of the show. No matter
tic end. The beginning introduces the situation and how complex or exciting the plot, the Player
the antagonists. The middle develops the events and Characters should always feel that they are the
the character actions. The end ties up the major plot center of attention. Following this notion, each
points in a dramatic finish. individual player should also enjoy moments of
glory within an adventure. It is common for play-
BUILDING ENCOUNTERS ers to create characters focused on roles they
enjoy playing, often with an effort to diversify
Once the overall plot line and major characters are out- the group and make sure all potential bases are
lined, the GM should divide the major plot points into covered. When crafting an adventure, the CM
encounters. Adventures usually handle encounters in should build in moments for each of those char-
one of two ways. They can be highly linear in nature, acter types, or specific characters, to signifi-
with one encounter leading directly into the next, or cantly contribute to the story. In short, give the
they can be more free-form, with the next encounter players a chance to shine both in game and out.
dependent on the exact outcome of the one before it.
Of the two types, the free-form variety allows for the DRAMATIC ACTION
most flexibility during the session. Highly linear adven-
tures run the risk of making the players feel like they've Not every scene or encounter must involve high dra-
been railroaded into specific situations with no control ma. However, major events should have a dramatic
over their own actions. Giving the players at least the focus. The GM should create major moments that sig-
illusion of free will is critical to maintaining the fun. nificantly impact the overall storyline. The outcome
of these encounters should have real consequences
PACING to the plot. The crime lord really will take their ship if
tt]e Player Characters don't pay him back. The Empire
Star Wars adventures should be fast-paced. While there
is a place for investigation, political intrigue^^sJowe^ really will throw the Player Characters
events, they should be interspersed n detention for a while if they're
among chases, skirmishes, dra- h caught smuggling. Most dra-
matic confrontation, and matically, their characters
outright battle scenes might not make it through
The GM should keep the this encounter alive. If the
action moving along at players are truly con-
all times. Action doesn't cerned about the out-
always mean outright come of the encounter
combat. The GM should and its effects on their
dispense with any en- characters, it quickly
counter or scene that £ raises the level of dra-
feels overly mundane, ma in the scene.
especially if it can be
explained in a narrative. CONTROLLING
ENCOUNTER
Star Wars adventures are DIFFICULTY
often at their best if the G
keeps the action fast-paced Building a balanced and fair encounter is an exercise in
quick-moving. If the players are at a loss "as t c W controlling combat and environmental difficulties. While
how to proceed, the GM should feel free to give them not every encounter needs to be a fair fight, most of the
just enough additional information to move them along time, the Player Characters should have a decent chance
to the next scene. If the players spend too long mulling of winning or escaping. Adversaries in combat encoun-
over a certain situation or stalling out over a specific ters consist of minions, rivals, and nemeses (see Chap-
plot point, the GM can introduce something new to re- t e r XII: Adversaries). When selecting adversaries, the
act to. This could be as subtle as an intercepted mes- GM must compare their attack skills and defenses with
sage from an adversary, or as blatant as thugs kicking those of the Player Characters. If they use comparable
down their door (metaphorically or literally). The other dice, they are an appropriate individual opponent. If the
benefit of this is it makes the players feel like they are Player Characters are outnumbered, their opponents
part of a larger world that moves forward even when should include more minions and rivals that are less of
they do not.

THE GAME MASTER

EDCE OF THE EMPIRE

a threat individually, but are more effective in numbers. THE OPENING SCROLL
Individually, their combat abilities should be one or two
dice lower than those of the Player Characters. Every Star Wars movie starts with scrolling text
that explains the immediate situation to the audi-
Balancing narrative scenes is less of a concern. Me- ence. It gives a little bit of context to the opening
chanically, such scenes are usually focused on skill scene and foreshadows major plot developments.
checks. The GM simply needs to confirm that any The GM should write his own opening scroll for
adversaries he selects have a roughly even chance of adventures he creates. It helps tie into the over-
opposing the Player Characters' skill checks. However, all Star Wars feeling, and provides an easy intro-
it is perfectly acceptable for opponents to have great- duction for the players. The GM should mimic the
er skill and abilities in these scenes, especially when scroll style, limiting the text to the bare bones of
dealing with beginning Player Characters. what is required to set up the opening scene. Star
Wars: Episode IV A New Hope does this in three
ENCOUNTER VARIETY long sentences. The GM should leave any descrip-
tions regarding the opening scene out of the scroll.
Each adventure should feature a variety of encounter Those descriptions should be part of the read-
types. This gives a greater opportunity for characters aloud text for after the scroll.
of every type to contribute significantly to the story.
Most adventures should be a mixture of combat, ro- SCREEN WIPES
leplaying, exploration, and confrontation encounters.
Some may mix in investigation, training, and other Star Wars movies use screen wipes to transition from
forms of play less common in the core Star Wars ex- scene to scene, jumping forward in time and/or chang-
perience. Encounters should also vary in location and ing locations. GMs can use metaphoric screen wipes
adversaries See Running a Full Campaign on page to transition between encounters, especially if signifi-
317 for additional encounter location ideas. cant time has passed. This can be used to cover long
periods of travel, switch between groups in a party
DIRECTING THE SESSION that has split up for a long period of time, and cover
mundane actions that have no effect on the plot.
An EDGE OF THE EMPIRE session should focus more
on the grittier nature of dealing with the galaxy's ENDING THE SESSION
less savory places and people. While the Player
Characters are free to be as heroic as they wish, Ending a session is different than ending the adven-
they are more likely to be concerned about self- ture. Ending a session occurs midstream, when the
preservation and personal wealth than taking the players do not have enough time to complete the
battle to the Empire or freeing a planet of slaves. adventure in one sitting. The players should note the
GMs should keep this distinction in mind when current status of their characters, and jot down the
playing NPCs and especially when improvising new exact situation they left to easily remind everyone
characters and situations on the fly. where the game should pick up next time. Sessions
are often ended on cliffhangers, to keep the suspense
PRIOR TO START OF PLAY and excitement alive until the next session. The GM
may decide to award XP for longer adventures. Oth-
Character creation or adjustment should be com- erwise, he may elect to award it all at once, when the
pleted before the start of play. Obligation adjust- adventure is complete.
ments should also be discussed and completed
at this time. The GM rolls the Obligation check ENDING THE ADVENTURE
(see Using Obligation), and determines whether
the group's Obligation triggers, and if so, which An adventure is typically finished once the major plot
player's Obligation triggers specifically. He then line is complete. If the adventure is part of a larger
decides whether he wants to bring up that Player campaign, some subplots or story elements may
Character's Obligation in the adventure or simply carry over to the next adventure. Campaign story
let it prey on the minds of the players (not bringing arcs typically span many adventures. The GM should
up a character's Obligation can often be a good award XP and grant other rewards at this time. Player
dramatic tool, as it leaves the players a bit off bal- Characters are free to advance their characters be-
ance and nervous. Keeping players from becoming tween adventures.
complacent is usually a good idea).

THE GAME MASTER

EDGE OF THE EMPIRE

USING OBLIGATION

O bligation is a core narrative and game mechanic nipulate Obligation backgrounds to gain a substan-
in EDCE OF THE EMPIRE (See page 38 for more tial benefit from it. Obligations are meant to grant a
limited advantage in starting XP and/or equipment
information). Obligation influences both the charac- at the cost of hindrances and unexpected difficul-
ters and the adventure, often in unexpected ways. ties within the game session.
It can introduce new and unplanned alterations to
the current circumstances. It also mechanically re- Alternatively, the GM (or players) may select or
inforces the concept that the universe responds to come up with new types of Obligation to fit a spe-
the characters' actions and that their decisions mean cific campaign or story arc. The Obligation may be
something beyond both the GM's and players' im- the driving force behind an adventure or campaign,
mediate control. rather than a periodic problem. The GM should make
sure that any Player Characters with Obligations less
GMs are encouraged to use Obligation creatively important to the plot are not forgotten, and are high-
throughout the course of the adventure and cam- lighted from time to time.
paign. Since the Player Characters gain addition-
al XP by taking on extra Obligation, it is partly a USING THE
player resource that should have a narrative or me- OBLIGATION CHECK
chanical cost during the game. Players that took on
extra Obligation should rightfully have to deal with Before each game session, the GM makes an Obliga-
more difficult situations than those players that tion check (see page 41). The greater the group's
kept their personal Obligation low. Obligation also Obligation is, the greater the chance that it will come
provides a wealth of story hooks and roleplaying directly into play during that session. When triggered,
opportunities, influenced by the type of Obligation the GM should note which player's Obligation is acti-
each Player Character has and when it is triggered. vated, and note how that player's specific Obligation
The GM should take every opportunity to use these type manifests itself. See the Obligation descriptions
hooks during the adventure or campaign. Published on page 39 for examples of how some specific Ob-
adventures may include suggested ties to certain ligation types may influence events.
types of Obligation.
The mechanical penalties of the Obligation check
GUIDING STARTING on some characters can be significant. A particularly
OBLIGATION SELECTION painful result (rolling doubles) should have a major
story impact during the session. If the Obligation af-
During character creation, each player selects his fects more than one character, the GM should con-
Obligation type himself or by random chance (see sider altering the plot for the session to reflect the
page 38). Parties may end up with a wide va- sudden change. However, if the GM decides it would
riety of Obligations, or a limited number of types derail the story at a critical juncture, he can delay the
shared between certain characters. The GM gener- actual encounter. The mechanical penalties should
ally should not limit the types of Obligations in a still remain in effect—perhaps the characters become
game but may work with the players if they want to informed of the impending problem and are still dis-
use it to craft a specific, interesting backstory. The tracted and worried about it, even if (or because) they
players should not be allowed to optimize or ma- can't immediately attend to the situation.

THE GAME MASTER

OF THE EMPIRE

TABLE 9-3: GROUP OBLIGATION THRESHOLD GUIDELINES

5-19 No difficulties when contacting high level Difficult to locate and negotiate with the previously
government and corporate individuals. May unknown black markets. May be suspected of
20-39 purchase licensed and military equipment working with law enforcement or similar entity.
40-59 through normal channels with regular Unknown entity.
60-79 procedures.
80-99
100 + No difficulties dealing with moderate and lower May deal regularly with specific black markets, if
level government and corporate officials. High characters are known to them. May be known to specific
level officials may limit exposure. May purchase criminal enterprises, but not widely recognized.
licensed and military equipment through
legitimate channels, subject to delays and
background checks.

Difficult to deal with all levels of government, Easier to make illicit deals with underworld figures, as
except for personal connections. Officials may well as corrupt officials.
demand secret meetings.

Too hot for most politicians to deal with publicly. Easier to access underworld connections and
Few are willing to risk doing so privately. influential figures. Easier to make close ties to
personally known underworld figures.

Unable to buy licensed and military equipment The group may locate black market and informants
from legitimate sources. Too infamous for with ease. The Player Characters are well known to
legitimate government deals. some underworld groups.

May not buy most weapons, vehicles and Legendary in underworld circles or regions. Illegal
related equipment from legitimate sources. sources of equipment, vehicles, and weapons are
Government agencies will often attempt to available, but suppliers are wary of the risk of
arrest on sight. angering a rival faction or alerting the authorities, and
may increase cost.

USING THE space. Specific circumstances triggered by Obligation
threshold may also be noted directly in an adventure.
OBLIGATION THRESHOLD
The GM also has the option to remove certain Obli-
The Obligation threshold indicates the group's social gations from the group total when determining if a
standing and notoriety. It is the group's total Obliga- Group's total Obligation meets a certain threshold. The
tion. Where the Obligation threshold number falls dic- GM would most often do this if he decides a specific
tates how difficult it might be for the Player Charac- Obligation would not apply to a certain situation.
ters to talk with certain individuals, work with certain
groups, and obtain legal or illegal equipment. EXAMPLE

Generally, the lower the number, the easier it is to The C M is trying to decide if a local politician is
deal with legitimate entities, such as governments, going to meet with two of the PCs, Oskara and
security forces, reputable shipyards, and individuals Lowhhrick. The group is at 65 total Obligation,
who are highly regarded. The higher the threshold, which normally would make most politicians re-
the greater the degree to which dealing with legiti- fuse to meet with them publicly (see Table 9 - 3 :
mate entities becomes difficult, expensive, and often Group Obligation Threshold Guidelines).
impossible. However, it may open up new opportuni-
ties when dealing with the underworld, black market, However, the CM decides that Lowhhrick's Oath
criminal groups, crime lords, and others who might Obligation, because it is a personal Oath to
not trust a more reputable individual or group. hunt down slavers that wronged his family, is
not the sort of Obligation that would make the
The effect of Obligation threshold numbers varies by politician feel the Wookiee is a criminal. There-
region. Having a higher Obligation should hinder the fore, for the purposes of meeting this particular
characters more in the Core Worlds or Imperial space threshold, the CM decides the group's total Ob-
than the Outer Rim Territories or Hutt Space, for in- ligation only counts as 5 0 , low enough that he's
stance. The GM should feel free to alter this to match the comfortable with a quiet meeting.
Player Characters specific Obligations, their circumstanc-
es, and the NPCs involved. Table 9 - 3 : Group Obliga-
tion Threshold Guidelines lists ideas for threshold in-
terpretation and its influence while in Imperial-controlled

THE GAME MASTER

EDCE OF THE EMPIRE

EXAMPLE: CONTINUED compelling options so that the Player Character's deci-
sion adds to the drama of the adventure.
In turn, the player controlling Oskara argues that
her character's Duty Obligation is to her home The flow of Obligation during a campaign is deter-
clan, and not to any underworld organizations, mined by three factors. The first is how much Obliga-
and probably shouldn't count either. However, tion the characters start with. The more they start with,
the CM notes that even though Oskara's home the more often it can come into play. The second is
clan isn't an underworld organization, they do how often the players settle or take on new Obligation
have ties to certain criminal enterprises. This is during the course of the game. If the Player Characters
enough for the CM to feel that her Obligation use it like credits, their Obligation will fluctuate regu-
does apply for the purposes of this threshold. larly. The third is how often the GM offers Obligation as
an option during the session. The more opportunities
MANAGING the party has to gain and settle Obligation, the more
they might utilize it.
OBLIGATION RESOURCES
The GM must decide how often to insert Obligation
Obligation is a powerful resource that may be spent offers into the game. Not every trip to the weapons
and bargained with during the course of play. It gives store should include an opportu-
the players an option beyond credits to obtain nity to gain Ob-
equipment or services they might otherwise
be unable to acquire. However, unless the
characters frequently ignore opportunities
to reduce their Obligation, the GM can-
not normally force the players to take on
additional Obligation beyond the start.
The choice must be theirs, as an ex-
ercise in risk vs. reward. A character
must weigh whether the advantage
obtained will outweigh the draw-
backs. The GM should seek
to craft interesting or

ligation. Sometimes, the characters simply do not have EXAMPLE: SETTLEMENT
the cash, and the proprietor isn't interested in other THROUGH CHARACTER ACTIONS
options. However, when the characters need some-
thing important to the adventure, or they greatly desire John's character has the Betrayal Obligation.
something to improve their ship or personal situation, The character used to be an Imperial Security
Obligation should be an obvious option. Gaining items Bureau (ISB) agent, but abandoned his position
or connections through Obligation should not be as after witnessing Imperial actions and enslave-
simple as a picking something off of a menu. Typically, ment of non-Humans. His betrayal hurt his in-
the characters must seek out alternative sources and fluential family's business and while the char-
make deals with them. The GM can exploit these con- acter is glad to be out of Imperial service, he
nections in future adventures via the Obligation check. highly regrets the residual effects. His betrayal
is two-fold: Imperial and family. Given that he
The GM must also determine the value of the Obliga- isn't likely to ever aide the Imperials again, they
tion. There is no direct correlation between Obligation are the most likely source of problems for him.
and the value of credits or specific services. It is subjec- To reduce his Obligation, he might focus on fix-
tive and highly dependent on the current situation. Typi- ing his family connections by working to restore
cally, the more dangerous the situation for the contact their business, using non-Imperial clients.
granting the party an item or connection, the higher the
Obligation required. Rarity of items or access to indi- The GM must determine how much Obligation can
viduals also play a role. Obligation may be assigned in be settled in a given fashion. Like the assignment of
any amount, but is typically 5 to 15 points. Obligation, it will vary due to circumstance. However,
the GM should explain the reasoning behind each Ob-
The type of Obligation should also be a factor. Most ligation settlement, so that the players understand the
of the time, the GM should simply add on to a char- process. If the amount of Obligation reduction varies
acter's existing Obligation type. However, some cir- without explanation, the players may become frustrat-
cumstances warrant the addition of a new Obligation ed with the inconsistency. As with other rulings, the GM
type, such as blackmail, bounty, criminal, and debt. may listen to player reasons for a different amount of
The GM should be careful not to overload a character Obligation, but the GM has the final word.
with too many types of Obligation, usually maintain-
ing a maximum of three. Obligation must be settled by a character's ac-
tions. When their Obligation is activated, they
MANAGING OBLIGATION should respond to it during the game session. Try-
SETTLEMENT ing to address the Obligation is not a guarantee of
reducing it. Ignoring one's Obligation often in-
Player Characters should have the opportunity to settle creases the severity of response the next time the
some Obligation at regular intervals, preferably given to Obligation is activated. If a character ignores his
a minimum of one Player Character once per adventure. Obligation after three activations, the character's
Settlement may occur during an adventure, similarly to Obligation increases by five.
the way Obligation may be increased during the game.
It may also occur at the end of or between adventures. EXAMPLE: CONSEQUENCES
OF IGNORING OBLIGATION
EXAMPLE: SETTLEMENT BY PAYMENT
Sarah's character has the Favor Obligation,
Andy's character starts with a Debt Obliga- owing a Hutt for rescue from an Imperial de-
tion of 10. The character owes 50,000 cred- tention facility. The character's Obligation is
its. During an adventure, the party gets paid activated in a game session. The GM decides
10,000 credits, and they decide to apply it to the Hutt has called in part of the favor, and
Andy's character's Debt Obligation. The CM requests she sell out a rival who's also Sar-
may decide that each point of Andy's Obli- ah's character's friend. Sarah refuses, and her
gation is worth 5,000 credits each. Paying character suffers the mechanical Obligation
10,000 credits reduces the Obligation by 2, effects during the session. The next time the
to a new score of 8. The CM could also rule Obligation triggers, the Hutt might demand
that there is more to the Obligation than the she come and explain herself. If ignored, the
monetary amount or perhaps even the act of Hutt might send a message through a bounty
making payments helps manage the Obliga- hunter. If ignored a third time, the character's
tion and reduces it more. Obligation is increased by five, and the Hutt
might tip off the character's location to the
Empire, trying to get her recaptured.

THE GAME MASTER

EDGE OF THE EMPIRE

MANAGING MINIMAL OBLIGATION Preferably, a character should always have some type
of Obligation. However, if a character eliminates an Obli-
In concept, Obligation never c o m p l e t e l y goes gation and does not take on more, he should be allowed
away, no matter how much a character wants it to make that decision. His low level of Obligation makes it
to do so. This is represented by the m i n i m u m 5 less likely it will be activated during the game. When it is,
Obligation per Player Character limit. Some types the GM will not have a specific type to rely on.
of Obligation naturally fit this situation, Family,
Obsession, and Responsibility, for example. They In this case, the Obligation should come from the con-
might be reduced to the point they don't affect sequences or results of an earlier adventure. Perhaps a
the character very often, but they're still around. crime lord the character or the party once crossed re-
Other types may come to a natural conclusion. A surfaces and tries to pay them back. Maybe an Imperial
character can completely pay off some debts, beat agent they thought they escaped from or killed reappears
an addiction, or eliminate a blackmailer. in a new post. Since there is no way to eliminate this low
level of Obligation, the only thing the characters can do is
deal with the immediate circumstance as best they can.

PLAYER MOTIVATIONS
AND HOW TO USE THEM

motivations are built-in story and roleplaying hooks players who seem less interested in using the me-
for both the player and the GM. The player uses chanic, or by incorporating it into fewer adventures.
Motivations to inform his character's reactions to spe-
cific situations, offering a level of thought or detail be- Characters should not often change their Motiva-
yond simply responding to the situation as presented. tions (see Changing Motivations on page 97).
The GM uses Motivations to link the characters more When they do so, it should be for compelling story
intimately with the ongoing storyline. Players adhering reasons, not because the bonus XP is too difficult to
to their characters' Motivations should be rewarded gain. Some Motivations may naturally end because
with additional XP, as well as more interesting plot lines. the characters conclude a story integral to the Mo-
tivation. Some Motivations change slowly, as a new
MANAGING MOTIVATIONS Motivation begins to dominate the character's life or
thinking. Changes to Motivations should also be re-
The GM should track player Motivations and how they flected in the adventure or campaign.
may interact with a prepared adventure. Motivations,
especially those determined randomly, may conflict INCORPORATING
with the assumed Player Character goals of a published MOTIVATIONS INTO
adventure or GM created stories. After initial character THE STORY
creation, the GM should be able to better predict how
their Motivations may interact with the intended plot. The GM should allow the player to dictate how impor-
tant his character's Motivation is to his experience.
Players may keep their Motivations secret, possi- Whereas Obligation is intended to be an outside force
bly going as far as establishing a decoy Motivation that permeates character interaction and the ability
to cover their real one. Secret Motivations add to the to function within the adventure. Motivation focuses
depth and tension of the game, but also harbor pos- on the character's internal drive and how that influ-
sible story and party disruption when the secret is re- ences his interaction with the galaxy. If the player
vealed. If the party has widely divergent Motivations, wants to focus on his personal story, or consistently
the GM should be prepared to step in should player gain the XP awards from adhering to his Motivation,
feelings be hurt if opposing Motivations are revealed. the GM is encouraged to incorporate his Motivation
into the adventure more often.
The GM may simplify the impact of Motivations on
the story by encouraging characters with similar or Not all Motivations need to provide deep story
compatible Motivations to combine them. Some Mo- hooks. If a player is more comfortable reacting to situ-
tivations also work well with certain types of Obliga- ations as they unfold than dealing with a super-secret
tion. If the characters have divergent Motivations and background history with surprise appearances by past
types of Obligation, the GM may minimize the story enemies or events, then the GM should allow them to
complexity by de-emphasizing Motivation for those

THE GAME MASTER

EDCE OF THE EMPIRE

play to that style. Some players are happy to simply On the flip side, players should not be overly penal-
use their Motivation to justify their current actions. ized for violating their Motivations. People and charac-
ters are complex entities and it is sometimes difficult
The potential interaction of character Motivations to anticipate when a character might find other forces
and Obligations can inspire the CM to weave a com- more compelling than their normal internal drive. Usu-
plex storyline, complete with surprises from the past ally, the characters simply do not receive the XP re-
or unknown connections between characters. This ap- wards or story advantages and play continues.
proach works best if the details trickle out during the
adventure, foreshadowing larger revelations. However, CREATING NEW
an unexpected connection or reveal can add more MOTIVATIONS
tension or surprise to an already climactic scene.
The potential for character Motivations extends beyond
Motivation XP bonuses should not be automatically the three primary Motivations and their specific exam-
achievable in every game session. If possible, the CM
should use rewards or story issues to make sticking ples included in EDGE OF THE EMPIRE. Future products will
to a Motivation a real choice. The character gains the
bonus XP, but loses out on some other reward and detail additional Motivations. GMs or players may cre-
causes difficulty with the plot or other characters. ate their own Motivations using the following guidelines:
Sticking to a Motivation should be an interesting, and
sometimes difficult, choice. Otherwise the bonus XP is • Check to see if the proposed Motivation fits with-
too easily achievable. in the Ambition, Cause, and Relationship catego-
ries. If not, it is a new Motivation.
REWARDING
MOTIVATIONS • Check to see if the proposed specific Motivation
fits with any of the existing specific Motivations.
Mechanically, the reward for adhering to a Motivation If so, consider using the listed Motivation instead.
is simple: 5 XP per session, with a one-time 10 XP
reward for an exceptional session, occurring once in • Create a new category, if needed. Try creating a
the character's life. Additional awards are not usually short list of specific Motivations to test if the cat-
necessary, as they become the regular awards nor- egory is broad enough.
mally integrated into the campaign.
• Establish the expected types of stories likely to come
Story-wise, players should be rewarded for adhering from the new Motivation, so the GM and player fully
to their Motivations by including opportunities to inter- understand the intended driving force behind it.
act with them more often. An exceptionally good use
of Motivation might be rewarded with a tangible, in- • Make sure the new Motivation is something the
game item or advantageous situation. This is especially character will have to work to maintain. Avoid
helpful if the results of adhering to Motivation were ac- Motivations that easily give up their XP rewards
tually not in the party's or player's best interest. every session through actions a character might
take in any game session, regardless of story.

• Offer the new Motivation to the other players, un-
less it is intended to remain secret in the game.

THE BASE OF OPERATIONS

T he base of operations is an important concept in The concept of a "home base" is a constant theme
an EDCE OF THE EMPIRE campaign. The base of op- in Star Wars. The most well known, of course, is
Han and Chewbacca's Millennium Falcon, the aging
erations serves as the focal point for a group, helping and iconic tramp freighter the two rogues piloted
to bind them together into a cohesive single entity as around the galaxy. For them, and other characters
opposed to disparate individuals. This book assumes in the movies, the Falcon quickly became more than
the base of operations is a group's starship, and is a means of transportation; it became their home.
written accordingly. However, a base of operations
could be any number of things, from a single cantina Hopefully the players in EDGE OF THE EMPIRE can es-
the group owns to an entire space station. The con-
cept is more important than the physical form the tablish the same relationship with their own base of
base of operations takes. As long as the group sees operations; whether it's a starship, station, or any
it as their home and a place from which to operate, other location. The GM can help engender this rela-
it's serving its proper purpose. tionship through his own actions as well.

THE GAME MASTER

EDGE OF THE EMPIRE

USING A BASE OF During gameplay, a base of operations also serves a
OPERATIONS valuable purpose as a place groups can return to be-
tween encounters and adventures. This is where they
Croups of player characters often start the game only can safely rest, rearm, and recover from injury. If need
loosely or tangentially affiliated. Many players build be, this is where they can flee to when in clanger.
their characters with a particular background and
character story in mind. This is perfectly acceptable This means a base of operations is primarily a nar-
but it does mean that when the group convenes for rative concept, rather than a mechanical one. There
the first time, the CM has a collection of individual may be rules governing the base of operation's physi-
characters that may not have a common thread or cal form (for example, a starship serving as a base of
backstory to bind them together. operations has a starship profile), but its primary uses
are narrative.
Over time and the course of working together on sev-
eral adventures, the group will become a more cohesive RESOURCES
whole. This happens through the process of working
together to face shared challenges and develop shared The group's base of operations often serves as a
goals. The base of operations serves a two-fold purpose place to stockpile group resources. While many items
in this process. First, it provides an initial catalyst for and pieces of gear may be owned by a specific char-
working together (most starships require several crew acter (such as personal weapons and armor sets), it
members to operate, after all), and gives every player makes more sense for other items to be jointly owned
character in the group something they can share in and by a group. For example, it makes more sense for the
jointly own. Secondly, it can evolve over time into some group to jointly own one bacta tank (instead of multiple
of the goals the player characters share. Improving their individual tanks), one astromech droid for navigation, a
base of operations, protecting it, or even purchasing and single repair kit for starship maintenance, or even one
establishing a new one are all goals shared by an entire tent and crash survival kit. The base of operations pro-
group, not just one or two characters. vides a place to store these items where any members
of the group can access them as needed.

THE GAME MASTER

EDGE OF THE EMPIRE

A base of operations can also serve as a stockpile of The most common starship a group uses is the light
"odds and ends" that the player characters may need or medium freighter; an affordable vessel with options
in the future, even without the group keeping track of for customization and enough space for the entire
these specific items. The rules for spending Destiny crew. However, it is perfectly possible, and logical, for
Points to gain access to minor but valuable pieces of mercenaries to use a small-to-medium warship, or for
equipment such as respirators (see page 28) also a scouting party to use a specialized scout ship.
rely on the existence of a base of operations. Narra-
tively, its easier to explain finding the rebreather set Individual starfighters are not recommended as a
tucked away in the corner of a starship's cargo hold base of operations, due to their single or dual seat
than just having them appear out of thin air. configurations. A CM might allow a squadron in a
mercenary style campaign but the group is still go-
REST AND RECUPERATION ing to need a place to store these vessels. Very likely
that would be a larger ship that could serve as a base
The galaxy is a dangerous place and a base of opera- of operations. Speeders are also not generally appro-
tions serves a vital role as a place a group can return priate, but large speeders may be usable in the right
to and recover from its perils. Often, healing wounds or adventure. A large sail barge, for example, could cer-
recovering from critical injuries takes time and the base tainly work as a base of operations.
of operations provides a haven where the injured can
spend that time safe from danger. In addition, a base Large-scale capital ships such as a Star Destroyer
of operations can house complete medical facilities (as or Mon Calamari Cruiser may be used as a base of
opposed to emergency medkits and stimpacks) allow- operations. However, the sheer size and power of such
ing for quicker recovery from injuries. Even the uninjured vessels (not to mention the cost of keeping one run-
can benefit from a place to rest and remove strain. ning), should prohibit most groups from obtaining or
using them. In general, the guidelines found on page

TRAVEL AND INCOME GENERATION HITTING THEM WHERE THEY LIVE

The Star Wars universe is big—an entire galaxy of exot- P o r GMs, a base of operations also offers the
^ o p p o r t u n i t y for a classic adventure twist: hit-
ic locales. One of the reasons EDCE OF THE EMPIRE'S de- ting the PCs at home. This is a tried-and-true
plot twist in movies and literature—mostly
fault base of operations is a starship is so that groups because it works. Threatening the PCs' home
are guaranteed a means of transportation. Being able or attacking them at home can make a threat
to travel to a new world can open up whole hosts of seem much more real and dangerous. After all,
new possibilities for adventures. Likewise, having ac- if a villain attacks them in their "safe haven,"
cess to a starship means the group can take on all sorts where are they going to run?
of interesting (and potentially dangerous) paying jobs
such as smuggling, exploring new star systems, and Of course, it's important to use this carefully,
tracking bounties from world to world. These provide and not overuse it. First, the GM has to give
a steady stream of income for the group, and often the group a chance to establish the base of op-
become adventures in their own right. erations as a home. Usually this means waiting
three or more sessions, preferably while the
GROUP IDENTITY group is making use of their base of opera-
tions. Until the group takes their base of op-
As the group of Player Characters grows and evolves, erations for granted as a place of refuge, there
it often assumes its own group identity. This can co- is little point in imperiling it.
alesce around the group's base of operations. For ex-
ample, if their base of operations is a starship, they Second, the GM should not make a habit of
become the crew of that starship, and that's how attacking a group's base too often (perhaps as
NPCs begin to identify them (and hopefully, how they little as once ever). All too quickly, groups be-
identify themselves). The same holds true if the base come jaded to this threat or stop relying on
of operations is a cantina or even a space station. their base of operations at all.

SELECTING A STARSHIP Finally, the GM should always leave a way for
the group to either rebuild their base of opera-
As merchants, smugglers, mercenaries, scouts, or ga- tions elsewhere or restore its safety (possibly
lactic vagabonds, the party's natural base of opera- by eliminating the threat themselves). A game
tions is a hyperspace-capable starship. Normally, the that puts a group's backs against the wall but
party must be in control of their vessel and have some then allows them to triumph against the odds
claim to it. Preferably, they are the owners of the star- can be very enjoyable for everyone involved.
ship, even if they are deeply in debt regarding pay-
ments or are embroiled in other circumstances.

THE GAME MASTER

'EDGE OF THE EMPIRE

99 for a starting group starship should determine narrative of the campaign). At that point, they may not
what starship the group has and, by extension, the owe the contact anything but their history in working to-
starship best suited to work as a base of operations. gether ensures the contact is still willing to help them.

CONTACTS It's also very likely that some of the group's contacts
may owe the group something, whether favors, money,
As the group participates in more adventures and travels or some other debt. In this case, the group should just
through the galaxy, they'll likely make contacts. Contacts note the contact in their list and list them in their Ob-
are NPCs who can provide information or resources to ligations. It's also possible that the status of the con-
the group, and while some may be specific to a certain tact and Obligations owed changes over the course of
player character, others are general contacts who know the campaign. The important thing for a GM to keep in
the entire group. These contacts can be tracked as part mind is that the status of a contact and any Obligation
of the group's base of operations. These contacts might owed to the contact can be two independent points.
be established narratively (especially if they owe the
players) or may be purchased through group resources Contacts can provide material aid to groups but
or by undertaking group Obligation. their most valuable role in an adventure is providing
information. GMs can use contacts to advance the
Contacts requiring greater initial Obligation should plot of an adventure by providing valuable informa-
be more powerful, have access to more resources, tion to their player characters through an "in-game"
and/or be better connected. A low Obligation contact source. Likewise, if players know their characters have
might be a lesser criminal boss, where a high Obliga- contacts, they will likely feel it's well within the realm
tion contact could be Jabba the Hutt. The GM may of an adventure to ask their contacts for information.
require that the party complete an adventure with the
contact. They might work with the contact or he may ALTERNATE BASES
bail them out in exchange for Obligation. OF OPERATIONS

Contacts may incur additional Obligation as the ad- While EDGE OF THE EMPIRE focuses on ships as the par-
venture or campaign proceeds. The source of any ad-
ditional owed Obligation should be noted with the ty's base of operations, other types are possible, such
contacts and recorded with all other Obligation entries. as hidden bases, cantinas, hideouts, strongholds,
However, if the characters manage to fulfill their Obliga- academies, and more. The guidelines covering bases
tion to the contract, they can still retain the contact (as of operations mentioned previously apply equally to
long as the GM decides it makes sense for the ongoing any type of base of operations.

ADJUDICATING DESTINY POINTS

Destiny Points represent the inherent connection be- ENCOURAGING DESTINY
tween the characters, the villains, and the fate of the POINT USE
galaxy—or at least their part in it. Destiny Points are
flexible and fickle, sometimes aiding the characters, The flow of Destiny Points may vary greatly between dif-
sometimes hindering them. They also represent the ferent parties and GMs. Newcomers to the game may
influence of the light and dark sides of the Force on be reluctant to spend Destiny Points for fear of having
the character's actions and lives. The characters typi- them unavailable when a more important or critical situ-
cally use light side points to increase their chances to ation arises. The GM should encourage Destiny Point
achieve their goals, while the GM typically uses dark use throughout the game. He should spend points regu-
side points to hinder and obstruct them. The flow of larly to replenish the light side pool, and to highlight the
points between the light and dark side pools are repre- integral role of destiny in the Star Wars setting.
sentative of the shifting balance of power between the
light and dark side of the Force. The players may decide to ration Destiny Point
use, and it is within their rights to form a strategy for
Generally speaking, the Player Characters are the Destiny Point expenditure. Beyond keeping points for
good guys of the game and thus may only spend light their own use, they might also hoard them to prevent
side Destiny Points, and the GM may only spend dark the GM from using them at critical moments. This is
side Destiny Points. See page 27 for a complete a good occasional tactic, but if it becomes a regular
explanation of Destiny Point mechanics. problem, the GM should balance things out by hold-
ing back a few points for his use.

THE GAME MASTER

I D G E OF THE EMPIRE

Ideally, there should be a free flow of Destiny Points shop, or even just recovering the right part in a junk pile.
throughout the game. While not every die roll needs Dumb luck can explain a great many things, but should
to be influenced, the CM should use them often when not be allowed to work when it stretches credulity too
major NPCs are involved, or critical moments arise. much. Salvaging exactly the right hyperdrive part from a
Overuse in lesser situations may annoy or demoralize dissimilar starship shouldn't normally work.
the players, especially if things don't go their way.
REASONABLE EXTRAPOLATION
More subtly, the sudden and consistent use of
Destiny Points against consecutive die rolls can high- Reasonable extrapolation occurs when the players re-
light the difficulty of the Player Characters' current quest something that could logically be available in the
approach. Perhaps the dark side is stronger at this current location. Finding a medpac in an emergency ve-
location. Perhaps the Player Characters have taken hicle, locating a secured comlink for an enemy's comm
the wrong path and this is the way the Force is telling system on a high ranking officer, and benefiting from an
them there might be a better approach. By using Des- NPCs logical planning ahead are examples of reasonable
tiny Points instead of • to fulfill this role, it hints at extrapolation. Most of the time, the characters should
the influence of the Force over the situation, instead find what they are looking for. It may not be exactly what
of a naturally occurring environmental, physical, or they want, but should be adaptable in some fashion.
political hindrance.
COMMON SENSE
DESTINY POINTS AS
NARRATIVE AID Sometimes, an item should be available because of
common sense. For example, fruit should be avail-
One of the more powerful uses of Destiny Points is to able from a fruit tree in season, a toolbox contains the
creatively influence the ongoing story. The players may proper common tool, or a freighter's computer system
spend Destiny Points to improve their immediate situ- contains the shipping manifest. The item is expected to
ation. These expenditures can be classified into three be there but there is not a 1 0 0 % chance, which makes
categories: dumb luck, reasonable extrapolation, and the Destiny Point useful. If the requested item is nearly
common sense. guaranteed to be there, the CM may even grant the
item without the Destiny Point.
DUMB LUCK
It is up to the GM to approve all Destiny Point uses
Dumb luck comes into play when the play- to influence the narrative. In essence, the GM should
ers request something that might reason- decide if the request is reasonable given the circum-
ably be expected to be absent in the cur- stances and assess any impact to the adventure
rent location or situation, but is somehow plot. Creativity should be rewarded whenever pos-
available. Examples include finding a
datapad in the seat cushions of a com- sible. However, the players should not be allowed
mandeered transport, finding a pass- to abuse the system to avoid paying for something
word noted on a piece of paper and they could otherwise afford or circumvent prohibi-
hidden in a desk, discovering a tions that would normally prevent them from ac-
rare piece of equipment in an II quiring the item or service. Likewise, the charac-
abandoned mechanics
ters should not be allowed to use a Destiny Point
to make up for forgotten items or poor planning,
or to give them something they purposefully

avoided or left behind.

If the Destiny Point use would derail the ad-
venture plot, it should be denied or altered,

even if it was normally a reasonable request
in other circumstances. For example, if part of
the adventure requires the characters to deal

with limited resources, using a Destiny Point
to find a needed item at just the right mo-
ment probably should not be allowed.

RUNNING A FULL CAMPAIGN

Campaigns are to adventures what the Star Wars saga tions, and characters of the story arc. It isn't necessary
is to individual movies. A campaign is a long term to understand every connection to every story idea

story arc in which the action that occurs within the story from the beginning. A loose, logical progression of ma-

of each adventure adds to the arc. Campaigns give the jor events will form a skeletal plot that can be detailed

players time to play, develop, and advance their charac- as play proceeds, especially when creating individual

ters. Running a highly detailed campaign is not neces- adventures. Much like adventures, campaigns usually

sary; a CM might opt to run largely unconnected adven- have a beginning, middle, and end, though it may use

tures with the Player Characters as the only constant. multiple adventures within each act.

However, developing a larger story arc gives the players

the chance to attain a greater goal that is not logically LINEAR AND
attainable in a single adventure.
NON-LINEAR CAMPAIGNS
WHAT IS A N EDGE OF THE
EMPIRE CAMPAIGN? Like adventures, campaigns may use a linear or non-
linear progression of stories. Linear progressions allow

one story to build directly on the events of the previous
As with EDGE OF THE EMPIRE adventures, the campaignsadventure. However, they tend to restrict Player Charac-
highlighted in this book emphasize the rougher and ter freedom to take the story in unexpected directions.

darker aspects of the galaxy. The Player Characters The GM must spend time and resources to keep the

are more likely to spend their time at the fringes Player Characters on track and the players might feel

of space and society than the height of Core World railroaded if it disrupts their illusion of choice too much.
splendor. They likely know more about the criminal
underworld than the protocols of high government. A non-linear campaign takes more planning, but allows
That's not to say that the Core Worlds or government for a lot more flexibility in play. In a non-linear campaign,
intrigue can't be part of the story, but if they are, it the results of an adventure dictate which adventure
is more likely to be in the darker, more corrupt, and comes next. When outlining the campaign, the GM cre-
more sinister edges of seemingly high society. ates a flowchart or tree of adventures, where a positive
or negative (or other) outcome links up with an adven-

The characters' personal connections are typically ture that is based on that result. Some adventures may

shady at best, and often downright crooked, manipu- be skipped by the Player Characters, depending on the

lative, and dangerous. Even when the characters try to exact layout of the chart. GMs that like to give the players

follow a lawful or honorable path, their situations and a lot of leeway in the direction of the campaign may find

associates keep corrupting their choices. This is not to that the non-linear approach allows the story arc to pro-
say the characters can never escape a bad situation, but
it doesn't take very long for new problems to crop up. ceed easily, even if the circumstances or specifics change.
Example Campaign Concept: Hyperspace rail-
EDGE OF THE EMPIRE campaigns typically focus on theroad. The Player Characters are dedicated to freeing
fringes of society. Run-ins with Imperials are common in slaves from the Empire, the Hutts, and various locales.

most regions of the galaxy, while Rebel Alliance-focused Perhaps some of the Player Characters are escaped

stories are not common. The Player Characters may or rescued slaves themselves. The Player Characters

encounter Rebel sympathizers or agents from time to may be altruistic, but likely seek some kind of fee for

time, and even work for them, but the struggle between their services. They might be smugglers, trained mer-

the Rebellion and the Empire is not the focus of these cenaries, or a combination.

campaigns. Unless the campaign is truly in an isolated Sample Linear Campaign Basic Outline:
backwater, the fringes of the galaxy, or a self-centered

region like the Corporate Sector, the Player Characters • Episode 1 : The Slave Ship. The Player Charac-

should at least hear about Rebel activities from time to ters respond to a distress call from a Trandoshan

time, and might experience them directly or indirectly. freighter, damaged by an asteroid strike. The

Trandoshans ask the Player Characters to board

OUTLINING THE CAMPAIGN their vessels to help with repairs. Once aboard,
the Trandoshans try to capture any non-Human

Campaigns are made of multiple adventures, usually Player Characters. The Player Characters manage
three or more, that require multiple game sessions to to free the slaves and a fight erupts to capture the
complete. Some campaigns may last weeks, months, ship. The Player Characters also learn the Tran-
or even years in real time. When creating a new cam- doshans work for a particular Hutt, as part of his
paign, the GM should outline the major events, loca- slave trading network.

THE GAME MASTER

EDCE OF THE EMPIRE

Episode 2: Wookiees are Trouble. One of the Sample Campaign Flowchart / Tree Outline:
rescued slaves is a Wookiee who convinces the
Player Characters he is wealthy. He hires them to See below for the campaign tree. This tree builds off
rescue his family from Kashyyyk. Afterwards, the of the linear campaign above, and adds the following
Player Characters go to Kwenn Space Station to possible adventures:
reunite the family. They find the Wookiee is gone,
taken by bounty hunters to Nar Shaddaa. The • Episode 1A: Trandoshan Guests. If the
Player Characters follow and clash with the Hutt Trandoshans capture the Player Characters in
crime lord to free the Wookiee. They eventually Episode 1, the Player Characters are held and
escape, taking the Wookiee back to Kwenn Space taken to a remote world. The Trandoshans land
Station. and use their ship to host an auction. The Play-
er Characters get another opportunity to stage
Episode 3: On the Run. The Hutt (or his asso- an escape during the auction. If they succeed,
ciates if he didn't survive) puts a bounty on the they may try to take the Trandoshan ship, or
Player Characters' heads. They are attacked at one of the buyer's vessels.
Kwenn or another location. If they defeat their at-
tackers, they escape. If not, they are taken and • Episode 2A: The Depths of Nar Shaddaa. If the
held for transport to the Hutt. The Player Charac- Player Characters fail to free the Wookiee, they learn
ters find their pursuers are persistent, and must he has been moved to a prison in the lowest levels
deal with unexpected attacks for a time. of Nar Shaddaa. The Player Characters must brave
criminals, creatures, and worse to break him out.
Episode 4: Hutt Showdown. The Player Char-
acters discover ways they might get their boun- • Episode 4A: Hutt Revenge. If they fail to capture
ties removed, such as paying off, eliminating, or or kill the Hutt, the Player Characters find the boun-
blackmailing the Hutt. They obtain the cash or ties have doubled. They are constantly harassed by
information for blackmail, or plan to shut down bounty hunters. Criminals won't deal with them and
his slave operation. They seek him out and set up even friends fear being seen with them. They must
a showdown on their own terms. They discover confront the Hutt again or flee the area.
he also has a Hutt bounty on him. If they capture
him and turn him over to the right Hutt, they cash
in and disable the network.

HYPERSPACE RAILROAD YES I
NO l

EPISODE I: EPISODE I: Section A
THE SLAVE SHIP The Trandoshan Guest

EPISODE II: EPISODE II: Section A
WOOKIEES ARE TROUBLE The Depths of Shaddaa

EPISODE III:
ON THE RUN

EPISODE IV: EPISODE IV: Section A
HUTT SHOWDOWN Hutt Revenge

SUCCESS FAILURE

THE GAME MASTER

'EDGE O F THE EMPIRE

BEWARE OF BORING BATTLES

Battle scenes and skirmishes may happen in most larger (and hopefully more interesting) room or
any locale. However, some locations are naturally space beyond the door before the battle begins.
more available during the course of the campaign.
Setting too many encounters in these locations End boring chases quickly. Chases should be fast,
quickly becomes monotonous and restrictive. They exciting, dangerous, and finish quickly. If it becomes
should not be ignored or abandoned, but limited apparent one side will never catch the other, the
and controlled by the CM, spontaneous battles not- CM should find a way to end it and move on to the
withstanding. Likewise, if Player Character tactics be- next scene. Unexpected obstacles, a sudden burst of
come too predictable from skirmish to skirmish, the speed, or a mysterious disappearance behind a mo-
CM should introduce surprise elements to break the mentary impediment can halt a chase immediately.
Player Characters out of their routine.
Player Characters who consistently use the
Corridor, doorway, and airlock fights should same Initiative order or choices may be making
be minimized or eliminated whenever possible. good tactical moves, but might also be irritating
These battles typically discourage movement, those who never go first. The CM can mitigate this
as characters take cover or clog the doorway. A issue by initiating battles with those who normally
act later, while the rest are otherwise occupied.
better solution is to get the characters into the

DEVELOPING INDIVIDUAL ADVENTURES CREATING AND USING MAJOR VILLAINS

When creating the campaign, it is not necessary to fully Campaigns usually include at least one major villain op-
flesh out all adventures at the beginning. The GM may posing the Player Characters. While the villain could be
develop each adventure in order. By waiting until the something generic, like the Empire, it is much more ef-
adventure is needed, the GM may adapt the specifics fective to make him or her an individual person or small
to the exact situation as it has developed in the game. group roughly equal in power. This puts a face on the
At this point, the adventure concept should be outlined faction he or she is part of. This is especially helpful
and developed. New locations should be mapped out when the faction is unlikely to be defeated by the Player
and the appropriate NPCs created or noted. Below is a Characters. The villain can be defeated, even if the over-
sample adventure concept, using one of the examples all organization cannot. The villain may be known from
from the campaign notes above. the beginning or may be revealed as the plot develops.

Example Adventure Concept: The Player Characters Major villains must be memorable (see Assembling
are hired to smuggle a Wookiee family off of Kashyyyk the Cast, on page 302). They are most effective if
and bring them to Kwenn Space Station in Hutt Space. their handiwork is seen in operation, even when they
are not around. Villains must do evil, villainous things
Sample Adventure Story Arc Progression: to motivate the Player Characters and set up a rivalry
for good roleplaying. That's not to say every villain
1. The Player Characters sneak past Imperial pa- must be evil incarnate, but major villains should be
trols, land on Kashyyyk, con/bluff/break the worse than the average bad guy.
Wookiees out of their slave pens, and avoid Impe-
rial interceptors to escape the system. Villains in an EDGE OF THE EMPIRE campaign usually

1 The Player Characters arrive at Kwenn Space Station come from the darker side of the galaxy. Pirates, con
to discover that their Wookiee employer has been artists, raiders, hardened criminals, slavers, crime
captured by bounty hunters. It takes time to track lords, brutal mercenaries, out of control bounty hunt-
down the hunters. They discover the Wookiee has ers, and others make good villains. Imperial ship cap-
been handed over to a Hutt crime lord. He has already tains and high level Imperial Security Bureau agents
taken the Wookiee to Nar Shaddaa, the smuggler's can ruin any Player Character's day.
moon deep in Hutt territory. The Player Characters
must free the Wookiee if they want to get paid.

3. The Player Characters arrive at Nar Shaddaa. The
crime lord has multiple lairs. The Player Characters
must discern which one holds the Wookiee. They must
devise a way into the Hutt's hideout and negotiate for
the Wookiee's freedom, or plan a way to break him
out. If successful, the Player Characters must retreat
through Nar Shaddaa, with the Hutts pursuing them.
Once the Wookiees are reunited, they hire the Player
Characters to take them to another world.

THE GAME MASTER

OF THE EMPIRE

SELECTING LOCATIONS EXAMPLE MOTIVATION ENCOUNTERS:

The Star Wars galaxy is filled with fantastic locations Ambition (Fame): The Player Character is of-
and exotic environments. GMs should select spectacu- fered the opportunity to fly in a famous, but
lar locations when creating their adventures and cam- illegal, swoop race. Winning the race grants a
paigns. For example, Cloud City floating above a gas big reputation boost across the Outer Rim, but
giant planet, the city-sinkholes of Utapau, and the city- merely participating draws unwanted Imperial
planets of Coruscant (Imperial Center) and Nar Shaddaa or bounty hunter attention to the party.
all offer very different and unique urban environments.
While some adventure types may be run at any of these Cause (Non-Human rights): The Player Charac-
locations, others will be enhanced by selecting one that ter sees a group of ISB agents arresting only
non-Human refugees disembarking from a pas-
complements the NPCs and envisioned plot. EDCE OF THE senger ship. The opportunity presents itself to
EMPIRE locations tend to be seedy, rough, and distant. If stop the agents and free the refugees, but will
completely disrupt the party's plans.
the location itself isn't somewhat intimidating, the char-
acters inhabiting it or the situation itself should be.

Selecting individual encounter locations is also im- Relationship (Clan): A Rodian Player Character's
portant. They should be interesting in some fashion- clan is engaged in a not-so-secret war with an-
location, layout, environmental effects or hazards, or other clan. The Player Character sees the op-
even the characters or creatures they encounter. Avoid portunity to ambush a member of the clan while
setting final battles or encounters in mundane locales working with the party on a different mission.
or hallways. These should the epic locations that should Doing so will draw unwanted attention to the
add greatly to the atmosphere and actual gameplay. operation but will raise the Player Character's
status among his clan.
ADVENTURES & ENCOUNTERS INSPIRED
BY OBLIGATION AND MOTIVATION If the GM prefers a style of campaign that relies
much more on player decisions than GM plotting,
The flexible nature of the campaign format allows he should regularly mine the Player Character's
GMs to insert adventures or encounters prompted Obligation and Motivation for encounter ideas.
by sudden character actions, which are motivated Entire adventures and campaigns may be con-
by their Obligation or Motivation. When planning the structed around these two mechanics and the situ-
campaign, the GM should outline several encounters ations they produce. The base of operations also
and a couple of adventures appropriate to the Player provides regular inspiration for adventure ideas,
Character's Obligation and Motivation incentives. Pre- as the Player Characters try to improve their ves-
pared encounters make these spontaneous actions sel and their situation.
easier for the GM to deal with on the fly.

EXAMPLE OBLIGATION ENCOUNTERS: PLANNING REWARDS

Addiction: A dealer, pusher, or fellow addict un- Every adventure in the campaign should have built-in
expectedly arrives and tries to sell his goods or rewards. Rewards may be money, equipment, vehicles,
tempt the Player Character into giving in to his influence, or something less tangible but equally valu-
addiction. He interrupts the Player Characters able to the Player Characters. Having a debt forgiven,
in a public space and make a scene. The law receiving a favor, or being introduced to an influential
isn't far behind. figure are examples of intangible but valuable rewards.

Betrayal or Blackmail: The Player Character Story rewards are also a must for adventures. Not every
suddenly realizes that the person the party has encounter needs this, but the completion of an adventure
to deal with knows something about his betray- should alter the amount of Obligation the characters and
al or blackmail. The Player Character may have party carries forward. Rewarding players for adhering to
to avoid the situation or confront the individual. their Motivations also keeps the party happy.
Either might tip off his teammates, potentially
damaging their relationship. Rewards at the end of the campaign should tie di-
rectly to the overall plot and be impressive enough
Family, Favor, or Responsibility: A message or to satisfy or impress the players. If the Player Char-
individual arrives, demanding the Player Char- acters continue in a follow-up campaign, be careful
acter's immediate help. Doing so disrupts the when doling out the rewards and be ready for them to
Player Character's or party's plans. Refusal or come into play in the next campaign.
delay makes the situation much worse, and the
demands keep coming.

THE GAME MASTER

EDGE OF THE EMPIRE

DEALING WITH PARTY CHANGES KEEPING THE CAMPAIGN ON TRACK

Long-running campaigns increase the likelihood that Keeping the campaign moving forward can be chal-
one or more players leave before the campaign is fin- lenging when the players take the story in an unex-
ished. Fortunately, the extended storylines provide pected direction. Remember, most campaign outlines
multiple situations for a character to leave and a new can withstand a lot of flexing and adjustment. Feel
character to be introduced. GMs should look for natu- free to insert additional adventures, perhaps special
ral opportunities to do so, such as between adven- adventures to deal with an unexpected twist, into the
tures or when the players are in a starport or other outline at any time. If the players want their charac-
public location where they might meet a new addition ters to follow a path that is completely inappropriate
to the crew or party. for the campaign or create subplots along the way, it
is usually time to run an individual adventure or series
Usually, a player leaves due to scheduling conflicts, of encounters to play out the situation.
as other life events influence playing time. However, if
one or more players leave because they are not enjoy- CONCLUDING THE CAMPAIGN
ing the campaign, the GM should get feedback from
them and the remaining players and consider altering The conclusion of a campaign should be the highlight
the game. If the remaining players are okay with the of the entire story arc. Being Star Wars, it should in-
direction and there is little the GM can do to keep the clude an impressive skirmish or battle, along with a
departing players, there may not be much to change. dose of personal drama for one or more characters.
However, if the players are not enjoying the campaign All major plots and subplots should be resolved logi-
and the GM can do something about it, he definitely cally and satisfactorily to the players.
should alter it. This applies to published adventures
as well as original work. Many campaigns end early due to unforeseen cir-
cumstances or player or GM fatigue. If interest is wan-
ing, the GM should end the game in a satisfying way,
rather letting it fall apart. Concluding a long-running
campaign is often a major feat that the players and
GM should rightly celebrate beyond the game.

THE GAME MASTER

EDCE OF THE EMPIRE

ALTERNATE AND OPTIONAL RULES

In EDGE OF THE EMPIRE, there are some rules that are to invest in higher skills and lower characteristics for their
Inot integral to gameplay. Though the players and CM characters. Also, if they do employ the rule, they should
should not need to use these rules (and for this rea- remember that even if a PC fails a passive check, he can
son, they are not presented with the rest of the game), always try again using a regular check.
these rules might help in some specific situations.
ALTERNATE RULES
All of these rules are not part of the EDGE OF THE FOR INITIATIVE
EMPIRE rules set. They are alternate rules, and should
not be used unless two conditions are met: The following are two alternative rules for determining ini-
tiative in encounters. Its intention is to speed up the time
• The GM must decide to use the rules. it takes to begin an encounter by reducing bookkeeping at
the beginning of an encounter. These rules are presented
• The GM must discuss them with the group, and for groups who prefer to transfer quickly from narrative to
the group must agree to use the rules as well. encounter gameplay, without any "lag" as the GM sets up
the encounter and determines the initiative order.
Groups can use any number of these rules; as one
does not require the others be used, groups can mix
and match as they choose.

MAKING PASSIVE CHECKS THE PASSIVE CHECK VARIANT

Not all checks are of vital importance to the story. The first rule uses a variant on the passive check con-
Sometimes, a GM just needs to know if the character cept from the prior section to determine initiative.
knows some useful information, or has the necessary At the beginning of the encounter, each PC or NPC
skills to overcome a simple problem. In this case, the determines whether they would use Cool or Vigilance
GM can call for a passive check. depending on the circumstances. Then, instead of
making a check, each simply compares skill ranks.
Once the GM determines the difficulty of the check, The highest rank determines the highest initiative slot,
the PC can spend a maneuver to make the check. The and so-forth. Ties always go to PCs.
PC simply compares the ranks he has in the relevant
skill to the difficulty of the check. If his ranks exceed the The benefit of this system is that it moves quickly
number of 4} added to the pool, he passes the check, and still rewards players who invest in the Cool or Vigi-
with a number of successes equal to the difference be- lance skills. However, there are some aspects of this
tween the two. If his ranks do not exceed the number rule players should be aware of. First, like with other
of p a d d e d to the pool, he fails. He can, however, try to passive checks, this system is less useful for charac-
make the check as an action later. ters who have a high Willpower or Presence and low
Cool or Vigilance. Second, early in games when most
The passive check exists to reduce the need for assem- players have 0-2 ranks in a skill, there are likely to be
bling and rolling dice pools. Making a check in EDGE OF a lot of ties with NPCs, meaning PCs will usually go
THE EMPIRE is a relatively important event. Any check can before NPCs. This can skew encounters, and should
generate <§> and O . and many can generate <$) and ^ . be something a GM considers when building them.
These need to be resolved, and may result in effects of
great import and excitement for players during a game. THE CHECKING ONCE
However, there may be some situations in the game PER SESSION VARIANT
where the events going on are relatively mundane, and
the GM wants to maintain that. (This might occur during The second rule requires PCs to check initiative, but
narrative downtime, for example). Passive checks remove does so at the beginning of a session, instead of dur-
the check from the occasion, meaning that player char- ing the beginning of each encounter.
acters won't gain i > or but also won't have to con-
tend with <§) or ^ Essentially, they exist to determine the During the setup for a session, the GM has each play-
success of mundane tasks that a player character should er character make one Cool and one Vigilance initiative
already know how to perform (since they must have one check. He records the results, then does the same thing
or more ranks in a skill to succeed on a passive check). for any potential adversaries the PCs might encoun-
ter during that session. During the session, instead of
However, the GM should keep some aspects of this op- checking initiative at the beginning of an encounter, the
tional rule in mind when implementing it. This rule can GM uses the pre-generated results from the beginning
penalize players whose characters have lower skills and of the session. He does this for any and all encounters
higher characteristics, as opposed to players who chose the PCs get involved with during the session.

THE GAME MASTER

EDGE OF THE EMPIRE

This option has several benefits that may make it EXAMPLE ENCOUNTER RESOLUTION:
appealing to groups. Primarily it allows PCs to benefit
from having high Presence or Willpower, instead of just Pash, Oskara, 41-VEX, and Lowhhrick are fight-
Vigilance or Cool. It also gives the initiative order a wider ing a street gang. The fight has not been going
"spread" of results, and does not guarantee that the well for the gangers; of the eight original mem-
character with the highest skill rating goes first, or the bers, only three are left. The GM decides the
character with the lowest skill rating goes last. However, results of the encounter are foregone and would
there are several limitations with this rule that should like to move things along. Each character must
be considered. First and foremost, this system "locks" select one skill check to determine how they
players into the results of one check at the beginning of bring the encounter to a close.
the session. If they generate mediocre results, they have
to deal with this for the entirety of the session, and this Pash selects Pilot (Planetary) as his choice, saying
could generate frustration. he rams the group's speeder into the pile of crates
the gangers are hiding behind to drive them out of
Another issue to remember is that neither of these cover. Lowhhrick and Oskara both select Ranged
alternative initiative rules allow GMs to add environ- (Heavy), choosing to mow down the suddenly ex-
mental bonuses to initiative checks, and some player posed gangers. Finally, 41-VEX selects Comput-
character abilities (such as the • bonus for the Height- ers, slicing into local law enforcement databases
ened Awareness talent, for example) might not be able and directing the authorities to a different loca-
to be used when determining the initiative order. tion while the band makes their escape.

ONE-CHECK COMBAT adversary, or a reputation as an extremely dangerous
RESOLUTION individual. Conversely, uncanceled T should result in
the character suffering an equal number of wounds,
The following rule is intended to help GMs resolve while <§) inflicts strain and each Inflicts a critical hit.
ongoing combat encounters more quickly. When the These are the injuries acquired as the encounter ends.
results of a combat encounter are a foregone conclu- The encounter resolves successfully no matter how
sion but playing through the remaining turns would well the PCs do on their check; the checks simply de-
take additional time that could be better spent con- termine whether or not the PCs resolve the remainder
tinuing the story, the GM can employ this rule. of the encounter without incident, or if they pick up
some cuts and bruises on the way.
At the beginning of the round the GM wants combat
to end, he asks each PC to make one final check. The The primary benefit of this rule is that it can resolve
nature of this check depends on what each player encounters where the outcome is foregone. Forcing
wants their character to do to help resolve the re- players to eliminate every adversary can sometimes be
mainder of the encounter. tedious, and this helps avoid that sense of frustration.
On the other hand, the GM should be careful to only
Once each player makes their choice, they roll the use this when the outcome is certain and never when
check as normal. Success means they accomplish their there's a chance of PC failure. Also, he should avoid
part in the resolution of the encounter; additional & using it during especially momentous combats, such as
may mean they play an even greater role. O can be those against particularly noteworthy adversaries.
spent to recover strain, while ($) means the member
gains an unexpected reward from the encounter; may-
be a bag of frag grenades or pouch of credits from an



THE GALAXY

"You will never find a more wretched hive of scum and
• ' villainy. We must be cautious."

' -Ben Kenobi

The Star Wars galaxy is a vast and wondrous place, and, finally, only about 1.75 million planets are fully
with myriad species, spectacular worlds, interstel- represented and integrated into the Galactic Empire.
lar hazards, and more. While the average galactic
citizen may never stray too far from his home world, The next thing-travelers should know is that.only
the adventurous, the daring, and the ambitious can about twenty five percent of the galaxy has been for-
find endless opportunities, legitimate or. otherwise. mally surveyed. While there are large regions of unex-
How a traveler feels about the galaxy at large, or in- plored space—such as the Unknown Regions and the
dividual planets or regions, largely depends on the ever-shifting Wild Space areas, there are still vast, divid-
lens through which he views it. An Imperial politician ed areas within Known Space that may have never had
regards galactic events far differently than a Rebel, an more than a single survey droid pass through in centu-
outcast, or just the average citizen. And smugglers? ries. Of course, the stars have been mapped from afar,
They view every trip as a new opportunity. Every new even if not explored properly. Still, isolated pockets of
world is a chance to beat the odds and strike it rich unexplored space can be found throughout the galaxy,
—or at least break even and live to see another run. especially around star systems that are expected to be •
uninhabitable, or isolated by natural interstellar features.
The first thing most travelers need to realize is how
enormous the galaxy truly is. There are an estimated Millions of habitable planets means a mind-bdgglingly
four hundred billion stars in the galaxy. Most are unin- huge number of species exists in the galaxy. More than
habitable, and not every star system has only a single five million intelligent species are logged in Imperial da-
star. Affer a great deal of research, galactic cartogra- tabases. The vast majority have likely never engaged in
phers and astronomers place the number of habitable interstellar travel or colonization on a large scale. How-
systems at 3.2 billion. Of those, only 6 9 million or so ever, given the availability of interstellar travel, and the
.have sufficient population for Imperial membership, multitudes using it, it is quite possible to regularly meet
species one has never seen before.

THE GREAT HYPER LANES

•Jyperspace travel is the driving force behind galactic As safe routes change somewhat from trip to trip, hy-
[•civilization. Without it, interstellar travel would take perspace travel times correspondingly vary. Travel times
far too long to support a galactic-scale government are affected by the ship's hyperdrive speed (called a
or trade system. Though its origins are buried in the multiplier), the capability of the astrogator to plot an
ancient past, hyperdrives have been the firmly estab- efficient path, the accuracy of the available star chart,
lished technology behind exploration, transportation, and the natural ebbs and flows within hyperspace that
and warfare for centuries. affect each passage. Ships making parallel hyperspace
jumps together are normally, but not always, affected
Hyperspace itself is an alternate dimension that al- by similar hyperspace conditions, making their arrival
lows starships to achieve speeds beyond the speed of times and relative positions comparable to each other.
light. However, such travel is inherently risky, and one
cannot typically make a hyperspace jump in a straight MAJOR GALACTIC
line between two distant destinations. Objects of suffi- HYPERLANES
cient mass, such as a planet or star, project correspond-
ingly sized hyperspace shadows that interfere with and The major hyperlanes have been in use for centuries.
endanger navigation. Eddies and other gravitational They are well traveled, well mapped, and connect to
oddities also occur, especially in areas with a lot of gravi- some of the most important sectors and systems in
tational activity, such as the core of the galaxy. Ships the galaxy. They are also the best patrolled, raising
straying too close to a mass shadow may be damaged, the stakes somewhat for smugglers, criminals, and
destroyed, or violently forced out of hyperspace. Com- others seeking to avoid government interference. The
plicating matters is the fact that every star, planet, and greatest routes are described below, along with a list
object in the galaxy is constantly moving, making even a of notable locations on or near the route. They are
viable path dangerous the next time around. listed more or less from Coreward to Rimward (with
the exception of the Hydian Way, which starts at its
Safe hyperspace travel is best achieved through northernmost point, in relation to Galactic North).
established hyperlanes or hyperroutes. These well-
mapped routes are the backbone of galactic transpor- PERLEMIAN TRADE ROUTE
tation and commerce. They are constantly monitored
and mapped by agencies of the galactic government At around 2 5 , 0 0 0 years old, the Perlemian Trade Route
(currently the Imperial Space Ministry), and updated is one of the oldest and most well-traveled hyperlanes
star maps are available at virtually any starport. Lesser in the galaxy. It extended the early Republic deep into
known, illegal, secret, and smuggling routes also exist, the northeastern quadrant of the galaxy, from Corus-
and may be obtained through illicit, or at least private- cant out to Ossus and the Tion Cluster. It intersected
ly available, sources. Hyperspace travel without using a with early connections to Hutt Space. It runs from Cor-
known route is possible, but slow and very dangerous. uscant through the Tion Hegemony in the Outer Rim
out to Wild Space. The Perlemian is one border of the
GRINNER'S GALAXY OF 0PP0RTUNITI Slice (see page 355), and its existence combined with
regional political pressures led to a rapid colonization
So, another 'independent merchant,' huh? I've seen of the eastern side of the galaxy. It crosses the Hydian
your type before. You've acquired a rickety ship and Way at Brentaal, and the Corellian Run at Coruscant
you're ecstatic to escape whatever dismal rock (currently known as Imperial Center).
you came from. Maybe you owe someone money,
maybe not...yet. Listen to me, you better learn how Notable Locations: Coruscant (Imperial Center),
to get around the galaxy, and quick. Get to know Brentaal, Taanab, Roche, The Wheel, Ossus, Rhen Var,
one or more of the major hyperlanes, plus whatever Felucia, Raxus, and the Tion Cluster.
regional and local trade routes serve your planets
of choice. A good smuggler knows how to get the CORELLIAN RUN
most out of his hyperdrive, and squeeze the best
travel times out of the route in question. Your liveli- The Corellian Run was founded at about the same time
hood, not to mention your lives, depend on it. as the Perlemian Trade Route, and constitutes the op-
posite border of the Slice. The Corellian Run helped
establish Corellian influence in the early Republic, and
maintains it in modern times. It remains one of the
most important military and trade routes in the galaxy.
The Corellian Run starts at Coruscant, bends around

Still interested? All right, sit down and let's deal. The 4
name is Grinner, one-time smuggler, full-time infochant.
I've got leads for jobs in every part of Known Space, and
to worlds beyond. We'll find something you like.

• mmm-*- -— >>>mmm

the Deep Core through much of the Core Worlds terri- Notable Locations: Corellia, Duro, Bestine, Yag'Dhul,
tory to Corellia, before extending as almost a straight Bespin, Hoth, and Terminus.
shot to the Outer Rim, Ryloth, and beyond.
RIMMA TRADE ROUTE
Notable Locations: Coruscant (Imperial Center),
Corellia, Duro, Gamorr, Bacrana, New Cov, Christoph- The Rimma Trade Route serves a number of influential
sis, Rodia, Tatooine, Geonosis, and Ryloth. or otherwise important systems and sectors through-
out the southern areas of the galaxy. The Rimma was
CORELLIAN TRADE SPINE originally created by Tapani Sector merchants, blazing
their way from the Colonies towards Abregado-rae in
The earliest section of the Corellian Trade Spine con- the Core Worlds and out to the distant Kathol Sector
nected Corellia to Duro. Eventually, the route was ex- at the edge of the galaxy. The Herglic trade empire
tended to the southern end of the galaxy. As it leads and the Tapani helped fuel expansion into the south-
to a less-developed and populated area of the galaxy, ern regions. The Rimma intersects with the Corellian
the Trade Spine is not as economically prosperous Trade Spine at Yag'Dhul, and the Hydian
as other routes. Its southern tip leads to areas only Way at strategically impor-
recently explored in galactic terms. The Trade Spine tant Eriadu.
intersects with the Rimma Trade Route at Yag'Dhul,
and the Hydian Way at Terminus.





PLANETS, STAR SYSTEMS, SECTORS, AND REGIONS

Planets are typically the smallest political and and for military organization. Groups of sectors
cultural unit recognized by the galactic govern- were collected into Oversectors, allowing the Impe-
ment. Only the oldest and most powerful have rial military to conduct operations across sectors
their own Imperial Senator. Most have a plan- with less political interference. Areas with active
etary governor who oversees the entire star sys- military campaigns became Priority Sectors.
tem, except in systems with multiple planets of
significant population or influence. Regions are the largest territory designations
in galactic governance. The term region varied
In the early days of the Republic, star systems from era to era, with some referring to areas later
were organized into sectors containing fifty worlds divided into sectors. In the Empire, the term re-
with a significant population, regardless of physical gion typically refers to a galactic-scale area of the
size. Nonstop exploration and colonization forced galaxy, related to the expansion of galactic gov-
changes to the system to keep from overwhelming ernments. This includes vast areas such as the
galactic governance. Under the Galactic Empire, Core Worlds or Outer Rim.
sectors became more important as political units

Notable Locations: Abregado-rae, Thyferra, to the northeast edge of the galaxy, and ends at the
Yag'Dhul, Sullust, Eriadu, Sluis Van, Dagobah, and Corporate Sector. While the Hydian Way has fewer in-
Kal'Shebbol (Kathol Sector capital world). fluential systems directly in its path, it links to many
greater and lesser routes throughout the galaxy. It
HYDIAN WAY crosses the Perlemian Trade Route at Brentaal, the
Corellian Run at Denon, the Rimma Trade Route at
The Hydian Way is the only major hyperlane to span Eriadu, and the Corellian Trade Spine at Terminus.
the entire galactic disc. Pieced together from many
smaller routes, the Hydian Way extends from the Notable Locations: Bonadan (Corporate Sector cap-
southern areas, through the Core Worlds, bends back ital world), Telos, Mandalorian Space, Taris, Brentaal,
Denon, Malastare, Eriadu, Mustafar, and Terminus.

THE DEEP CORE

The Deep Core is the astronomically chaotic, star- a major supplier of carbonite and one of the original
packed region orbiting the massive black hole at the sources of human expansion into the galaxy.
center of the galaxy. Given the high density of star sys-
tems and the extreme fluctuations in the gravitational However, for much of galactic history, the Deep Core
field, hyperspace travel through the Deep Core is ex- was largely ignored by the rest of the galaxy. However,
tremely difficult if not impossible, and always highly Chancellor Palpatine seized on the opportunity given
dangerous. Very few navigational routes exist, and by the Clone Wars to secretly scour the region for new
most of them are closely guarded Imperial secrets. hyperspace routes and usable worlds. He turned some
of the data over to Separatist forces to launch a sur-
INTO THE CORE prise attack on Coruscant near the end of the conflict.
The rest of the information he kept secret. It is rumored
Given the difficulty in penetrating the Deep Core, ga- he silenced anyone involved in the scouting missions.
lactic expansion naturally radiated outwards, along
easier paths towards the rim and open space. While a Some of the Empire's most highly guarded secrets
few deep core systems are inhabited, most are not, or are the routes into the Deep Core. The Emperor es-
are too difficult to reach and survey. tablished the Deep Core Security Zone, making any
travel illegal without the proper permits and autho-
Despite the difficult location, a few Deep Core worlds rizations from the Imperial Security Bureau and the
had a great impact on galactic history. It is believed the Bureau of Ships and Services (BoSS). Travel within
origins of the Jedi and the Force came from one of the the Deep Core is highly regulated and patrolled with
isolated Deep Core worlds. One of the galaxy's most extreme security. Only a handful of systems are ever
influential systems in ancient times was Empress Teta, open to receive hyperspace traffic, usually only a cou-
ple at a time. Known worlds are largely unpleasant

THE GALAXY

EDCE OF THE EMPIRE

and unlikely to draw the typical merchant or tourist tains navigational aids to keep the secret route vi-
traffic. They include prison planets, industrial worlds, able. Much of the Byss Run was used by General
and indentured or enslaved mining colonies. Grievous to attack Coruscant, using an unstable path

Some systems have been secretly colonized by Im- starting beyond the Byss Run at Abregado-rae in the
perial decree; many are heavily protected "fortress Core Worlds.

worlds." Among these many presumed secrets is the Empress Teta system (Koros Major): Empress
planet Byss, deep in the heart of the Core. Byss is Teta is still a producer of carbonite, after thousands
the Emperor's personal retreat at the end of the ex- of years of mining and production. The Emperor's
tremely dangerous Byss Run hyperroute. Unknown to Deep Core exploration efforts start in this system. It
the galaxy at large, he trains acolytes and others in remains one of the more easily and frequently visited
the ways of the dark side, and conducts disturbing systems in the Deep Core.
experiments. Also along the route is Prakith. home to

the Emperor's feared. Force-wielding High Inquisitors. Koros Trunk Line: The ancient, main hyperroute for

NOTABLE LOCATIONS the majority of travelers into the Deep Core is the Koros
Trunk Line. It has long been heavily used for transporting

carbonite from Empress Teta to Coruscant and beyond.

The following are areas of interest within the Deep Prakith: This is the fortress world of the High Inquisi-

Core, at or before the rise of the Empire. tors, housing their headquarters, the Citadel Inquisi-

Byss: Byss is the Emperor's ultra-secret personal re- torius. Prakith is well defended in space and on the
treat and foremost fortress world, located at the end ground. High Inquisitors train and bring their unfortu-
the Byss Run. Access is highly regulated, and even nate prisoners to this world.

knowing of the world's existence is a death sentence. Tython: Tython is a largely inaccessible planet where the
Most believe it is a myth or propaganda. Force was thought to have been originally discovered in

Byss Run: This is a highly unstable and dangerous the ancient past. Early worshipers of the light side left

hyperspace route from Empress Teta to Byss, via the planet to eventually become the first Jedi Knights.
Prakith. The Empire main-

GRINNER'S DEEP CORE OPPORTUNITIES

The Deep Core? Do you have a death wish? Tell you what, I'll just shoot you now and take your ship. It's the same
result either way, except your ship doesn't go to waste.
Okay, listen. I don't know who put this idea in your head, but it's a bad one. First, the Deep Core is a navigational
nightmare. I don't care how good your astrogator is, but dodging stars, unpredictable gravitational fields, and
enormous black holes stacks the odds against you enormously. The whole region is a natural disaster area and
hyperspace deathtrap, which is why nobody goes there.
Well, it's the original reason nobody goes there. These days, nobody is allowed to go there. The Empire
has set up this thing called the Hyperspace Security Net to make sure no one gets into the Deep Core
Security Zone without his mighty majesty's permission. Rumor has it that the Security Net has interdictor
ships, minefields, and entire starfleets patrolling the few routes in. If you ask me, anything the Emperor
wants to guard that badly? He can have it.
Permission? Sure, it's possible, if you have the credits for outrageous fees, the time for Imperial bureaucracy, and,
preferably, some sort of corporate or political backing. Oh, also the Imperial Security Bureau will do a complete
background check. I know you; you won't pass. And if by some miracle you do, you'll fly by an Imperial schedule,
using a route and destinations to their liking. If you stray off course, they'll just kill you.

Now, I've only heard of two good reasons to brave all that. One is credits. Of course, if someone is pay-
ing you that much, you will likely be up t o something that the Imperials won't like. Still, I've heard they
occasionally need pilots for plain old supply runs in there, so maybe it's possible. There's probably some
plum corporate contract involved. I can look into it for you.

The other reason is to find someone, or something. There were plenty of rumored prison planets and slave worlds
in the Deep Core. Someone might hire you to break someone out, which is no small feat. More likely though, you'll
be after someone you care about. All I can say is, do your homework, don't underestimate your chances, and
good luck. Frankly, it's easier to just join the Imperial Navy. Now listen, I have much easier, and more profitable,
opportunities out there than the Deep Core. Even working for the Hutts gives you a longer life expectancy.

i



THE CORE WORLDS

y n e Lore vvorias region is tne governmental ana cuitur- iviany nave nea to tne lesser security or tne outer re-
I al center of the galaxy. For millennia, the Core Worlds gions to ply their trade with a bit more safety. ; '
were the heart of the Republic, and they retain that sta-
tus under the Galactic Empire. The region consists of a NOTABLE LOCATIONS
semi-circular ring of star systems around the north/east,
and south sides of the Deep Core. Every major hyper- The following are areas of interest within the Core
lane starts in, or intersects with, the Core Worlds. Worlds, at or before the rise of the Empire.

CORE WORLD DOMINANCE Abregado-rae: Located in the Borderlands region of
the Core Worlds, Abregado-rae is a center of manu-'
The Core Worlds are among the most ancient civiliza- facturing and trade. Though it marks the start of the
tions of the Republic. From these central worlds, explo- Rimma Trade Route, the system is not especially influ-
ration radiated outwards towards the rim of the galaxy. ential in galactic affairs.
With it came governmental, societal, and economic ex-
pansion that Tunneled vast amounts of wealth back to Alderaan: Alderaan was one of the original worlds of the
the Core Worlds. These densely populated planets are Republic, a home to early human colonists. An influen-
among the most powerful in the galaxy. tial player in galactic politics, Alderaan was a world of
high culture for centuries. It became pacifist following the
Much of the rest of the galaxy regards the Core Worlds brutal Clone Wars, but overtly and secretly opposed the
citizenry as aloof, snobbish, and elitist. This assessment Emperor. Alderaan was destroyed by the Death Star in
is largely true, and is only bolstered by Core Worlder ar- an attempt to both intimidate the galactic citizenry into
guments that everyone else is simply jealous of their stat- submission before the Empire, and to wrest the location
ure and opportunities. Cultural, political, and economic of a secret Rebel base from Leia Organa. The rocky, shat-
clashes between the galactic regions are common. tered remains of Alderaan are called the Graveyard.

While,political and economic conflicts are common Brentaal: Brentaal benefits tremendously from its stra-
occurrences throughout the history of the Core Worlds, tegic location at the intersection of the Perlemian Trade
large-scale warfare occurred far less often than in the Route and the Hydian Way. Brentaal IV is a wealthy
outer regions of the galaxy. The citizens tend to think world powered by an active trading center, extensive
of themselves as largely protected from such displays starports, broad manufacturing facilities, and galactic
of violence. These attitudes were shattered.in modem shipping. The Brentaal Houses firmly control the system
times by the Clone Wars, which brought the realities of thanks to their dominant position in galactic trade.
interstellar warfare to the very cradle of the Republic:
Corellia: Corellia rs the beneficiary and founder of
With the events of the Clone Wars manipulated by two major hyperlanes that intersect the system, the
Chancellor Palpatine, he used the fear generated by Corellian Run and Corellia Trade Spine. It is an unusual
the war to support his vision, of peace through mili- planetary system, consisting of five inhabited worlds,
tary strength and a dominant central government. two of which orbit the ancient and mysterious Center-
Thus, with the establishment of the Galactic Empire, point Station. Three species call Corellia home: Hu-
the Core Worlds became its strongest supporters. mans, Selonians and Drall. Corellia is famous for its
Citizens tend to turn a blind eye towards the darker shipyards and the free-spirited attitudes of its human
side of the Empire, often dismissing the worst stories citizens. See page 357 for more information.
as dissident or Rebel lies and propaganda.. Most ac-
tively support the Imperial cause and government. Corulag: Corulag is dedicated to Emperor Palpatine's
They remain ignorant of its worst evils, which Palpa- New Order. It is home to the prestigious Corulag Acade-
tine takes great steps to obscure. Organizations like my, a highly acclaimed and sought-after military school.
COMPNOR (Commission for the Preservation of the
New Order) that actively support Imperial aims find Coruscant (Imperial Center): Coruscant is the tra-
popular support. ditional capital of the Old Republic, and the heart of •
galactic culture and influence. Emperor Palpatine re-
The Core Worlds, and Coruscant (Imperial Center) in named it Imperial Center after seizing power. While'
particular, are the greatest driver of the Imperial-bu- the black hole at the center of the Deep Core is the
reaucracy and.war machine. Spurred on equally by ide- geographic center of the galaxy, the origin point for
ological goals and economic gain, Core Worlds support Republic and Imperial navigational charts remains
has allowed Imperial power to permeate the region. Coruscant. The entire planet is covered in a dense ur-
Rebels, dissidents, sympathizers, and other outliers are ban cityscape, with the well-to-do living in the towers
• not welcome, arid security is generally tight and effec- and upper levels, leaving the dregs of society to the •
tive. Though opportunities exist for smugglers and pi- lower levels. It is the center of the Imperial power, the
rates, they are ruthlessly hunted down when detected. galactic bureaucracy, and many of the galaxy's most
powerful economic institutions and corporations.

D u r o : Duro is homeworld to the Duros species. The R a l l t i i r : Ralltiir is best known for its extensive bank-
Duros were among the earliest spacefaring societies, ing system, as well as its attempts to remain politi-
predating even the modern hyperdrive. They originat- cally neutral. Before the Battle of Yavin, agents and
ed and blazed a great number of hyperroutes, includ- factions secretly attempted to guide its influential
ing an early portion of the Corellian Trade Spine. They financial markets towards Imperial support. After
developed and colonized the systems they discovered Rebel sympathizers tried to counter the Imperial
to great economic effect. The surface of the planet actions, the Empire invaded, seizing direct control.
became overwhelmed by industry and sprawling au- Since that time, the system has become the target of
tomated corporate farms. Due to the high pollution Rebel raids and covert operations. While the Empire
and terrible conditions, most Duros live in orbital cit- retains control, Ralltiir's financial institutions have
ies or elsewhere off-world. been greatly damaged.

Kuat: Kuat is home to the legendary Kuat Drive Yards, Rendili: Rendili supports one of the galaxy's largest
responsible for manufacturing starships throughout starship producers, Rendili Star Drive. Rendili sided
the history of the Republic, the Clone Wars, and the with the Separatists during the Clone Wars, but its
Galactic Empire. Completely ringed by an orbital support was inhibited by its Home Fleet's loyalty to
stardock for starship manufacturing, Kuat produces the Republic. Chancellor Palpatine used the crisis to
thousands of ships a year, including the iconic Im- bring such fleets under more direct governmental
perial Star Destroyer. Hundreds of millions of work- control. However, the system's disloyalty ultimately
ers inhabit the orbital ring. Given the system's great hurt Rendili Star Drive, as it received no lucrative Im-
strategic importance, the Empire maintains a massive perial contracts.
presence in-system and around the region. Access to
the system is highly controlled.

GRIIMIMER'S CORE WORLD OPTIONS

Now, the Core Worlds. Lots of opportunities there for a crafty freighter captain, such as yourself. Sure,
the Imperials like to make everyone think the region is locked down tight. It makes the residents feel safe,
you know, better to keep them under control, like good little Imperial citizens.

Well, it's a bit like that. Security is a lot tighter. Customs officials are a lot more effective. You certainly
don't want to hang around on an Imperial world any longer than you have to, especially if you have a few
warrants out there. Imperial detention facilities are not fun, let me tell you.

However, all of that security and bureaucracy opens up new markets for people like you and me. Somebody
always needs some restricted goods, or outright illegal items smuggled to them, and they'll have to pay
extra to avoid Imperial issues. If you've got some morals, you'll find that a lot of perfectly normal goods are
illegal for various reasons on Imperial worlds. Of course, since those reasons are often political, you'll need
to avoid any apparent connection to the Rebels.

So, here's what I have right now.

The first one is a bit morbid. I've got a family of Alderaan survivors who want to make a trip to the Graveyard
to pay their respects. This one isn't so much illegal as it is risky. The remains of Alderaan haven't had time to
stabilize their orbits, and won't for years to come. Just don't get too close, and you'll be fine. Sometimes an
ISB ship or two's in the area, trying to ID anyone who shows up and check them out later. Don't hang around.

This next one is a fairly standard contraband run into Brentaal. With all the merchant activity around the
system, you'd quickly become just another ship in the spacelanes. You'll have to deal with customs, of course,
but it's high-paying and it shouldn't be too hard for you to pick up a legitimate cargo for the trip back out.

This last one is pretty dangerous. It seems that one of the wealthier banking officials wants to sneak his
family off of Ralltiir. At the very least, that means they have reasons to avoid the Imperials. They might be
wanted criminals, but I'd be willing to bet they've been tagged as Rebel sympathizers. If they were agents,
they wouldn't be looking for this kind of help.

Whichever you choose, just make sure your ship's licenses and identification are legal, or at least able to
withstand close scrutiny. Chances are good you'll run into some kind of Imperial officials, if nothing more
than the customs officers who inevitably greet you at most every starport. Don't forget to watch your back.
ISB agents love to root out threats to the New Order, Rebel or not.

THE COLONIES

The Colonies form the first ring of major galactic ex- towards curbing abuses of
ploration and expansion beyond the Core Worlds. power both governmental and corpo-
The Colonies are the second most densely populated rate. Much of this was due to major galactic struggles
region after the Core Worlds themselves, and magni- often erupting from conflicts with and within the Colo-
tudes greater than the galaxy at large. The Colonies nies themselves. Due to this reputation, the Galactic
extend in a semicircular pattern around the similarly Empire keeps careful watch over the region, dealing
explored Core Worlds region. harshly with any troublesome areas, so as not to let
anti-government sentiment grow into a major threat
Settlement of the Colonies started before the es- to Imperial power. A great percentage of Colonies'
tablishment of the Republic. Explorers and colonists megacorporations and other operations greatly ben-
extended the power and ambition of the Core Worlds efit from Imperial contracts orchestrated to keep the
from which they came. Primitive generation ships pre- region happy and under control. These efforts keep
dated hyperspace capable craft, making the coloniza- the region in line, but have not stopped a growing
tion effort all the more remarkable. Due to the limi- resentment towards the Imperial government that is
tations of travel and communications, many worlds building beneath the surface.
broke away from their original rulers within a few gen-
erations. The ongoing conflicts between the Colonies NOTABLE LOCATIONS
and their home worlds proved to be a driving force in
the establishment of a galactic government. The following are areas of interest within the Colonies,
at or before the rise of the Empire.
COLONIAL POWER
Arkania: A cold, tundra-covered world located between
Though the region still struggles for the prestige it feels the Perlemian Trade Route and the Hydian Way, Arkania
it deserves, the Colonies hold some of the wealthi- is the home world of the native Arkanians and their ge-
est worlds in the galaxy. Compared to the outer ter- netically modified off-shoots, who are treated as lesser
ritories, the Colonies are culturally advanced and an beings. The Arkanians are scientifically minded, but of-
economic powerhouse in their own right, though the ten unscrupulous in their dealings and experiments.
Core is reluctant to ever acknowledge this fact. The
region has long been the source of political strife and Balmorra: Located at the very edge between the
change in the history of the Republic. The Colonies Colonies and the Core Worlds, Balmorra is a heavily
believe themselves to be at the economic forefront in industrialized world. Known for producing arms for
the galaxy, combining the power and wealth with the the Imperial Army, Balmorra is one of the primary
raw materials needed throughout the galaxy. manufacturing locations for the AT-ST walker.

With the development of the Colonies came the Byblos: Another major manufacturer of military
advancement of galactic standards and laws aimed equipment, Byblos is a heavily populated world on
the Corellian Run. The planet's unique architecture

THE GALAXY

EDCE OF THE EMPIRE

GRIIMIMER'S COLONIAL PROSPECTS

Ah, the Colonies. There's a lot of wealth tied up in these worlds, and they're not afraid to spend it. Now, don't get
too excited. The Empire is still very active here, as well as plenty of local authorities. So you have to be careful.

The trick to a successful run in the Colonies is usually to appear as legitimate as possible. It's not that they
don't like fringers and hard working merchants, but they respond much better to those they see as success-
ful, even if they suspect otherwise. My recommendation? Dress the part. Clean up your ship. Maybe invest in
some crew uniforms, or at least leave the ratty jumpsuits in your quarters. First impressions matter greatly to
some customers, especially those you might take on as passengers. Plus it helps impress customs officials.
It's surprising how many smugglers think their piece of junk starship is just the thing to go unnoticed, when a
well-kept vessel can deter all manner of uncomfortable questioning.

With all of that money floating around, it's not tremendously difficult to find some kind of work; especially if you
don't mind standard fetch-and-carry jobs.

Speaking of, first on my list is a request to covertly transport some rare biological specimens out to a medical
research lab on Arkania. It has some advanced preservation technology, but you don't have to worry about that.
The passenger escorting the device will keep it running during the trip. Of course, it must be something less
than legal, or they would just hire a shipping company.

This one is a bit unusual. It looks like one of the wealthier Neimoidian politicians is relocating to Cato Neimoidia,
and needs transports to haul his considerable belongings. However, from the sound of it, he's actually looking
for someone like you to work as decoys for the actual moving vessels. I guess he has some enemies, or he's just
trying to throw off the ISB while moving some kind of illegal collection. Either way it's risky, but pays very well.

If your crew's willing to do a good deed and get paid for it, I hear there's a wealthy, free Herglic merchant willing
to hire mercenaries to free certain individuals from slave compounds in old Herglic Space.

I'm no Rebel sympathizer, but even I abhor the Ghorman tragedy. I hear they're trying to make this year's dem-
onstrations quite the show, which is bound to stir up more trouble. There's definitely a few Rebel agents on
the planet now, and they're likely looking for people who can cause trouble or stir up a crowd. Qr if you're out
to make a credit at their expense, I bet they come with high bounties.

Now, back on the legal side of things, I know you can regularly pick up passengers at Mrlsst between sessions
at the universities. They are usually just looking to hitch a ride back to their various home worlds. However,
sometimes you get the unusual research student who needs a lift to somewhere really exotic or dangerous.

features enormous towers of up to 5,000 levels, with Devaron: Devaron is the homeworld of the Devaro-
each tower dedicated to a specific function. The world nians, located near the Corellian Trade Spine. It is a
is also known for Byblos Drive Yards, producing air mountainous world, covered with deep valleys, lakes,
speeders and other flying vehicles. and major rivers. Devaronian females tend to remain
on their homeworld, while the males wander their
Cato Neimoidia: Though it is an independent colony, planet or the galaxy at large.
Cato Neimoidia is best known as a Neimoidian "purse
world." Cato Neimoidia was one of the wealthiest Fondor: Fondor is known primarily for its orbital ship-
planets in the galaxy, but its status suffered a ma- yard. The Empire seized these facilities and is nearly
jor setback when Republic forces captured it during finished building Darth Vader's new flagship, the Su-
the Clone Wars. Until then, it was a major Separatist per Star Destroyer Executor.
stronghold. The world is known for its bridge cities,
underslung from enormous, natural rock arches. Ghorman: Located along the Rimma Trade Route,
Ghorman is best known as the site of a major,
Commenor: Commenor is well known for its inde- public Imperial atrocity. In response to an anti-tax
pendent spirit. As such, the Rebel Alliance has es- demonstration, the Imperial commander Wilhuff
tablished a secret starfighter training facility on Folor, Tarkin landed the ship sent to collect the taxes on
Commenor's largest moon. top of the demonstrators. Tarkin was promoted to

THE GALAXY

EDGE O F THE EMPIRE

the rank of Moff. The event serves as a rallying cry Namadii Corridor: The Namadii Corridor is an im-
against the Empire. portant hyperspace route between Coruscant (Impe-
rial Center) and Bilbringi in the Inner Rim.
Giju: Giju is the homeworld of the Herglics and the
center of their pre-Republic empire. They once colo- Neimoidia: This is the Neimoidian homeworld, origi-
nized and controlled systems around their home- nally colonized by the Duros. The world is regularly
world, stretching into the Inner Rim. Their influence overlooked or upstaged by the nearby Core Worlds,
extended along the Rimma Trade Route. Although the much to the Neimoidian's disdain.
Herglics were one of the first species to join the Re-
public, the Empire has essentially enslaved them. Procopia: Procopia is the capital world and heart of
the old Tapani Empire, and now serves the same role
Mrlsst: Mrlsst is a swampy planet known for its uni- for the Tapani Sector. Located in the southern reaches
versities. It lies at the edge of Tapani Space. of the Colonies, the Tapani sector still exerts economic
and political influence throughout the area.

THE INNER RIM

Originally called just the Rim when first opened for gion is strategically important, and wars have been a
exploration and settlement in the early Republic, regular problem throughout the Inner Rim's history.
the Inner Rim gained its current name after scouts
continued into the Expanded Rim, now known as the Some of the earliest secessionist fighting in the Clone
Expansion Region. The shape of the populated area is Wars erupted at the Gotal home system of Antar. It lies
roughly semi-circular, with a northeastern bulge and near the eastern, narrowed region, bordering future
narrowed eastern zone in the Slice, between the Trel- Separatist territory and an extension of Hutt Space
len Trade Route and the Corellian Run. in the adjacent Expansion Region. The southern por-
tion of the Inner Rim harbored the closest border of
The Inner Rim marks the original boundary of continuous Separatist space towards the core regions.
civilized, explored space. In its early days, it was the Centered around the intersection of the Rimma Trade
great frontier: raw and rugged. Corporate concerns Route and Corellian Trade Spine, this end of Separat-
and rapid colonization quickly pushed the frontier ist space started at Bestine and Thyferra, and followed
further out, actually distorting the shape of the Inner the Rimma all the way out to Elrood in the Outer Rim.
Rim region in the process. Those avoiding the corpo-
rate exploitation of the Expanded Rim also avoided Under Imperial control, Inner Rim worlds are regu-
the eastern edge, creating the northeastern bulge. It larly under martial law, or threatened to become so in
wasn't long before the Inner Rim was well within the the near future. The Empire keeps a close watch and
realm of Republic commerce and politics. has not forgotten, or forgiven, the systems with a Sep-
aratist past. More and more of the local population
INNER TURMOIL are becoming fed up with the increasingly oppressive
conditions. Significant numbers are relocating to the
The Inner Rim holds a great variety of worlds, many less regulated Expansion Region.
in major agricultural and industrial roles. Within the
Slice, population density is actually similar to the Col- NOTABLE LOCATIONS
onies, but drops off quickly in other areas. Culturally
speaking, the Inner Rim is the dividing line between The following are areas of interest within the Inner
the core of the galaxy and the outlying sectors. As Rim, at or before the rise of the Empire.
such, the residents are a bit unique in the galaxy,
looking up at the Core regions, and down on their Antar: The Gotal homeworld of Antar IV has a high-
ever distant neighbors. Like the Colonies, the citizens ly unusual orbital pattern around a gas giant, which
of the Inner Rim harbor a well-known undercurrent of greatly varies its reception of light on any given day.
jealousy for their neighbors close to the Core. The Gotals are well adapted to their unique condi-
tions. There is generally no organized central govern-
Despite its distance from the Galactic Core, the Inner ment. The Empire has not forgotten that a Separat-
Rim holds some of the most sought after goods in the ist movement fought an early battle here before the
galaxy. Two main sources of critical healing substances Clone Wars, as well as maintained a base on Antar IV.
are found in this region. These are Manaan for kolto (es-
pecially in the ancient Republic), and Thyferra for bacta. Bestine: Once regarded as yet another nondescript
The region is also an important industrial zone. The re- colony world, Bestine is now well known as a target
and instigator of Rebel activity. A few years ago, the

THE GALAXY

EDCE OF THE EMPIRE

Empire forcibly removed the established colony to Bilbringi: Bilbringi holds a famous and well-defend-
convert the system into a new naval shipyard. By ed orbital Imperial shipyard in an otherwise lifeless
betraying promises made to the relocated colonists, star system.
the Empire has turned the system into a rallying and
recruitment point for Rebel agents, as well as a legiti- Denon: Located on the Corellian Run, Denon is a
mate military target. completely urbanized world. It resembles Coruscant,
but with much less power and prestige.
GRINNER'S INNER RIM RECOMMENDATIONS
Hapes: Hapes gives its name to a cluster of stars and
These days, the Inner Rim may as well be code for an ancient world not far from the Perlemian Trade
Imperial martial law. Not every planet has a re- Route. Isolated from surrounding space by gas and
strictive Imperial presence, just most of the ones ionized particles, Hapes is largely autonomous, stand-
you actually want to visit. It's not like the locals ing apart from the Empire, as it did in the Republic.
want it that way; many wish the Empire would lay See page 3 5 4 for more information.
off and mind its own business. The problem is, the
Empire makes everything its business. Manaan: Manaan is the water-covered homeworld of
the aquatic Selkath species. Since the Old Republic,
Now, you'll start to see more variety in the wealth Manaan has been the only known source of kolto, a
and success of various worlds. Some are quite rich strong healing substance. In modern times, Manaan is
and successful, while others barely scrape by or have better known as a resort world. Now under Imperial
failed altogether. You'll also notice a lot less traffic control, rumors whisper that the resort is actually a
out here. There are still plenty of densely populated cover for Imperial activity.
planets, but they are much more spread out.
Myrkr: Myrkr is a highly obscure world. Those in the
Let's run down the job list. First, I've got Denon, know regard it as a smuggler's stopover or decent
the Inner Rim's answer to Coruscant. It's big, ur- world to hide from just about anybody. The trees have
ban, and frankly, a bit boring. I can set you up with a natural metal content that makes sensor scans dif-
most any standard shipping or smuggling run. ficult. Myrkr's greatest secret is that it is home to the
ysalamiri. Though virtually unknown to the galaxy, a
Next is something of a mercy mission. Ever since the ysalamiri naturally repels the Force, completely defeat-
colonists were uprooted from Bestine by the Empire, ing the Force abilities of Force sensitive individuals.
they've been trying to work out their next move. I've
got a few families who need a lift out to the Expansion Onderon: Onderon is a planet covered in wild, le-
Region. Maybe they know something I don't, or more thal jungles. It has a single, huge, fortified settlement
likely someone I don't, but the Expansion Region just called Iziz built to hold back the wild monsters. It also
isn't exactly looking for new workers these days. If has an ancient reputation for savagery and evil. One
you take them, prepare a backup plan. They might of Onderon's moons, Dxun, holds the tomb of the an-
end up on your ship longer than you expect. cient Sith Lord Freedon Nadd. Dxun actually passes
close enough to Onderon to form an atmospheric
Last is Thyferra. How would you like to do some bridge between the worlds at certain times.
bacta smuggling? Sure, bacta is legal, but if you
can avoid the Bacta Cartel, it's a whole lot more Taanab: Taanab is an agricultural world and exporter
profitable. If you get your hands on it, you can of foodstuffs. The planet is most famous for the re-
offload it for a huge profit at most any out-of-the- cently reported "Battle of Taanab," where Lando
way planet or world under bacta embargo. Just Calrissian creatively defeated pirates who annually
remember, those Thyferrians are a touchy bunch. raided the world.
Be sure to be polite to your contact.
Thyferra: Thyferra is the homeworld of the Vratix
species, the inventors of bacta. With the rise of the
Empire, two corporations called Xucphra and Zaltin
negotiated a deal with the Imperial government to
control virtually all of the galaxy's bacta. The human-
owned companies dominate the world government,
and are collectively known as the Bacta Cartel.

Yag'Dhul: Yag'Dhul is the bizarre homeworld of the
equally unusual Givin species. The planet's three moons
and complex orbit results in extreme tidal forces that
expose portions of the plant to hard vacuum. This gave
rise to the Civin's unique physiology to resist such con-
ditions, and their natural abilities as shipbuilders and
mathematicians. The system is at the intersection of
the Corellian Trade Spine and the Rimma Trade Route.

THE GALAXY

EDCE OF THE EMPIRE

THE EXPANSION
REGION

T h e Expansion Region is one of the galaxy's primary
I regions for manufacturing and heavy industry. The
region underwent extreme corporate development
and extensive mining over the centuries. With a signif-
icant percentage of the mines played out, the region
has suffered economically for the past few centuries.
The Expansion Region has an irregular shape, with a
very thin band in the northern reaches of the region
and a wider bulge in the eastern and southeastern
areas. The population density of the region is far less-
than the Core Worlds, or even the Inner Rim.

While the Inner Rim was still developing, explorers corporations struggle with what
and corporate opportunists surged into the Expand- remains and they are unlikely to regain the"
ed Rim. A boom was well under way before it was industrial power they once enjoyed.
officially opened for colonization. They quickly estab-
lished major mining colonies and industrial complex-
es on the worlds they seized. The operations were so
disruptive they distorted the shape of the Inner Rim
region, producing its northeastern bulge.

ECONOMIC FLUX During the Clone Wars, large areas of space in the
southern and Slice sectors became Separatist holdings.
Eventually renamed the Expansion Region, further Able to take advantage of the economic troubles, the
exploration and development became an experiment Separatists made significant inroads in regional politics..
in corporate governance and control. Mega corpora-
tions and guilds controlled entire star systems and After the establishment of the Empire, an influx of im-
clusters, efficiently stripping them of any usable ma- migrants and refugees from the Inner Rim has created
terial for direct shipping back to the inner regions, or new opportunities for the citizenry. Unfortunately, they
to local industrial and manufacturing complexes. also add to the economic woes and unemployment is-
sues already rampant. After the war, the Empire moved
Wars were also a concern in the early years. The to stabilize the economic situation by creating major
conflicts changed the exploration and settlement ef- staging areas for Imperial cargo and military fleets. This
forts, pushing them further westward in the region. included efforts to relocate portions of the population,
Eventually, these more successful and diverse sectors as well as to take advantage of Inner Rim refugees. The
sought to culturally distance themselves and-called economic revival in those areas helped draw support for
their area the Trailing Sectors. the Empire among the population. However, the Rebel
Alliance has found the disused mining operations and
The northern sectors lagged in development. In re- abandoned worlds are ready-made for secret opera-
sponse, the Republic granted their development and tions. The Rebels are making inroads with those suffer-
governing rights to the Expansionist Oligarchy. The ing the worst of the economic situation.
corporate conglomerates that made up the Oligarchy
severely abused their power, reducing the citizenry to NOTABLE LOCATIONS
near-poverty conditions. Once the scandal broke, the
Senate removed the Oligarchy from power. Similar situ- The following are areas of interest within the Expan-
ations played out across the Expansion Region over sion Region, at or before the rise of the Empire.
the centuries. Corporate control gave way to Republic
representation in most systems, though the companies Bacrana: Bacrana is home to one of the Imperial
still exert extensive influence. The experiment led to the Navy's largest regional staging areas, as well as one of
development of the Corporate Sector (see page 352). the megacorporations that controls many of the local
systems. The Rebels are highly active in the sector,
In recent centuries, the mines of the original colonies with a secret base and training facility. They have tak-
in the Slice region played out, plunging the area into en increasingly bolder action since the Battle of Yavin.
an unstoppable economic decline. The systems and

THE GALAXY

EDGE OF THE EMPIRE

Cathar: Cathar is the homeworld of the species of the GRIIMIMER'S EXPANDING OPPORTUNITIES
same name. Cathar is best known for suffering a dev-
astating attack during the ancient Mandalorian Wars, | The first thing you have to understand is that
before the world became a member of the Republic. most of the eastern sectors are in terrible eco-
The feline-like Cathar live in large city-trees. nomic shape. The megacorporations are suffering
greatly, after sucking system after system dry of
Dorin: Dorin is the home planet of the Kel Dor spe- any usable material. On top of that, I've heard it's
cies. Black holes greatly restrict hyperspace travel in developing a significant Rebel problem, causing all
the area. Dorin's atmosphere is toxic to most off world kinds of havoc.
species, and the Kel Dor themselves wear breath
masks and protective eyewear off-world. Now, the Empire has taken an active role in prop-
ping up some systems and sectors. That means
Iktotchon: Iktotchon is the homeworld of the Iktot- that the better functioning planets are often Im-
chi species. Known for their precognitive abilities, perial strongholds. It's working, but it's a stopgap
they foresaw the conditions of the new Empire. Many measure. The main problem is, it's impossible to
returned to Iktotchon to escape the dark times, and rejuvenate a mine that has completely played out.
new orbital colonies were built to accommodate So, unless someone comes up with a new way to
those returning to the system. The Empire has block- generate credits, I expect the region to continue its
aded the system, but both sides seem content to downward spiral. Even so, there are good credits
avoid further confrontation. to be made if you know where to look.

Kinyen: Kinyen is the homeworld of the Gran, where The downturn's opened the door to criminal organi-
they maintained a meticulously balanced, peaceful zations like never before in this region. I've heard of
civilization for millennia. Access to Kinyen was highly violent turf wars around Bacrana, and that's with the
restricted for non-Gran. As such, they initially resist- Imperial fleet in-system. Speaking of, you want to try
ed Imperial demands to full access to their world. In to avoid the Imperial staging areas, unless you're an
response, the Imperials ordered an orbital bombard- authorized shipping agent. With the uptick in Rebel
ment. The Gran relented, but some have joined the attacks, they're feeling a bit jumpy these days, and
Rebel Alliance in response. I doubt you can handle too much Imperial scrutiny.

Tierfon: Tierfon is home to an active but secret un- So, that might be the best place to start. Get on with
derground Rebel starfighter outpost. one of the local criminal syndicates. They're always
searching for good smugglers, hired guns, and boun-
ty hunters. Also, remember a lot of these systems
are essentially company towns. Citizens jump at the
chance to buy legitimate goods not available in com-
pany stores. If you're really clever, you can undercut
the company prices with similar or cheaper goods
from elsewhere. Of course, most companies take a
dim view to competition.

THE MID RIM

The Mid Rim opened for colonization after the Ex- areas and systems in the southern and southeast-
pansion Region's booming growth died down. It is ern portions remained loyal to the Republic, even in
known as a relatively peaceful and somewhat boring the face of Separatist threats and attacks. Imperial
region of the galaxy. The eastern areas of the region military efforts to crack down on piracy win a lot
(within the Slice) developed first, with the northern of Mid Rim support. After years of fighting, much
and southern regions growing significantly after the of the Mid Rim enjoys the relative return of peace
opening of the Hydian Way. The region's eastern side under Imperial control.
is significantly wider than the northern and southern
portions. The northern area is barely connected to NOTABLE LOCATIONS
the rest of the region. The eastern edge borders Hutt
Space, which intruded into the Mid Rim significantly The following are areas of interest within the Mid Rim,
at times. Population density is significantly lighter at or before the rise of the Empire.
than any of the interior regions.
Ando: Ando is the water world home of the Aqualish
Unlike its Coreward neighbor, the Mid Rim enjoyed species, living on small islands and floating cities. Ando
a relatively organized and lengthy colonization pe- sided with the Separatists in the Clone Wars and is now
riod. While the corporations plundered the Expan- ruled by the Empire as a police state.
sion Region, a different type of colonist arrived in the
Mid Rim. Some were idealistic organizations, such Bimmisaari: Bimmisaari is the homeworld of the
as religious groups or ambitious, radical political Bimms, which are two different but peaceful and co-
groups. The Mid Rim enjoyed effective governance operative species that share the same name. One
and general security, thanks in no small part to the species evolved on Bimmisaari while the other is a
simultaneous opening of the Outer Rim to coloniza- near-Human strain. Bimms are merchants, scholars,
tion. Those avoiding or fleeing Republic interference and artists.
opted for the more distant Outer Rim, bypassing
Mid Rim worlds completely. Bothawui: Bothawui is the homeworld of the Bothan
species and center of Bothan Space. Some say the
MIDDLE OF THE PACK influence of the Bothan Spynet is one of the reasons
for the Mid Rim's long-term peacefulness and stabil-
Much of the Mid Rim remains unexplored, or only ity. While Bothawui stays neutral during the Galactic
nominally surveyed. Inhabited systems tend to be Civil War, its spynet secretly serves the Rebels.
clustered around the major hyperlanes. While the re-
gion has a reputation for relative peace, the vast open Boz Pity: Long used as a graveyard world by regional
areas allow pirates to operate more easily than in the systems, Boz Pity gained notoriety due to the Outer
central regions. Pirates have been a major problem in Rim Sieges during the Clone Wars. The Confederacy
the region for centuries. of Independent Systems kept a significant starfleet in
the system. Regional worlds continue to bring their
During the Clone Wars, much of the eastern Mid dead to Boz Pity.
Rim territory within the Slice was dominated by Sepa-
ratists. The conflict allowed a temporary incursion Centares: Centares is an industrial trade world at the
of Hutt influence and control. Some areas remained edge of Inner Rim space, used as a kickoff point for
contested between the two factions for the duration those headed into the wilder areas of the Outer Rim.
of the war. Other Separatist space bounded several
of the major hyperlanes. They held the northeastern Cerea: Cerea is a relative paradise, peaceful and re-
end of the Perlemian Trade Route, starting in the out- mote. Cereans live in harmony with nature, while visi-
er area of the Mid Rim. They held the central stretch tors reside in technologically enabled compounds.
of the Corellian Run and the entirety of the Rimma
Trade Route as it passed through the Inner Rim. Areas Falleen: Falleen is the homeworld of the reclusive
outside of Separatist space were not immune to the species of the same name. An Imperial world, a major
war, as both sides pushed for greater control, by both city on Falleen suffered an Imperial orbital bombard-
political and military means. ment to stave off and destroy a lethal biological agent
that escaped from an Imperial lab. The Falleen resent
Despite the region's substantial Separatist influ- the Empire for these events.
ence and support during the war, it has been re-
markably loyal to the Empire. The northern stretch- Iridonia: Iridonia is the homeworld of the Zabrak spe-
es had no significant Separatist space, and many cies. Due to the extremely harsh environmental condi-
tions, such as hugely powerful storms and lethal seas,
many Zabrak have relocated to other worlds. It was
once the site of a Sith training academy.

THE GALAXY

OF THE EMPIRE


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