Saturday, August 24, 2013

The Family


The previous post detailed a wealthy estate that could be used in many different ways during an Edge of the Empire campaign; this one presents a family that just might live in such a residence.

Darmin Folet
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 3 Willpower 1

Soak: 2
Wound Threshold: 12
Strain Threshold: 11
M/R Defense: 0 / 0

Skills: Charm 2, Computers 1, Cool 1, Core Worlds 1, Deception 2, Education 1, Leadership 1, Negotiation 2, Outer Rim 1, Perception 1, Ranged--Light 1, Streetwise 1, Vigilance 1

Talents: Convincing Demeanor, Smooth Talker, Wheel and Deal

Abilities: Free ranks in each of two different skills

Equipment: Clothing, comlink, datapad

Darvin--or Dar, as he prefers to be called by close associates--is the patriarch of the Folet clan. He is an astute businessman and a devoted family man, always one to talk about the benefits of pulling onself up by the bootstraps as well as looking out for one's own. What most beings don't know is that he has accepted payoffs from the Slarr the Hutt, and now works as something of a vassal to that crimelord.

It all started when some of the freighters hauling goods for Folet's company were attacked by pirates. It turned out that these shipments didn't have the proper insurance, and he suffered total losses for them. These failures left Folet short on cash and holding considrable debt. In order to make his payments, he accepted a large sum of credits from Slarr. Now, in exchange for that money, he lets the Hutt's goons use his company's shipping runs as a cover for smuggling spice, weapons and the like. What the Human doesn't know is that it was Slarr who sent the pirates after the vessels in the first place, hoping thereby to acquire a legitimate business front with little effort.

Darvin Folet is a handsome Human male with striking blue eyes and blonde hair that is slowly giving way to white. He dresses in expensive but not ostentatious clothing.


Corun Folet
Brawn 2 Cunning 2 Presence 3
Agility 2 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Charm 2, Computers 1, Coordination 1, Core Worlds 1, Education 1, Leadership 2, Lore 1, Medicine 1, Negotiation 2, Outer Rim 1, Perception 1, Ranged--Light 1, Resilience 1, Streetwise 1, Survival 1, Vigilance 1, Xenology 1

Talents: Dodge, Inspiring Rhetoric, Kill with Kindness

Abilities: Free ranks in each of two different skills

Equipment: Clothing, comlink, datapad

Many beings in Corun's situation would be content to sit back and enjoy a life of relative luxury. After all, though her husband's wealth may not compare to some in the Core Worlds, she has no need to work in order to support herself. Even so, Corun has taken it upon herself to make the lives of the galaxy's downtrodden better. To that end, this Human devotes a remendous amount of time to charity work, efforts to provide food and shelter to those in the galaxy who need it.

The reason for this charitable zeal is the cause of much speculation. Some say that it is because Corun is just trying to keep busy, or that she is trying to use some of her husband's wealth to do good in the galaxy. Others suggest that theirs is a loveless marriage, however, and that this is a means for her to feel some sense of purpose and value in her life.

Corun is a beautiful Human woman with a dark complexion, raven-colored hair and brown eyes.


Ny Folet
Brawn 2 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 2

Soak: 3
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Athletics 1, Brawl 1, Computers 1, Cool 1, Coordination 1, Education 1, Gunnery 1, Mechanics 1, Melee 1, Outer Rim 1, Perception 1, Piloting--Planetary 2, Ranged--Light 1, Streetwise 1, Vigilance 1

Talents: Full Throttle, Let's Ride, Skilled Jockey

Abilities: Free ranks in each of two different skills

Equipment: Heavy clothing, blaster pistol, comlink, swoop bike

Ny Folet enjoys fast living, fast women and fast swoops--and not necessarily in that order. He is very much the spoiled rich son of his father, with few cares in life except for being entertained and proving that his swoop is the fastest. To that end he is something of a bully, always trying to goad others into racing against him. Ny is not a good loser, either, always coming up with some excuse why he loses, or gloating if he wins. He is generally accompanied by a small posse of similarly wealthy brats, which so far has helped keep him out of any real trouble. What his parents fear--and is indeed the case--is that Ny has become addicted to thrills, and will continue to push himself in taking crazier and crazier risks until something bad happens because of it.

Ny is a handsome young man who takes after his father, with a mop of sandy blonde hair and a wry smile. Unless forced to attend a formal engagement, he wears the heavy riding gear of a swoop jockey.


Deyasa Folet
Brawn 2 Cunning 3 Presence 3
Agility 3 Intellect 2 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Astrogation, Athletics, Brawl, Charm, Coercion, Computers, Cool, Coordination, Core Worlds, Deception, Discipline, Education, Gunnery, Leadership, Lore, Mechanics, Medicine, Melee, Negotiation, Outer Rim, Perception, Piloting--Planetary, Piloting--Space, Ranged--Heavy, Ranged--Light, Resilience, Skulduggery, Stealth, Streetwise, Survival, Underworld, Vigilance, Xenology

Talents: Know Somebody (2), Nobody's Fool, Wheel and Deal (2)

Abilities: Free ranks in each of two different skills

Equipment: Clothing, comlink, datapad, light blaster pistol

In may ways, Deyasa is like a combination of her older brother and her parents. She possesses Darvin's business sense, Corun's compassion and Ny's sense of adventure. The important difference is that she has also become involved with the Alliance to restore the Republic. To that end, she is slowly building her connections in hopes of doing something to undermine the Empire. While she doesn't know just how she will accomplish this, she is certainly zealous in her determination to do so.

Deyasa seems like a younger version of her mother, with lustrous dark hair pulled back in a pony tail and eyes and skin the color of coffeine with cream in it.


Using the Folet Family in an Edge of the Empire Campaign
Detailed here are some of the ways in which these beings could become involved in adventures on the galactic fringe.
  • If Corun ever became aware of Darvin's connection to Slarr the Hutt--and thus his involvement with shipping guns and drugs, and thereby adding to the galaxy's misery--she would be very disappointed and angry. Just what she would do, of course, is open to speculation.
  • Alternately, a business rival of his could hire the PCs to find proof of the smuggling in order to disrupt Folet's business.
  • The PCs could be hired by Darvin to run what they think is a legal cargo, only to discover the truth when Imperial entanglements arise.
  • Corun could recruit the PCs to help deliver a valuable cargo--foodstuffs, medicine, or even livestock--to a planet where it is needed. Of course, other less charitable beings could also take an interest in these goods.
  • A PC who is a skilled swoop pilot could be challenged to a race by Ny.
  • When she learns that her father is helping to smuggle weapons for the Hutts, Deyasa decides to steal a shipment so that she can give it to the Rebels.
  • For that or some other business, Deyasa could use Li's Cantina to recruit some capable beings who don't ask too many questions about their jobs.
  • Alternately, if the PCs are connected to the Rebel Alliance, Deyasa could run away from home to join them.

Friday, August 23, 2013

Wealthy Estate


Although the chances are good in an Edge of the Empire campaign that the PCs operate on the fringe of the galaxy and live from payday to payday, it's also likely that, sooner or later, they'll have need to visit the home of someone who leads a much more comfortable existence. When that happens, this location is just the place.



The Grand Tour
Refer to the appropriate map for the following area descriptions.

1. Front Gate
Although decorative in apperance, this gate is made of thick and sturdy durasteel. Bypassing it requires gaining access to the security booth on the other side, or an Easy Mechanics check followed by an Average Computers effort to hotwire it. A small camera is built into the outside wall, along with a microphone for communicating with the guard who is on duty at all times. Should the PCs want to blast their way through the gate, treat it like a vehicle that has a Hull Trauma Threshold of 3. In this way, attacks against it must cause at least ten points of damage to remove one point of HTT.

2. Security Booth
One guard is kept on duty here at all times; in addition to the pistol worn on his hip, he also has a riot gun in the booth. There is also a monitor that displays the image from the camera outside of the front gate. A second guard makes a patrol of the grounds every twenty minutes or so, stopping back here between rounds.

3. Repulsorgarage
Two vehicles, a luxury landspeeder and a repulsor-truck, are generally kept here--except, of course, when they are taken out on business. This building is not generally locked, but can be if trouble should arise.

4. Entry
This area is open to the level above and is lit by skylights overhead. A staircase leads to the upper level, allowing the inhabitants to make grand entrances when welcoming guests. Like the repulsorgarage, the front door is only locked in times of trouble.

5. Den
The centerpiece of this room is the holoprojector and comm suite built into one corner. The table also has a built-in dejarik board for those who fancy such games.

6. Wine Closet
This room, with controlled temperature and humidity, contains bottles of wine, ale, Corellian whiskey and other such potent potables.

7. Humidor
The walls of this room are lined with shelves; they are loaded with boxes of cigars from around the galaxy. It is also sealed for temperature and humidity.

8. Pantry
This room contains an impressive variety of foodstuffs, all suited to the inhabitants' expensive tastes.

9. Kitchen
All of the usual features can be found here, including a top-of-the-line autochef.

10. Dining Room
This table in this room is a solid piece of greel-wood; there is room for eight to sit at it.

11. Laundry Room
Facilities are provided here for washing the inhabitants' clothing along with linens and other such things.

12. Utility Room
The water heater and emergency generator are located here. There is also a recharging station for the droids who operate in the household.

13. Guards’ Bedrooms
In theory these goons are referred to as footmen, but everyone knows their true purpose.

14. Guest Rooms
There very comfortably appointed rooms are reserved for those quests who come to visit; each includes a bed, wardrobe, table and chairs.

15. Guest Refresher
There are no surprises here.

16. Storage Closet
This is filled with extra linens, supplies for the refresher and the like.

17. Deck
This area has an excellent view of the grounds. It could also provide a more secretive means of entering the house, if the PCs are inclined to do so.

18. Master Refresher
The large, fancy bathtub is the crowning feature of this bathroom, the one that is obviously reserved for the masters of the house themselves.

19. Master Bedroom
This room is furnished in the same manner as the guest rooms, except that everything is larger and more oppulent.

20. Office
A desk dominates the middle of this room; it has a computer station atop it, and is surrounded by overstuffed chairs. There is also a minibar against one wall, and a safe sits in the corner. Cracking the safe requires a Hard Skulduggery check. The difficulty of accessing the computer is left up to the GM, however, based on the information it contains and thus the extent to which it would be protected.

21. Garden
The house's yard is filled with beautiful flowers, shrubs and trees from around the galaxy, including a rich carpet of Dantooine grass, and other plants brought in from Felucia, Ithor and elsewhere.


Using the Wealthy Estate in an Edge of the Empire Campaign
Detailed here are some of the ways in which this fine home could become involved in adventures on the galactic fringe.
  • PC's who participated in the adventure Hunter and Hunted could discover that Talem and Loren Goll live in just such a home as this.
  • Alternately, they could be summoned to a place such as this by a potential employer in a display of wealth and influence.
  • The PCs might be hired to infiltrate the estate in order to recover a valuable item or information.
  • As a twist, they might be called on to help liberate a spouse or lover who is being kept like a prisoner in a gilded cage.
  • On the other hand, the PCs could be recruited to protect an estate when the wealthy owner has run afoul of a dangerous enemy.

Monday, August 19, 2013

The Flophouse


Not all beings can afford a starship of their own, and many of those who travel about the galaxy lack a permanent place of residence. Because of these two factors, there's a strong market in spaceports for cheap, short-term housing. That's where the flophouse becomes important. This cheap, prefabricated structure provides a secure location for beings to store some of their belongings and rest through the night--provided, of course, that nobody else disturbs them.



Although the features of these locations can vary, what follows is a typical such establishment. It is run by Slarr the Hutt as a legitimate business front, with the added benefit of making a tidy profit. The building has a main entrance, one that is always left unlocked, along with an emergency exit out the back. Immediately inside the entrance is the office, which consists of space enough for two employees and their desks. They are protected by thick transparisteel windows with slots for passing money and key cards back and forth. Two employees are present at all times. Should a being be interested in such things, they generally have about 200 credits in cash in the office at any given time. Of course, these beings are also armed with blaster pistols that they can fire through the aforementioned slots in the case of trouble. Generally they set weapons to stun and then summon the authorities if it becomes necessary.

The rooms themselves are simple but functional. Each boasts a relatively comfortable bed, along with a cabinet for storing clothing or personal items and a desk. There is also a small refresher unit in each room. Beings who seek facilities for preparing meals had best check out a higher-quality establishment; most of the regulars pop over to a local cantina for food and drink. The rooms cost twenty credits per night.

Should it become necessary, one must make an Easy Skulduggery check in order to bypass either the front entrance, emergency exit or the door to a particular room. This difficulty increases to Hard for the door to the office. What is more, although the flophouse employees generally operate under a strict "Don't ask, don't tell" policy, they are not immune to the influence of cold hard credits. In this way, should a being need information about an occupant of the flophouse, a suitable bribe could do the trick. Of course, they are also armed with blaster pistols in the event of trouble, and the cover of the fortified windows adds a setback die to any attacks made against them.


Flophouse Employees (Zeebo and Quiril, for example)
Brawn 2 Cunning 2 Presence 2
Agility 2 Intellect 2 Willpower 2

Soak: 3
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Brawl 1, Computers 1, Mechanics 1, Negotiation 1, Perception 1, Ranged--Light 1, Streetwise 1

Talents: None

Abilities: One rank in each of two skills

Equipment: Heavy clothing, blaster pistol, datapad, comlink

These nondescript, bored employees do little more than hand out key cards for room and collect money in return for them. Given the "Don't ask, don't tell" nature of the establishment, they generally don't need to do much else outside of the occasional repair and cleaning out rooms when guests are done with them.


Using the Flophouse in an Edge of the Empire Campaign
Detailed here are some of the ways in which this establishment could become involved in adventures on the galactic fringe.
  • If the PCs are tracking an enemy, the trail could lead here.
  • The PCs might just be staying at the flophouse, keeping to themselves, when violence erupts between two other groups of occupants.
  • When an influential being becomes involved in bad business, the chance to do some spying and blackmail arises. The PCs could be hired to provide evidence of such misdeeds, or to eliminate existing evidence.
  • Of course, if the PCs themselves are involved in illicit activities, they could be the targets of such spying.

Monday, August 5, 2013

The Fireclaw Horde


This band of pirates operates out of the Cularin System. It is inspired by tales of a previous incarnation that used the same name, one that was also active in that system and that was eventually brought to an end by a band of local heroes--including, some would say, the Jedi--around the time of the Clone Wars.


Captain Odhnah
Brawn 3 Cunning 2 Presence 2
Agility 3 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 17
Strain Threshold: 10
M/R Defense: 0 / 0

Skills: Astrogation 1, Computers 1, Cool 1, Gunnery 2, Mechanics 1, Outer Rim 1, Perception 1, Piloting--Planetary 1, Piloting--Space 2, Ranged--Light 1, Skulduggery 1, Vigilance 1

Talents: Dead to Rights, Full Throttle, Improved Dead to Rights, Improved Full Throttle, Skilled Jockey

Abilities: One free rank in Coercion; Claws (Brawl; Damage: 4; Crit: 3)

Equipment: Heavy clothing, blaster pistol, comlink, datapad

The leader of this pirate band is a daring and feisty Togorian female named Odhnah. Bringing together the group was her idea, and she commands the loyalty of her associates. She has well developed tastes for creature comforts, and enjoys indulging in the finer things when she has the credits to do so. When that is not the case, she and her pirates go out on the hunt, eager to find a new prize. Should someone manage to cross her, the Togorian's wrath could be relentless.

Otakh
Brawn 4 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 5
Wound Threshold: 120
Strain Threshold: 10
M/R Defense: 1 / 1

Skills: Athletics 2, Brawl 3, Coercion 1, Cool 1, Coordination 2, Perception 1, Ranged--Light 3, Resilience 1, Stealth 2, Vigilance 1

Talents: Feral Strength, Frenzied Attack, Heroic Fortitude, Toughened

Abilities: One free rank in Coercion; Claws (Brawl; Damage: 4; Crit: 3)

Equipment: Armored clothing, heavy blaster pistol, comlink

Where Odhnah is the brains behind this operation, Otakh is the brawn. He leads the boarding party, and for him combat is a chance to demonstrate his prowess and prove himself as a warrior. He is in love with his captain, and the two have been involved romantically, but he doesn't know how committed she is to him. For that reason, he is always trying to show off for her.


Togorian Crew Members
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 17
Strain Threshold: 10
M/R Defense: 0 / 0

Skills: Astrogation 1, Computers 1, Cool 1, Gunnery 2, Mechanics 1, Outer Rim 1, Perception 1, Piloting--Planetary 1, Piloting--Space 2, Ranged--Light 1, Skulduggery 1, Vigilance 1

Talents: None

Abilities: One free rank in Coercion; Claws (Brawl; Damage: 4; Crit: 3)

Equipment: Heavy clothing, blaster pistol, comlink

The rest of the Interloper's crew consists of females, ones handpicked by Odhnah for their abilities with ships and weapons. In this way the crew is somewhat segregated, since they operate and maintain the ship while the males keep themselves ready for boarding actions. Right now there are three females who serve as co-pilot and gunners, but they may recruit others if they prove successful.


Togorian Boarding Party
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2

Soak: 4
Wound Threshold: 17
Strain Threshold: 10
M/R Defense: 1 / 1

Skills: Athletics 1, Brawl 2, Coercion 1, Cool 1, Coordination 1, Perception 1, Ranged--Light 2, Resilience 1, Stealth 1, Vigilance 1

Talents: None

Abilities: One free rank in Coercion; Claws (Brawl; Damage: 4; Crit: 3)

Equipment: Armored clothing, blaster pistol, comlink

The males who follow Otakh into battle are aggressive, ruthless and boastful--but they also have the skills to back up those qualities. Even so, their bravery only lasts as long as they believe they can profit from a situation; should a battle turn against them, they have no intentions of sacrificing themselves.


The Interloper
The Togorians' ship is a standard YT-2400 transport. The area of hull in front of each laser cannon, above and below, is painted with the image of the blazing claw, the symbol of this pirate band. The storage locker on board it (Area 18) has been refitted to serve as a brig. Refer to Wookieepedia to find deck plans for it.




Using the Fireclaw Horde in an Edge of the Empire Campaign
Detailed here are some of the ways in which these Togorian pirates could become involved in adventures on the galactic fringe.
  • Most directly, they could attack the PCs' ship, demanding that they surrender and prepare to be boarded.
  • Alternately, the PCs could stumble across the Fireclaw Horde in the aftermath of an attack, perhaps while they are transferring hostages and booty aboard the Interloper.
  • After a string of attacks, a bounty is offered to whoever can find and eliminate these pirates. This might include tracking them to a base of operations and rescuing prisoners whom they're holding for ransom.
  • Of course, the situation could always be more complicated than it seems. Perhaps the enemy of a Core Worlds noble sold out his/her ship's itinerary, allowing the vessel to be taken as a prize; that enemy would try to cover up any evidence of such a betrayal.
  • Finally, an unrecognized enemy of the PCs could betray them in the very same manner, perhaps planting a tracking device aboard their ship so that the pirates can find and ambush them.
  • If the PCs proved to be too difficult for the pirates to defeat, the Togorians could always invite them to join their band.


Sunday, August 4, 2013

Captain Zate's Interstellar Traveling Chop-Shop


Although it's a dark time for the galaxy, it's also a time of great opportunity for those beings who are willing and able to seize it. Such is the case with Captain Zate, a Squib scavenger who has managed to acquire a ship along with a salvage team that can help him harvest what the galaxy has to offer. Given that there's a war happening right now, and that space travel can be dangerous in its own right, there are plenty of opportunities to be had.

The regular business of Captain Zate and his crew has multiple facets. For one thing, they make the rounds of popular starports such as Mos Eisley and Kala'uun, selling their salvaged goods to whoever wants them. In this way they are a frequent and familiar sight. At the same time, they establish contacts with other spacers for when unique offers arise. Sometimes a scoundrel with parts to sell notifies the Squib and his crew, and they make a deep-space "house call" to deal with the vessel and/or parts in question. This lets both parties conduct their business away from prying eyes.

Captain Zate'ferazel'skuranit
Brawn 1 Cunning 2 Presence 2
Agility 3 Intellect 2 Willpower 2

Soak: 1
Wound Threshold: 10
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Astrogation 1, Charm 1, Computers 2, Gunnery 1, Leadership 1, Mechanics 3, Medicine 1, Melee 1, Negotiation 3, Outer Rim 2, Perception 1, Piloting--Planetary 1, Piloting--Space 2, Ranged--Light 2, Skulduggery 1, Stealth 1, Streetwise 1, Survival 1

Talents: Smooth Talker, Wheel and Deal

Abilities: One free rank in Negotiations; Tech Savvy: Squibs always treat Mechanics as being a career skill, regardless of their starting career.

Equipment: Clothing, blaster pistol, tool kit, comlink, datapad

Captain Zate loves nothing in this galaxy more than bargaining. Arguing over the value of goods is for him like debating philosopy for a scholar, or arguing the law for a politician. Although he always tries to turn a profit, the negotiation is in fact more important that the outcome. In his spare time he enjoys tinkering with his ship, the Redoubtable, along with the impressive quantity of junk that is contained in its holds.


Mujnah
Brawn 1 Cunning 2 Presence 2
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 11
Strain Threshold: 13
M/R Defense: 0 / 0

Skills: Astrogation 2, Computers 1, Core Worlds 1, Gunnery 2, Mechanics 1, Outer Rim 2, Perception 1, Piloting--Planetary 2, Piloting--Space 3, Ranged--Light 1, Vigilance 1

Talents: Full Throttle, Skilled Jockey

Abilities: One free rank in Perception; Amphibious

Equipment: Heavy clothing, blaster pistol, comlink

Mujnah is a highly skilled pilot, and she enjoys the challenges that are presented by her work for Captain Zate. Even so, she longs to do something more important. Having heard stories about the oppression of her homeworld by the Empire, and how such brave individuals as Captain Ackbar are fighting for freedom, she dreams of having a chance one day to make that kind of difference. She questions her own skills, however, and wonders if she would be able to do what must be done if such circumstances befell her.


Vas'sneg
Brawn 2 Cunning 2 Presence 1
Agility 2 Intellect 3 Willpower 2

Soak: 2
Wound Threshold: 12
Strain Threshold: 12
M/R Defense: 0 / 0

Skills: Computers 2, Education 1, Mechanics 3, Medicine 1, Melee 1, Outer Rim 1, Perception 1, Piloting--Planetary 1, Piloting--Space 1, Ranged--Light 1, Skulduggery 1

Talents: Gearhead x2, Redundant Systems, Solid Repairs x2

Abilities: One free rank in Mechanics; One free rank in Gearhead or Solid Repairs; Practiced Mechanic: Can spend a maneuver just prior to making a Mechanics check to upgrade it

Equipment: Comlink, restraining bolt, backpack, datapad, toolkit

Vashneg is, for lack of a better term, a geek. His love in life is finding derelict ships, scrapped droids and other bits of machinery that have been discarded by other beings, and then coaxing more life out of them. Indeed, this makes him feel how he imagines a supernatural being would feel (if he believed in such nonsense). This is why working as part of Captain Zate's Interstellar Traveling Chop-Shop is a dream come true, since he is left to his work in the cargo hold while the other crew members go about their business. After selling items, however, he is always curious to know how well they have functioned, and relishes the chance to hear stories from purchasers who've used said devices in difficult or dangerous situations.


R2-D6
The last member of the ship's crew, and the one who serves as backup to all of the other characters, is an astromech droid. Since the other crew members do not insist that it wear a restraining bolt, this little droid has a well-developed independent streak. Nevertheless, it is ultimately quite loyal to its organic crew mates, and does what it can to protect them and to foster their pursuits. (Refer to page 410 of the core rulebook to find stats for R2-D6.)


The Redoubtable
Captain Zate and his associates work out of a standard Wayfarer-class medium freighter; refer to pages 263-4 of the core rulebook to find stats for it, and Wookieepedia for deck plans.

Wayfarer Transport Deck Plans

Although they do not have starfighters or speeder bikes aboard their ship, they do have an impressive pile of junk in the main cargo compartment.


Using Captain Zate in an Edge of the Empire Campaign
Detailed here are some of the ways in which this Squib and his band of scavengers could be involved in adventures on the galactic fringe.
  • The Squib and his crew are old associates of many purveyors of goods around the Outer Rim, including Vek Ral'lya and Dibs Nkik; as such, if the PCs should wish to purchase a rare or unusual item, they might be referred to this bunch of scavengers in order to find it.
  • Should the PCs ever acquire a ship illicitly and have need to dispose of it, they would do well to arrange a rendezvous with the Interstellar Traveling Chop-Shop. (This could be the case for PCs who participated in the scenario Hunter and Hunted if they managed to abscond with the luxury yacht belonging to Talem Goll.)
  • Of course, the PCs could buy an item from Zate and his crew, only to have it malfunction at a critical moment, leaving them to seek recompense as they will.
  • If Captain Zate discovered a derelict vessel or other source of lucre that was especially hard to scavenge--such as a ship that was riddled with mynocks or an abandoned outpost surrounded by other wild beasts--he might hire the PCs to help complete the salvage operation.
  • There's always the chance that the crew of the Redoubtable finds something they weren't meant to see, such as a droid brain containing sensitive information or the remains of a spacewreck that was an accident. In such a case, the scavengers would find themselves in big trouble, and would turn to familar faces for help.
  • If Mujnah learned that one of the PCs had a reputation for fighting the good fight, she would take an immediate interest in that character.
  • A droid PC could begin its operative life having been restored to function by Vas'sneg.