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Only Two Ways Home PDF
Only Two Ways Home PDF
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Only Two Ways Home
OVERVIEW
This Heist is intended to provide a free‐form, See Heist Flowchart (below) and IEF Agarix
open structure of adventure, allowing the Deck Plan (next page) for a graphical
players to overcome obstacles in whatever summary of the events and locations
creative ways they can think of. In general, relevant to this Heist.
however, the Heist will adhere to the
following structure:
s Negotiate a contract working for the
Imperial Navy to disable the
hyperdrive systems aboard IEF Agarix
s Track down and board the IEF Agarix,
hiding somewhere in the Crackull
star system
s Explore the IEF Agarix and its
fanatical crew
s Disable the protected hyperdrive
engines on the IEF Agarix
s Signal the Imperial Navy to begin
their assault and escape unharmed
Heist Flowchart
s Profit
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IEF Agarix Deck Plan
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SCENE 1. ABOARD ISD PRAETORIAN FEATURES OF THE AREA the hard steel deck plates. Two lesser
The heist starts onboard the Imperial Star ranked officers follow a few paces
Destroyer Preatorian, flagship of Admiral s Your starship is docked deep within the behind her at all times with gloved
Manion. The scenario assumes that the Crew belly of a massive Imperial Star hands feverishly tapping on handheld
have already been presented with, and have Destroyer, The Praetorian. You await computer pads. The Admiral then locks
accepted, the basic terms of the deal. In this on a cold steel flight deck, bathed in her cold, grey eyes with you and speaks
scene, the details of the heist are negotiated. white fluorescent lights, waiting to in a crisp, clear tone.
meet an admiral and discuss terms for a
HANDOUTS profitable, if not dubious, venture s Admiral Manion opens the
01 ‐ Crackull Star System, 02 ‐ Frigate Layout together. negotiations, “One of our own has gone
(Basic), 03 ‐ Frigate Layout (Advanced) rogue and stolen an Imperial warship.
s All around you, soldiers of the Empire His name is Kitano and the Imperial
OBLIGATION
are busy working to prepare and Navy would like you to help bring that
It is suggested that Galaxy Masters wait to
maintain the dozens upon dozens of ship back to us. It will not be easy. We
make an Obligation roll until the Crew arrive
starfighters and other support ships fear he has gone mad, as several
in the Crackull star system and to have any
held within this hanger bay. officers whom have served under him
detrimental results of that roll last for the
have stepped forward to report that
remainder of the Heist and not on the
s Huge blast doors open with a hiss to Captain Kitano has dubbed himself chief
duration of individual gaming sessions.
reveal a full squadron of 25 Imperial of some religious cult called The Knights
soldiers holding blaster rifles and of Humanity’s Glory.”
masked behind white laminate armor:
ADMIRAL MANION Nemesis stormtroopers. The soldiers move in
Traits: Calculating, desperate quick formation and surround your ship
FEAR CHECK
and Crew.
SOCIAL . The imposing nature and dark reputation of
Cool CCC Vigilance CC the Galactic Empire is nothing to be trifled
Coerce CCCC, Deceit CCC, s Once the stormtroopers have moved
with. Before proceeding with negotiations,
Leadership CCCC; Discipline into position, Admiral Manion makes
have each of the Crew make an upgraded
CCC; Charm CCC, her appearance at the head of the
Negotiation Average (dc) Cool or Discipline check
column. She strides forth briskly, with
against fear effects (EotEB p.189).
black boots soundly thumping against
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UPON CLOSER EXAMINATION TRIUMPH & DESPAIR
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SCENE 2. CRACKULL STAR SYSTEM
The Crew arrive in the Crackull star system,
hot on the trail of Captain Kitano. The system FEATURES OF THE AREA
provides a number of different means to hide s Planet a: A small, rocky world seared by
s There are three hyperspace points the intense heat of a binary star.
a starship, and is plagued by savage attacks (shown as 4‐pointed stars on Handout
by pirate raiders.
01) that provide a means in and out of
s Planet b: A medium‐sized, rocky world.
the system. When arriving in the
system, the Crew must decide which of
s Planet c: A world with a dense, green
the three points they enter through.
atmosphere that is miles thick.
From there, they must decide how best
to travel about the star system and get
s Planet d: A jovian gas giant displaying a
aboard the IEF Agarix.
sky of azure against rolling storms of
gold.
s Hyperspace Point #1: A massive,
bulbous, billowing cloud of ruby and
s Moons of d: A vast assortment of
violet swirls in a spiraling pattern into
asteroids and rings.
the gravimetric center of the binary
star system. Lightning flashes dance
OBLIGATION s Planet e: A frozen rock of a planet,
across the gaseous surface.
It is suggested that Galaxy Masters make an composed mostly of ice.
Obligation roll as the Crew arrive in the
s Hyperspace Point #2: Tiny spectacles of
Crackull star system and to have any s Comet f: A great ball of methane with
light glimmer off of a cloud of small,
detrimental results of that roll last for the solar winds boiling away its surface into
metallic objects surrounding this
remainder of the Heist and not on the a flaring tail.
hyperspace point.
duration of individual gaming sessions. The
Crew is now in the wilds of the outer rim, and
s Hyperspace Point #3: A squadron of
may run into any number of past troubles.
three starships of Silhouette 3 can be
The Galaxy Master is encouraged to populate
detected near this point.
the planets of Crackull with whatever is
necessary to suit a given Obligation.
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UPON CLOSER EXAMINATION s Hyperspace Point #1: The Crew may Plot the Course action to avoid solar
make a Hard (ddd) Perception or flares. On a success, downgrade the
s Each location in the star system holds difficulty to scan the area.
Computers check with two additional
some degree of danger, and many have
Setback (bb) due to the ionization
a chance of hiding the IEF Agarix. s Planet b: This planet is wildly
cloud to scan the region and attempt to
tectonically unstable. Deep crags and
locate the IEF Agarix. Additionally,
s The most bullheaded approaches to fissures in the planet’s surface make an
starship shields do not function while
finding the IEF Agarix are listed. unbeatable cover, however those with
within the cloud.
However, players should be rewarded enough patience can simply wait out
for finding creative means by which to their prey. One Crew member can make
s Hyperspace Point #2: A field of laser
draw out their prey and may, in fact, be a Hard (ddd) Discipline check. On a
mines have been emplaced here,
forced to rely on such means should success, the Crew member patiently
extended around the hyperspace point
their sensor scans fail. waits for earthquakes across the planet
at Medium Range. Starships inside of
to shake loose any hiding vessels.
the mine field are attacked: d;
s Upon entering the system, roll a d100
6+ damage; Crit 3
and consult the table below to s Planet c: This planet has an impossibly
randomly determine the actual location thick, poisonous atmosphere of
s Hyperspace Point #3: A flight of three
of IEF Agarix; or simply choose a superheated ammonia.
(3) BTL Y‐Wing Starfighters, piloted by
location that most interests you.
ruthless space pirates, patrol this point. The Crew may make an Average (dd)
Perception or Computers check with
d100 Hidden Location s Planet a: This rocky world has a high two additional Setback (bb) due to
01 – 20 Hyperspace Point #1 concentration of radioactive material the cloud density to scan the region
21 – 35 Planet a on its surface and is continually and attempt to locate the IEF Agarix.
36 – 50 Planet b threatened by erupting solar flares. The Starship in the atmosphere take 6 Hull
51 – 65 Planet c Crew may make a Hard (ddd) Trauma for each round spent in the
66 – 80 Planet d Perception or Computers check with toxic conditions.
81 – 90 Moons of d one additional Setback (b) due to the
91 – 100 Comet F high radiation to scan the region and
attempt to locate the IEF Agarix.
Additionally, the Co‐Pilot may make a
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s Planet d: This jovian planet makes an s Comet f: A giant iceball of methane
excellent hiding place for starships. hurtles towards the twin suns of TRIUMPH & DESPAIR
The Crew may make an Average (dd) Crackull in a fiery blaze. A vaporous,
Perception or Computers check to scan conical spray of boiled material s A clue is found, eliminating one
the region and attempt to locate the IEF provides concealment to any starship. potential site as Kitano’s hiding place.
Agarix. The Crew may make an Easy (d)
Perception or Computers check with s A clue is found, pointing to a potential
s Moons of d: A vast assortment of one additional Setback (b) due to the site as Kitano’s hiding place.
asteroids and rings orbits around its gas boiling gases to scan the region and
giant planet, casting shadows across attempt to locate the IEF Agarix. If the s Stray radio transmission are intercepted
the surface below. The Crew may make IEF Agarix is hiding here, it immediately from either the IEF Agarix or local
an Easy (d) Perception or Computers suffers a Vehicle Critical Hit (EotEB pirates.
check to scan the region and attempt to p.162). Any other starships entering the
locate the IEF Agarix. spray of boiling gases also immediately s The IEF Agarix or one of its TIE/LN
suffer a Vehicle Critical Hit (EotEB Fighter patrols (see Scene 4, p.32)
s Planet e: A squadron of four (4) TIE p.162). becomes alerted to your presence.
Interceptors from IEF Agarix patrols the
outer edges of the star system here. s Pirates have been alerted to your
The pilots are wary of both local pirates presence.
and bounty hunters hired by the Empire
to capture them, but also eager to s A nearby astronomical danger causes a
make new alliances that might benefit Vehicle Critical Hit (EotEB p.162) that
their religious cause. will take several hours to fix.
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(3) BTL‐A4 Y‐WINGS Starfighter Group IEF AGARIX EF76 NEBULON‐B
SPECIAL ABILITIES .
SOCIAL . ESCORT FRIGATE Starship Intense Focus: Captain Kitano suffers 1 Strain
Cool Vigilance C SOCIAL . to upgrade the ability of any skill check.
Coerce 2, Deceit CC, Leadership 3 Cool CCC Vigilance CCCC OTHER SKILLS .
Discipline 2; Charm 3, Negotiation 3 Coerce 4, Deceit CCC, Br (4), Ag (1), Int (3), Cun (5), Pr (4), Will (4)
STARSHIP . Leadership CCC Astrogation CCCCC,
Sensor Range: Close Discipline CC; Charm 4, Negotiation 4 Knowledge (Core Worlds) CCC,
Speed: 4 Pilot (space) STARSHIP . Perception CC
DEFENSE . Sensor Range: Long Captain: Kitano
Shields: 1 / 1 Adversary 1 Speed: 3 Pilot (space) Crew: Imperial Naval Troopers, Quesenol
Armor: 3 Silhouette 3 DEFENSE . Addict
Hull Integrity: 12 / 12 / 12 Shields: 2 / 2 / 2 Adversary 3
Strain Threshold: 10 / 10 / 10 Armor: 6 Silhouette 6
ATTACKS . Hull Integrity: 71
Close Range (laser cannons) CC Strain Threshold: 40
Fire Arc forward; 6+ damage; Crit 3, Linked 1 ATTACKS . (4) TIE INTERCEPTORS Starfighter Group
Close Range (turret ion cannons) CC Close Range (forward turret lasers) CC SOCIAL .
Fire Arc all; 8+ damage; Crit 4, Ion, Linked 1 Fire Arc forward; 5+ damage; Crit 3 Cool Vigilance
Short Range (proton torpedoes) CC Close Range (port turret lasers) CC Coerce 2, Deceit 2, Leadership 2
Fire Arc forward; 10+ damage; Crit 3, Breach Fire Arc port; 5+ damage; Crit 3 Discipline 2; Charm 2, Negotiation 2
6, Blast 6, Guided 3, Linked 1, Close Range (stbd. turret lasers) CC STARSHIP .
Limited Ammo 4 Fire Arc starboard; 5+ damage; Crit 3 Sensor Range: Close
OTHER SKILLS . Close Range (aft turret laser cannons) CC Speed: 6 Pilot (space) CCC
Br (2), Ag (3), Int (2), Cun (3), Pr (3), Will (2) Fire Arc aft; 5+ damage; Crit 3 DEFENSE .
Computers C, Stealth CC Medium Range (heavy tractor beam) CC Armor: 2
Pilot: Shipjacker Fire Arc forward; ‐‐ damage; Tractor 6 Silhouette 3
Long Range (port turbolasers) CC Hull Integrity: 6 / 6 / 6 / 6
Fire Arc forward/aft/port; 11+ damage; Crit 3, Strain Threshold: 10 / 10 / 10 / 10
Breach 3, Slow‐firing 1 ATTACKS .
Long Range (stbd. turbolasers) CC Close Range (laser cannons): CCC
Fire Arc forward/aft/starboard; 11+ damage; Fire Arc forward; 6+ damage; Crit 3; Linked 3
Crit 3, Breach 3, Slow‐firing 1 OTHER SKILLS .
Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (2)
Pilot: Military Starfighter Pilots
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SCENE 3: IEF AGARIX s Once the hyperdrive is disabled, a Crew
At this stage of the heist, by hook or by crook member can spend an action while in UPON CLOSER EXAMINATION
the Crew has managed to find their way their starship’s cockpit to signal Admiral
onboard the IEF Agarix. Manion’s fleet and proceed to Scene 4: s Access to Levels 1 and 2 is restricted,
The Empire Strikes Back. requiring a Hard (ddd) Computers
FEATURES OF THE AREA check to slice the system or consecutive
Average (dd) Athletics,
s The heist is written assuming that the
Coordination, and Skullduggery checks
crew of the IEF Agarix are unaware of ROOM A: TURBO ELEVATORS
to crawl down the empty elevator shaft
the Crew’s true intentions. Should
FEATURES OF THE AREA and break into another Level.
alarms be raised, add additional
Setback dice to skill checks as s A pair of ultra‐fast moving turbo s A metal grate is easily noticed above
appropriate. elevators spans the height of the each of the elevator banks.
superstructure, providing access to all
s The heist focuses on the smaller, aft five decks. s With a successful Easy (d)
section of the IEF Agarix, as all areas of Skullduggery or Athletics check, the
interest are located there. s A small computer panel embedded on grate can be pried open.
the wall next to the elevator banks calls
s From here, the Crew must discover a the elevators and displays their current s A secret way exists to bypass the door
means to sabotage the capital commands. to Room N: Hyperdrive and get in. The
starship’s hyperdrive engines; such as hyperdrive room is adjacent to the 2
by detonating the warhead of a s The turbo elevators provide access to elevators of the ship. By setting the
concussion missile from F: Missile the open corridor space of all levels. elevators both to a lower floor (via
Command, cutting the power flow in K:
slicing or other trickery), one can pry
Power Coupling, killing the occupants TRIUMPH & DESPAIR
open the vent grate, crawl through the
of L: Mind‐Enhancing Drugs, or any
s Lights go out, plunging the room in elevator shafts, and then break through
other creative means that the Crew
darkness so as to mask your presence. a second grate to emerge in the
comes up with.
Hyperdrive room. No other elevator
s A squad of four (4) Knights of Humanity configuration will allow safe access to
step out of the elevator. the Hyperdrive room in this way.
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ROOM B: FLIGHT DECK s Multiple, wide blast doors provide an
obvious means in and out of the hanger MECHANIC Rival
HANDOUTS This worker cog in the Imperial war machine
deck.
04 – Flight Deck has an outwardly no‐nonsense attitude
UPON CLOSER EXAMINATION accompanied by dark blue overalls stained
FEATURES OF THE AREA with spots of black engine grease.
s In all likelihood, this is where the
s You see a bustling flight deck, hundreds SOCIAL .
Crew’s starship will be docked. If so,
of feet on a side, of black tarmac with Cool Vigilance C
the ship will be held down by interior
many men and women Mechanics Coerce 2, Deceit 2, Leadership 2
tractor beams, which can be disabled Discipline 2; Charm 2, Negotiation 2
wearing grease‐stained overalls
from C: Flight Deck Control or N: DEFENSE .
repairing, rearming, and refueling
Command Center. Soak: 2
starfighters. Wound Threshold: 12
ATTACKS .
s The service trolleys at the far end of the
s TIE/LN Fighters and Interceptors hang Engaged (unarmed):
room can be driven around.
on angled steel struts from the ceiling. 2+ damage; Crit ‐‐
Two Lambda Class Shuttles sit idle. Close Range (holdout blaster pistol):
s If they suspect danger, an Imperial 5+ damage; Crit 4; Stun setting
Naval Officer and an escort of four (4) OTHER SKILLS .
s The room has many huge service shafts, Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (2)
Knights of Humanity may be waiting
with no railings, plunging down into the Astrogation C, Computers C,
for the arrival of the Crew.
lower decks. Mechanics CC
TRIUMPH & DESPAIR OTHER EQUIPMENT .
s Spare parts, cargo containers, fuel tool kit, emergency repair kit
tanks, and motorized service vehicles s A gas tank explodes.
are strewn about the area.
s Starfighters fall down, crashing.
SERVICE TROLLEY Vehicle
s This space is so tall it encompasses two
Handling: ‐1 Silhouette 2
floors. A large glass window is situated s A service trolley whirls off on its own. Armor: 1
at a high elevation with Imperial deck Hull Integrity: 15
officers looking down from above. s The hanger forcefield opens to the Strain Threshold: 10
vacuum of space.
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IMPERIAL NAVAL OFFICER Rival (4) KNIGHTS OF HUMANITY Minion Group STARFIGHTER PILOT Minion
In classic Imperial style, this unassuming A faceless persona behind a shining white Nameless technicians in black overalls whose
human wears a gray outfit with short cap, mask, these fanatic warriors bear a sword at faces are hidden by black breathing
double‐breasted tunic, black belt, boots and their side and a painted blue fist emblazoned apparatuses, a mess of goggles and tubes.
gloves. on smooth, curved laminate armor.
SOCIAL .
SOCIAL . SOCIAL . Cool Vigilance
Cool Vigilance CC Cool Vigilance Coerce 2, Deceit 2, Leadership 2
Coerce 2, Deceit 3, Leadership 2 Coerce 3, Deceit 2, Leadership 1 Discipline 2; Charm 2, Negotiation 2
Discipline CC; Charm 2, Negotiation 2 Discipline CCC; Charm 1, Negotiation 1 DEFENSE .
DEFENSE . DEFENSE . Soak: 2
Adversary 1 Defense: 1 Wound Threshold: 5
Soak: 3 Soak: 5 ATTACKS .
Wound Threshold: 13 Wound Threshold: 5 / 5 / 5 / 5 Engaged (unarmed):
ATTACKS . ATTACKS . 2+ damage; Crit ‐‐
Engaged (unarmed): Engaged (vibrosword): CCC Medium Range (light blaster pistol):
2+ damage; Crit ‐‐ 5+ damage; Crit 2; Pierce 2, Vicious 1, 5+ damage; Crit 4; Stun setting
Medium Range (blaster pistol): CC Defensive 1 OTHER SKILLS .
6+ damage; Crit 3; Stun setting OTHER SKILLS . Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (2)
SPECIAL ABILITIES . Br (3), Ag (2), Int (2), Cun (2), Pr (1), Will (3) Gunnery , Pilot (space)
Tactical Direction: As a Maneuver, direct one Athletics CCC OTHER EQUIPMENT .
allied Minion Group within Medium Range to OTHER EQUIPMENT . vacuum sealed flight suit
take an immediate maneuver or add to laminate armor, ray shield (provides +1
their next check. Ranged defense)
OTHER SKILLS .
Br (2), Ag (3), Int (2), Cun (3), Pr (2), Will (2)
OTHER EQUIPMENT .
heavy clothing
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ROOM C: FLIGHT DECK CONTROL
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ROOM D: TEMPLE darkness. upgraded Hard (ddc) Cool or Discipline
check against fear effects (EotEB p.189).
HANDOUTS
s Banners of green cloth hang from the
05 – Temple UPON CLOSER EXAMINATION
soaring, tall walls depicting the symbol
FEATURES OF THE AREA of a silver fist clasping the hilt of a s During several times of the day,
blade. Lieutenant Cadmus, known also as The
s A single door leads into this space. The Blessed Templar of Destiny, leads
entrance is sealed shut against s Ornately curved benches with plush religious services at the head of the
unwarranted entry by a security lock cushions wrap around to either side, room, surrounded by up to eight (8)
requiring a keyed‐in access code. their focus pointed on the sword. Knights of Humanity, enraptured by his
TRIUMPH & DESPAIR services.
s Dim candle lights provide the only
illumination into this darkened room.
s An obelisk falls, crushing anyone or s Dim candle lighting and noxious, thick
Copper braziers hang from chains on
anything beneath it and creating a incense smoke impose two Setback
the ceiling, bearing a pile of smoldering
rubble‐strewn obstacle. (bb) to most skill checks. Beings that
incense billowing out clouds of pungent
do not require breathing, whether due
smoke.
s A brazier full of incense is upturned, to anatomy or equipment, do not suffer
spilling its contents on the ground. one of the Setbacks.
s Stepping in, your attention is drawn to
a procession of tan, sandstone obelisks
s Someone unexpected walks into the s The case holding the sword is both
on either side of an emerald‐hued
room, such as Captain Kitano, a squad locked and under watch, with laser‐
runway aisle, as well as the four corners
of four (4) Knights of Humanity, or a guided motion sensors reporting its
of the room.
stowaway Rebel terrorist. opening directly to Captain Kitano in N:
Command Center. A successful twice
s The aisle ends at a long table draped in FEAR CHECK
Upgraded Daunting (ddcc)
embroidered violet cloth with gilded The reputation, horrific armor modifications,
Skullduggery check will safely open the
edges. Atop of the table is a steel case and imposing demeanor of Lt. Cadmus make
case.
with a glass front. The case illuminates a truly terrifying combination. When first
and displays a blue‐tinged sword like a encountered, have each of the Crew make an
bright star against the surrounding
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s If claimed, the sword functions as an LT. CADMUS Nemesis
accurate vibrosword (EotEB p.105 & White laminate stormtrooper armor has been
p.112). greatly modified on the muscular frame of
this large man. Stylized horns and spiked
joints accentuate his deadliness, and a azure
(4) KNIGHTS OF HUMANITY Minion Group tabard hangs down over his chest. Gripped
A faceless persona behind a shining white tightly in one hand is a long steel pole tipped
mask, these fanatic warriors bear a sword at with an electrified blade, a ribbon of blue
their side and a painted blue fist emblazoned crackles in the air as it moves.
on smooth, curved laminate armor.
Traits: Reckless, Zealot
Despair: Endless supply of subordinate
SOCIAL .
minions to sacrifice
Cool Vigilance
Triumph: Overconfident, arrogant, gloating
Coerce 3, Deceit 2, Leadership 1
Discipline CCC; Charm 1, Negotiation 1
DEFENSE . SOCIAL .
Defense: 1 Cool CCC Vigilance CC image by Ralph McQuarrie
Soak: 5 Coerce CCC, Deceit 4, Leadership 4
Wound Threshold: 5 / 5 / 5 / 5 Discipline 3; Charm 4, Negotiation CCC DEFENSE .
ATTACKS . Defense: 1 Adversary 3
Engaged (vibrosword): CCC SPECIAL ABILITIES . Soak: 4
5+ damage; Crit 2; Pierce 2, Vicious 1, Nobody's Fool: Upgrade difficulty of all Wound Threshold: 16
Defensive 1 Charm, Coerce, and Deceit checks targeting
OTHER SKILLS . you. Strain Threshold: 16
Br (3), Ag (2), Int (2), Cun (2), Pr (1), Will (3) Leader: All subordinates within Medium
Athletics CCC Range gain on all Discipline checks. ATTACKS .
OTHER EQUIPMENT . Engaged (force pike): CCC
laminate armor, ray shield (provides +1 OTHER SKILLS . 6+ damage; Crit 2; Pierce 2, Stun setting
Ranged defense) Br (3), Ag (3), Int (3), Cun (4), Pr (4), Will (3) x: target suffers 2 Strain when it moves until
Perception CC, Streetwise CC success on a Hard (ddd) Resilience check
as an action.
OTHER EQUIPMENT . Medium Range (heavy blaster pistol): CCC
laminate armor, commlink 8+ damage; Crit 3; Stun setting,
out of ammo on ttt
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ROOM E: DYNAMO UPON CLOSER EXAMINATION receive an equal number of Wounds
and Strain (respectively).
HANDOUTS s Spanning through Level 4, this room
06 ‐ Dynamo can only be entered via a door on Level TRIUMPH & DESPAIR
5.
FEATURES OF THE AREA s A dynamo explodes and plunges the
room into darkness.
s A single door leads into this space, only s The exit at the lowest level of this room
accessible from Level 5. The entrance is is the only means of entering K: Power
Coupling. s Huge arcs of electricity crackle in the
sealed shut against unwarranted entry
best, or worst, possible way.
by a security lock requiring a keyed‐in
access code. s To move through this room, have each
player describe how their Crew s A metal object is pulled from
member overcomes the maze‐like someone’s grasp, belt, or backpack and
s The space is very vertical with open
obstacles and set an appropriate crushed.
floors revealing a drop to the Levels
difficulty.
below. A complex series of stairs,
portals, ladders, and hatches must be
traversed to gain access to the lower s Common examples of this might
level. include jumping over gaps in the floor
with an Easy (d) Athletics check,
s Nearby, huge magnetic dynamos spin balancing across a narrow ledge with
rapidly to generate massive volumes of an Average (dd) Coordination check,
electrical power. Crackling electricity or slicing into the controls system to
tinges the room blue in contrast to the extend an automated bridge with a
bright white industrial lights hung from Hard (ddd) Computers check.
the ceiling.
s The strong magnetic forces in play here
wreak havoc on metallic constructs.
Droid characters generating Failure and
Threat during checks in this room also
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ROOM F: MISSILE COMMAND TRIUMPH & DESPAIR
UPON CLOSER EXAMINATION s A concussion missile explodes.
FEATURES OF THE AREA
s If the crates are pried opened, it is s A concussion missile gets jammed part‐
s A single door leads into this space. The revealed that they contain several way in the loading tube.
entrance is sealed shut against concussion missiles wrapped in
unwarranted entry by a security lock protective, fire‐resistant white packing s A concussion missile fires, but at
requiring a keyed‐in access code. material. whom?
s This room is small and cramped; having s A concussion missile is large and s Lights go out, plunging the room into
most of its floor space taken up by long unwieldy, but its explosive warhead can darkness.
steel crates piled high from floor to be detached from the missile casing
with a successful upgraded Average ENSIGN MEGAN CALDWELL Rival
ceiling. A young woman from with a very
(dc) Skullduggery check or upgraded
conservative background, she puts on a brave
s A short human woman wearing a Hard (ddc) Mechanics check. attitude, but is deeply insecure and crumples
standard‐issue Imperial gray jumpsuit in the face of true danger.
leans over a semicircular console filled s The warhead itself has an Encumbrance
of 10 and, without its missile housing, SOCIAL .
with data displays tracking an area of
must be manually detonated. Cool Vigilance C
space 10 kilometers around the IEF Coerce 1, Deceit 2, Leadership 2
Agarix on all sides.
Discipline 1; Charm 2, Negotiation 2
s Slicing into the console here is DEFENSE .
s Directly in front of the woman and the particularly difficult, but a successful Soak: 2
console is a long steel tube, about 2 ft. twice upgraded Hard (dcc) Wound Threshold: 12
in diameter, from which an automated Computers check allows an ATTACKS .
unauthorized user to change the missile Engaged (unarmed):
lift system brings missiles into position.
2+ damage; Crit ‐‐
system’s target or launch a missile.
OTHER SKILLS .
Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (1)
s The IEF Agarix cannot target itself. Gunnery C, Mechanics CC
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ROOM G: WAR ROOM
HANDOUTS
07 – War Room
UPON CLOSER EXAMINATION STARFIGHTER PILOT Minion
Nameless technicians in black overalls whose
FEATURES OF THE AREA s Once the Crew begins interacting with faces are hidden by black breathing
the contents of the room, the door apparatuses, a mess of goggles and tubes.
s Two separate, unlocked doors lead into swishes open and a line of ten (10)
this space. young men and women in Starfighter SOCIAL .
Cool Vigilance
Pilot uniforms walk in. These humans
s The room is two‐stories tall, allowing a Coerce 2, Deceit 2, Leadership 2
jovially talk and joke among themselves Discipline 2; Charm 2, Negotiation 2
set of seats in the back to rise tall as before finding a seat and quiting down. DEFENSE .
they wrap around a central They all stare at the Crew, expecting a Soak: 2
cantilevered platform that holds an briefing. Wound Threshold: 5
obsidian podium. ATTACKS .
Engaged (unarmed):
s Steel safety rails protect against 2+ damage; Crit ‐‐
TRIUMPH & DESPAIR Medium Range (light blaster pistol):
unwanted falls from the upper catwalk.
5+ damage; Crit 4; Stun setting
s The holo‐projector falls off of supports. OTHER SKILLS .
s Holographic images of the Crackull Star Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (2)
System and constituent stellar objects s Someone falls over a railing, ripping the Gunnery , Pilot (space)
are projected into the air. thin steel structure down as they go. OTHER EQUIPMENT .
vacuum sealed flight suit
s An animated graphic showing TIE/LN s The room lighting darkens down to
Fighter patrols sweeping through the ceiling‐mounted red lights, alarm
star system is displayed on a huge klaxons blare, and all pilots are ordered
monitor behind the podium. to the flight deck: the ship is under
attack.
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ROOM H: BRIG UPON CLOSER EXAMINATION
FEATURES OF THE AREA s The brig currently houses a collection of s If freed and persuaded, Marek will help
five prisoners occupying all of the cells the Crew in any way he can. When
s A single door leads into this space. The on the lowest floor. These prisoners are
entrance is sealed shut against interacting with Marek, results of
Imperial officers and technicians who Advantage may bring up useful
unwarranted entry by a security lock rebelled against the teachings of Kitano
requiring a keyed‐in access code. information that he has overheard,
and the Knights of Humanity. such as the access codes needed to
s This hexagonal chamber is surrounded bypass the security doors on board.
s A cell on the top‐most floor houses a
on five sides by cells sealed by special prisoner, a cybernetically
monolithic, smooth, featureless, black enhanced human by the name of
doors.
Marek.
TRIUMPH & DESPAIR
s The cell doors stretch upward to s Marek had the unfortunate ill luck of
encompass three stories. Metal grating crossing paths with Kitano and Cadmus s All fifteen cells are opened at once.
wraps around the walls in front of the during their extracurricular travels
doors, providing a safe catwalk. across the Sibilaar Star System. Much of s Someone is pushed backwards into an
the man’s previous life remains open cell and locked in.
s An industrial‐looking hydraulic lift unknown; however when Kitano and
system conveys passengers from floor Cadmus discovered that he had s Lights go out, plunging room into
to floor. multiple elective cybernetic darkness.
enhancements in his body, they took it
s In the center of the floor sits a circular as a sin and abomination. Marek has s A hidden compartment opens in the
station with glowing blue computer been captured, imprisoned, and central station, revealing a heavy
consoles around its edges. tortured by these fanatics. blaster or other valuable confiscated
item.
s Two men in black Imperial uniforms
and riot armor, Agarix Brig Security
Guards, stand watch here at all times.
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AGARIX BRIG SECURITY GUARD Rival MAREK Rival
Dour men dressed in all black who have an A beaten man; broken, tortured, and left to
unmatched distaste for fun and frivolity, and die. White scars cross his body where benign
an equally compelling respect for authority cybernetic attachments have been forcibly
and duty. and brutally removed.
SOCIAL . SOCIAL .
Cool Vigilance C Cool CC Vigilance
Coerce C, Deceit 2, Leadership C Coerce 2, Deceit 3, Leadership 2
Discipline C; Charm 2, Negotiation 2 Discipline 2; Charm 2, Negotiation 2
DEFENSE . DEFENSE .
Adversary 1 Soak: 1
Soak: 5 Wound Threshold: 11
Wound Threshold: 13 Current Wounds: 8
ATTACKS . ATTACKS .
Engaged (truncheon): CC Engaged (unarmed):
5+ damage; Crit 5; Disorient 2 1+ damage; Crit ‐‐
Medium Range (riot gun): CC SPECIAL ABILITIES .
8+ damage; Crit 3; Autofire, Stun setting Bypass Security: Remove b from any
SPECIAL ABILITIES . Computers or Skulduggery check to bypass
Riot Tactics: Minion Groups within your security.
presence gain +1 Soak and deal +1 damage OTHER SKILLS .
on combat checks. Br (1), Ag (2), Int (4), Cun (3), Pr (2), Will (2)
OTHER SKILLS . Computers CCC, Skullduggery C
Br (3), Ag (2), Int (2), Cun (2), Pr (2), Will (3)
OTHER EQUIPMENT .
riot armor, commlink
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ROOM I: REPAIR SHOP MECHANIC Rival
This worker cog in the Imperial war machine
FEATURES OF THE AREA UPON CLOSER EXAMINATION has an outwardly no‐nonsense attitude
accompanied by dark blue overalls stained
s A single, unlocked door leads into this s A thorough search through the shelves with spots of black engine grease.
space. and successful Average (dd)
Perception check reveals worthwhile SOCIAL .
s Rusting metal shelves weighed down scrap (100 credits, 5 Encumbrance) for Cool Vigilance C
Coerce 2, Deceit 2, Leadership 2
and covered in a cacophony of broken each Success and an Emergency Repair
Discipline 2; Charm 2, Negotiation 2
mechanical pieces creates a zigzagging Kit for each Advantage. Only one such DEFENSE .
maze of detritus across a grease‐ check is allowed. Soak: 2
stained floor. Wound Threshold: 12
TRIUMPH & DESPAIR ATTACKS .
s At one end of the room sit a pair of Engaged (unarmed):
s A hydraulic lift suddenly changes 2+ damage; Crit ‐‐
large hydraulic service lifts. One of the heights. Close Range (holdout blaster pistol):
lifts is raised up, holding a maintenance 5+ damage; Crit 4; Stun setting
trolley pressed up to the ceiling and s A secret compartment is opened OTHER SKILLS .
allowing easy access to the vehicle’s containing an ion blaster. Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (2)
underside. Astrogation C, Computers C,
Mechanics CC
s One of the Agarix’s crew suddenly
s At another end of the room, a portly OTHER EQUIPMENT .
comes in, demanding to know when tool kit, emergency repair kit
man with a gray beard and dark their vehicle will be ready and quite
jumpsuit lounges back in a chair; eyes angry at the delays.
closed, snoring.
SERVICE TROLLEY Vehicle
s A fuel canister gets tipped over or
s A crew of three younger human men Handling: ‐1 Silhouette 2
explodes.
and a woman Mechanic hold protective Armor: 1
Hull Integrity: 15
gear up to their eyes as they use arc
s Oil spills, coating the floor in a slick Strain Threshold: 10
welders to work on an unknown
sheet.
mechanical contraption.
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ROOM J: ION ENGINE ROOM s Dim lights provide scant beams of light.
The darkness is pervasive, adding a TRIUMPH & DESPAIR
Setback (b) to most skill checks.
s An Imperial technician walks in to check
FEATURES OF THE AREA
on the engines. The technician wears a
s A single door leads into this space. The radiation‐resistant jump suit and mask.
entrance is sealed shut against
UPON CLOSER EXAMINATION s The wrong valve is tapped on an
unwarranted entry by a security lock
requiring a keyed‐in access code. s An Easy (d) Mechanics check can be unnoticed pipe. Alarm klaxons blare as
made to safely disable the engines by a signal is sent to N: Central Command.
s This room is cavernous in all shutting off key valves. Such an activity
dimensions, a colossal space stretching will undoubtedly draw the attention of
out all around. those in command of this vessel.
s The floor space is dominated mostly by s This room is inundated with harmful
six massive barrel‐shaped ion engines. radiation coming from the engines.
The engines can be seen spinning and Living creatures must make an
glowing bright through the access upgraded Hard (ddd) Resilience
grating. check each round.
s Small pipes and conduits criss‐cross s Fail: The creature vomits from
between the walls, floors, and engines. radiation sickness and is Disoriented
Valves, regulators, and all manner of for each Failure Symbol plus one.
piping add‐ons can be accessed here.
s Each Threat: Take 1 Strain.
s The room is otherwise empty. The loud
hum of the engines drowns out almost
all noise.
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ROOM K: POWER COUPLING of electricity through their length. The
currents appear in hues of green and s A successful Hard (ddd) Mechanics
FEATURES OF THE AREA blue; moving swiftly. or Average (dd) Knowledge
s A round hatch and extendable [education] check reveals which of the
UPON CLOSER EXAMINATION
aluminum ladder provide the only thousands of pipes goes to any given
means of egress from this long, s A successful Hard (ddd) Mechanics subsystem in the ship.
rectangular space. The hatch leads to E: or Average (dd) Knowledge
Dynamo. [education] check reveals the pistons s Many key components of the IEF Agarix
to be part of an elaborately engineered have duplicates and backups. The
s One of the walls on the long dimension process related to the sub‐light engine hyperdrive can be disabled by
is covered entirely with an array of fuel delivery system. destroying six (6) particular power
massive steel pistons, pounding away in conduits.
a repeating order. The deafening sound s The oil is slick. Anyone moving across it
echoes off of the narrowly spaced walls must succeed on an Average (dd)
and makes verbal communication Coordination check or fall prone and TRIUMPH & DESPAIR
impossible. become covered in flammable grease.
s A stray spark catches the oil slick, filling
s Unless otherwise overcome, a Setback the room in both smoke and fire.
s The transparent pipes are a type of
(b) should be applied to most skill
hardened acrylic material that serve to
checks made within this room due to transfer power between the many s A piston misfires and cracks, spilling
the pounding noise. subsystems of the starship. fuel.
s Filthy engine grease coats the pistons s If any acrylic pipes are damaged, the s A shirt sleeve or other loose bit of
and small flecks are cast off as they floors and walls of the room electrify. clothing catches in a piston.
work. A puddle of black oil runs the Any creature moving through the room
length of this space. must then succeed on a Daunting
(dddd) Athletics or Coordination
s Upon the opposite wall, twisting mazes check to move unharmed. Failed checks
of transparent pipes carry arcing bolts deal 1 Wound per Failure.
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ROOM L: MIND ENHANCING DRUGS white as they type away on customized minimum of 1) and take two Setback
keyboards. (bb) to most skill checks when
FEATURES OF THE AREA exposed to normal heat and light, and
s Against the wall sits a tall grey machine an additional two Setback (bb) when
s A single door leads into this space. The with a series of automated storage exposed to high levels of either heat or
entrance is sealed shut against shelves and a separate key‐in security light. These penalties last for the
unwarranted entry by a security lock lock. remainder of the heist, or about a day.
requiring a keyed‐in access code.
UPON CLOSER EXAMINATION
s The humans in the four pits pay no
s This very large, oval‐shaped room is
s A successful Average (dd) Knowledge attention to passersby, caring only for
colored in shifting shadows of orange
[lore], Knowledge [underworld], or Quesenol and the unfathomable
and purple.
Medicine check reveals that the orange mysteries of the universe.
gas is a substance known as Quesenol
s Breath freezes in the air as the room is
Red. In such massive quantities, it can s The glass lids of the pits can be easily
kept uncomfortably cold and in a state
used to overcome human limitations on broken with any attack. If disturbed in
of darkness. Apply two Setback (bb) this way, the men and women in the
computing power. However, it is very
to skill checks as applicable. pits snap out of their trance and
dangerous to use and powerfully
attempt to stop the Crew, alerting each
addictive.
s Steel grated catwalks hang from the other of the danger and opening all of
ceiling, spanning the entirety of the the pits.
s Living beings consuming Quesenol Red
space. Massive, 24‐inch diameter
gain an immediate heightening of their
flexible aluminum conduits run s A close examination of the pits reveals
senses and mental faculties, but at a
alongside the conduit, humming with intricate gas ventilation system. This
cost to their physical body. Upon
fluid flow. whole room is connected to the ship
breathing in a dose of the gas, users
and serves as its primary computer
gain three Boost (BBB) to all
s Four thick glass lids on the floor cover core.
Intellect and Cunning skill checks for
deep pits filled with a glowing orange
the duration of the scene, or about 5
and purple gaseous mixture. Within
minutes. However, users also have
these, two men and two women lounge
their Brawn lowered by 1 point (to a
languidly with their eyes showing all
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s If all four of the Quesenol Addicts are in TRIUMPH & DESPAIR QUESENOL ADDICT Rival
some way incapacitated, the IEF Agarix This human’s body has deteriorated badly
cannot make hyperspace calculations, s A large flexible steel conduit bursts from long exposure to the mind‐enhancing
open, spraying noxious, addictive effects of Quesenol Red. Orange residue
nor can its crew make any other
Quesenol Red. exudes from his or her fingernails, teeth,
shipboard calculations. eyes, and hair. The person walks hunched
over and wheezes painfully with each breath.
s The tall gray machine is a locked s A large flexible steel conduit bursts
dispensary containing a 100‐dose gas open, spraying a purple gas that chills SOCIAL .
canister of Quesenol Red; kept stable to the bone and blankets the area in Cool Vigilance C
concealing fog. Coerce C, Deceit 3, Leadership 2
with constant, freezing temperatures.
Discipline 2; Charm 2, Negotiation 2
The refrigerated machine can be
s Lamps burst on, flooding the room in DEFENSE .
broken into with a successful Average Defense: 2 Adversary 1
(dd) Skullduggery or Computers white hot light.
Soak: 1
check. Wound Threshold: 11
s An alarm is tripped, klaxons blare, and ATTACKS .
s A successful Average (dd) Knowledge a heavy bulkhead seals the door shut. Engaged (unarmed):
1+ damage; Crit 5
[underworld] check reveals that
Medium Range (heavy blaster pistol): C
Quesenol Red is a Restricted substance 8+ damage; Crit 3; Stun setting,
and has a market value of 750 credits out of ammo on ttt
for such a canister. SPECIAL ABILITIES .
Quesenol: Gain BBB on all Intellect and
Cunning skill checks.
OTHER SKILLS .
Br (1), Ag (3), Int (5), Cun (3), Pr (2), Will (2)
Astrogation CCCCC,
Computers CCCCC
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ROOM M: HYPERDRIVE s A steel grate catwalk wraps around all adjacent to the turbo elevators of the
four walls of the room to provide ship. By setting the elevators both to a
HANDOUTS lower floor (via slicing or other some
access to the upper portion of the ruby‐
08 – Hyperdrive Room other trickery), one can pry open the
hued hyerdrive assembly.
FEATURES OF THE AREA vent grate, crawl through the elevator
s Close‐circuit cameras watch the area shafts, and then break through a
s The blast door into this room has been intently from three corners. second grate to emerge in the
preemptively sealed. Conventional Hyperdrive room. No other elevator
weaponry will have no effect on its s A small service closet in the corner configuration will allow safe access to
reinforced frame. houses a dedicated ventilation system the Hyperdrive room in this way (see
to serve this vital room. Turbo Elevator Diagram on next page).
s This large room houses the Agarix’s
main hyperdrive engine. The engine is a s Two (2) Imperial Technicians operate s Enterprising hackers may attempt to
massive, tall crystalline structure the computer terminals and run tests slice into the computer systems from
throbbing with red light. on the crystalline structure at any given the stations at C: Flight Deck Control
time. with a successful double upgraded
s Six separate transparent, acrylic pipes Hard (dcc) Computers check and
feed the hyperdrive engine with pulses open the blast doors. The hyperdrive,
of blue and green electrical arcs. Four however, cannot be disabled remotely.
run in a trench on the floor and two
pipes spring through the air from high UPON CLOSER EXAMINATION s Breaking the six transparent acrylic
up on opposite walls. pipes stops power to the hyperdrive. If
s An explosive warhead taken from F: any acrylic pipes are damaged, the
s Tall, obelisk‐like black computer Missile Command can be set to destroy floors and walls of the room electrify.
terminals soar up to the 20 ft. high the sealed blast doors with a successful Any creature moving through the room
ceilings. Average (dd) Skullduggery or must then succeed on a Daunting
Mechanics check. (dddd) Athletics or Coordination
s The entryway to the room is raised check to move unharmed. Failed checks
approximately 2 ft. higher than the s A secret way exists to bypass the blast deal 1 Wound per Failure.
remaining, sunken section of the room. door and get in. The hyperdrive room is
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s The computer terminal obelisks may be TECHNICIAN Rival
hacked with a successful double Gray caps and delicate glasses accentuate the
TRIUMPH & DESPAIR hard‐lined faces of these men and women.
upgraded Hard (dcc) Computers
Though brilliant in scientific fields, their
check and made to lock out or s A section of catwalk crashes down. isolated works leaves them lacking in
reprogram the hyperdrive coordinates. confidence and some of the social graces.
s A camera faces the exact right, or the
s The three cameras provide a direct exact wrong, direction. SOCIAL .
feed to N: Command Center. However, Cool Vigilance C
their scanning patterns are predictable Coerce 2, Deceit 2, Leadership 1
s A conduit cracks open, causing a mild Discipline 2; Charm 1, Negotiation 1
and easy to fool, requiring only a plasma fire to begin burning all the DEFENSE .
successful Easy (d) Stealth check to oxygen in the room. Soak: 2
avoid notice. On a failure, the Wound Threshold: 12
commanding officer (likely Captain s A computer terminal display switches ATTACKS .
Kitano) will be alerted of the danger Engaged (unarmed):
briefly to something dreadful, or
the Crew poses and will respond with 2+ damage; Crit ‐‐
presents an opportune piece of OTHER SKILLS .
lethal force. information. Br (2), Ag (2), Int (2), Cun (2), Pr (1), Will (2)
Gunnery C, Mechanics CC
OTHER EQUIPMENT .
tool kit, commlink
Turbo Elevator Diagram
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ROOM N: COMMAND CENTER s The majority of the action happens in a UPON CLOSER EXAMINATION
single rectangular pit 10 ft. below the
HANDOUTS main command center deck. s At the first sign of unauthorized entry,
09 – Command Center any one of the many bridge officers will
s A great, obsidian chair of smooth, alert the ship. Klaxons then blare and
FEATURES OF THE AREA curving lines faces away from the turbo the command center lights darken to a
elevators. A symbol has been etched dull red, imposing two Setback (bb)
s Accessible only via turbo elevators, the onto its back: a fist grasping the hilt of a to most skill checks, excluding those
command center is protected against blade. performed with the light of a bright
unwarranted entry by a security lock computer screen.
requiring an access code entered from s Four soldiers in shining white laminate
the computer terminal outside of each armor stand in formation around the s The great throne is typically reserved
elevator shaft. black throne. In one hand a raised for Captain Kitano himself for both
shield, a sheathed sword slung across command duties and as a central place
s This giant, trapedzoidal room fills the the hip. of meditation. The chair has controls at
entirety of the lowest level in the drive the armrest to change the direction it is
section of IEF Agarix. TRIUMPH & DESPAIR facing and survey the command center.
s Magnificent wrap‐around windows with s The glass viewport cracks open, s The four soldiers surrounding the
triangular struts provide a breathtaking greedily sucking a steady stream of air throne are Knights of Humanity.
panoramic view of the starry void. into the vacuum of space.
s The computer terminals in the officers’
s Bright lights shine down on polished s The lights go out, plunging room into pits provide much easier access to the
steel deck plating and the murmur of a complete darkness. Agarix’s systems, requiring either an
dozen Imperial Naval Officers mingles Average (dd) or Hard (ddd)
with the low hum of an equal number s A traitor is revealed within the ranks. Computers check to access even the
of electronic displays and devices. most sensitive of systems. However, the
s A computer terminal erupts in a shower hyperdrive cannot be disabled
of searing sparks. remotely.
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FEAR CHECK
The reputation and power of Captain Kitano
forms the core of this heist and carries with it IMPERIAL NAVAL OFFICER Rival
In classic Imperial style, this unassuming
a level of panic. When first encountered,
human wears a gray outfit with short cap,
have each of the Crew make a twice double‐breasted tunic, black belt, boots and
upgraded Average (cc) Cool or Discipline gloves.
check against fear effects (EotEB p.189).
SOCIAL .
Cool Vigilance CC
Coerce 2, Deceit 3, Leadership 2
Discipline CC; Charm 2, Negotiation 2
DEFENSE .
Adversary 1
Soak: 3
Wound Threshold: 13
ATTACKS .
Engaged (unarmed):
2+ damage; Crit ‐‐
Medium Range (blaster pistol): CC
6+ damage; Crit 3; Stun setting
SPECIAL ABILITIES .
Tactical Direction: As a Maneuver, direct one
allied Minion Group within Medium Range to
take an immediate maneuver or add to
their next check.
OTHER SKILLS .
Br (2), Ag (3), Int (2), Cun (3), Pr (2), Will (2)
OTHER EQUIPMENT .
heavy clothing
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CAPTAIN KITANO Nemesis
A gray haired man whose voice carries with it ATTACKS . (4) KNIGHTS OF HUMANITY Minion Group
an otherworldly weight of wisdom beyond Engaged (superior vibrosword): CCC A faceless persona behind a shining white
even his long years. Regulation Imperial 5+ damage; Crit 2; Pierce 2, Vicious 1, mask, these fanatic warriors bear a sword at
uniform has been long‐abandoned in favor of Defensive 1 their side and a painted blue fist emblazoned
simple, dark robes covering armored plates Short Range (ion grenade): C on smooth, curved laminate armor.
and tied at the waist; a blade sheathed 8+ damage; Crit 4; Blast 6, Limited Ammo 1;
within a beautifully crafted curved scabbard. Disorient 5, Stun damage (droid only) SOCIAL .
Short Range (ionization blaster): C Cool Vigilance
Traits: significantly older than the Crew, 10+ damage; Crit 5; Disorient 5, Stun damage Coerce 3, Deceit 2, Leadership 1
Cautious, Zealot, Patient (droid only) Discipline CCC; Charm 1, Negotiation 1
Despair: Master Swordsman, Force Adept DEFENSE .
Triumph: Failing reflexes due to old age, SPECIAL ABILITIES . Defense: 1
burned bridges from his past come to haunt Intense Focus: As a Maneuver, suffer 1 Strain Soak: 5
him to upgrade the ability of any skill check. Wound Threshold: 5 / 5 / 5 / 5
ATTACKS .
SOCIAL . FORCE POWERS Force Rating CC Engaged (vibrosword): CCC
Cool CCC Vigilance CCCC Influence: Inflict 2 Strain per on each 5+ damage; Crit 2; Pierce 2, Vicious 1,
Coerce 4, Deceit CCC, enemy within Close Range. Defensive 1
Leadership CCC Influence: Spend and make an opposed OTHER SKILLS .
Discipline CC; Charm 4, Negotiation 4 Discipline check against one living being Br (3), Ag (2), Int (2), Cun (2), Pr (1), Will (3)
within Close Range. If successful, force that Athletics CCC
DEFENSE . being to adopt an emotional state or believe OTHER EQUIPMENT .
Defense: 1 (ranged) / 2 (melee) Adversary 3 something untrue for 20 minutes or 4 combat laminate armor, ray shield (provides +1
Soak: 4 rounds. Ranged defense)
Wound Threshold: 15 OTHER SKILLS .
Br (3), Ag (1), Int (3), Cun (5), Pr (4), Will (4)
Strain Threshold: 21 Athletics C,
Knowledge (core worlds) CCC,
Perception CCBB
OTHER EQUIPMENT .
armored clothing
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SCENE 4: THE EMPIRE STRIKES BACK women leave their mark in the cold
Once the IEF Agarix’s hyperdrive has been void of space.
disabled, the Imperial fleet under command
of Admiral Manion can be contacted to begin
TRIUMPH & DESPAIR
their boarding operations. Depending on the UPON CLOSER EXAMINATION
circumstances of the heist, the Crew may be s A homing concussion missile from an
hard‐pressed to find a quick escape route s The challenges presented in this scene assault Blastboat destroys a pursuing
during the ensuing battle. can vary from utterly devastating to enemy.
trivial, depending on the events
FEATURES OF THE AREA onboard the IEF Agarix leading up to s A close encounter with a celestial
s Once Admiral Manion has been this moment. object grants an unexpected,
contacted and told that the IEF Agarix’s temporary boost to speed from a
hyperdrive is disabled, an assault group s If aware of the Crew’s actions and gravity‐well slingshot effect.
of twelve (12) GAT‐12H Blastboats capable of doing so, the commanding
arrives in the star system intent on officers on the IEF Agarix will launch a s An incredible series of maneuvers
disabling or destroying the IEF Agarix’s flight of four (4) TIE/LN Fighters to places your pursuers directly in front of
shields and weapon systems. attack the Crew’s starship when it you. Your ship is now outside of their
leaves the IEF Agarix. arc of fire!
s Meanwhile, multiple flights of Lambda
T‐4A Shuttles arrive on the scene, s To escape the Crackull star system, the s In the chaos of battle, a small starship
bearing boarding parties of Crew must travel to any of the three hurtles towards your vessel on a
stormtroopers with orders to seize the Hyperspace Points in the system and collision course.
IEF Agarix. must also calculate the jump to
lightspeed by achieving five (5) s Pirates take advantage of the chaos and
s A great battle rages between the consecutive Successes. attack.
Imperial assault group and the IEF See EotEB p. 165 for Astrogation check
Agarix and its remaining TIE/LN Fighter difficulties. s Debris and exploding starships from the
complement. Explosions, shrapnel, and battle act as a major obstacle and lie
the dying hopes of desperate men and directly in your flight path.
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(4) TIE/LN FIGHTERS Starfighter Group
SOCIAL .
Cool Vigilance
Coerce 2, Deceit 2, Leadership 2
Discipline 2; Charm 2, Negotiation 2
STARSHIP .
Sensor Range: Close
Speed: 5 Pilot (space) CCC
DEFENSE .
Armor: 2
Silhouette 3
Hull Integrity: 6 / 6 / 6 / 6
Strain Threshold: 8 / 8 / 8 / 8
ATTACKS .
Close Range (laser cannons): CCC
Fire Arc forward; 6+ damage; Crit 3; Linked 1
OTHER SKILLS .
Br (2), Ag (3), Int (2), Cun (2), Pr (2), Will (2)
Pilot: Military Starfighter Pilots
s If the Crew failed in their task, such as
SCENE 5: PROFIT by destroying the IEF Agarix, they do
not receive any monetary
s Upon a successful mission, the Crew
compensation from the Empire and
gains their negotiated fee, transferred
may have invoked the wrath of Admiral
from authorized Imperial banking
Manion, starting a new source of
sources. Prior advantages during those
Obligation.
negotiations may have opened up new
opportunities, or perhaps it is time for
s In any event, the Heist ends with the
the Crew to pursue interesting leads
Crew’s starship flying away into the
they have previously discovered.
streaked starlight of hyperspace.
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