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Net.Guide to the Errant Venture

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Net.Guide to the Errant Venture

Net.Guide to the Errant Venture

for the STAR WARS® Roleplaying Game

Written and Developed By: Rodney "Moridin" Thompson

Interior Artwork By: W. Don "Ghost in the Holocron" Flores

Additional Development By: Phil "Rigil Kent" Norfleet, Patrick "Jan Tolbara" Stutzmann

Layout and Graphics by: Derek "Nafai" Jones

With Special Thanks To: West End Games and Wizards of the Coast, as well as Steve Miller, Michael A. Stackpole, and JD Wiker


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Welcome aboard the Errant Venture, gentlebeings! I am Nawara Ven, quartermaster and majordomo for Booster Terrik, the owner and operator of this great spacebound bazaar. Please ignore those burn marks on the wall of the hangar; I assure you they're nothing you should concern yourself with. Allow me to give you the grand tour and perhaps find a place where you can relax and spend a few credits on yourself. Everything a being could ever want that can't be found planetside is found aboard our ship, for a price. Just stay with me and I assure you that we can help find what you're interested in.

The Errant Venture is not your typical smuggler's den, that much is certain in the minds of nearly all visitors. The sight of an Imperial II-class Star Destroyer is usually enough to send members of the fringe scattering in all directions, except when Booster Terrik is at its helm. Traveling from system to system and never staying in one place for long, the Errant Venture has picked up a motley collection of smugglers, gamblers, mercenaries, information brokers, and countless others who operate outside New Republic law. With each jump through hyperspace comes new denizens of the fringe, black market goods, dangerous adventures, and countless other rare and valuable items that keep beings of all kinds coming back for more.

History of the Errant Venture

The tale of the Errant Venture begins shortly after Coruscant fell to New Republic forces at the hands of Rogue Squadron. Ysanne Isard, then-ruler of the remnants of the Imperial war machine, had fled to Thyferra where her control of the Bacta Cartel had dealt a crippling blow to the struggling New Republic military. In a series of battles, won through the cleverness and talent of several members of Rogue Squadron and their associates, Isard was ousted from her seat of power and Thyferra was free to join the New Republic.

During the final stages of the campaign, Booster Terrik, a smuggler and information broker, who spent 5 hard years in the spice mines of Kessel, cooperated with his future son-in-law Corran Horn in an effort to draw Imperial forces away from Thyferra. In a brilliant tactical move, Booster commanded a space station armed with the fire-control sensors of over 300 proton torpedo and concussion missile launchers; an expert at bluffing, Terrik convinced the captains of the Super Star Destroyer Lusankya and the Imperial-II Star Destroyer Virulence that he actually had laid a trap, when in reality the fire control sensors were without their matching weaponry. Though the Lusankya eventually broke free, the Virulence surrendered to Booster who eventually led the ship to aid in the Battle of Thyferra.

Following the battle, Booster insisted that the Virulence belonged to him, since the captain had surrendered the ship not to the New Republic, but to Terrik himself. Through a long series of negotiations, Talon Karrde, General Airen Cracken, and Booster Terrik finally came to an agreement that allowed Terrik to keep the ship, though stripped of most of its weaponry. Booster renamed the ship the Errant Venture, and hired over 200 Verpine techs to refit and refurbish the damaged and decrepit portions of the ship. The refit took over seven months, but once finished Booster had gained command of a massive, floating smuggler's den, which had been a dream of his for years. Today, the Errant Venture is a common name on the tongues of most members of the spacefaring fringe. Intimidating to its enemies, but a welcome sight for criminals and thrillseekers, the Errant Venture has become an icon of smugglers and free-traders everywhere, and serves as a reminder for all members of the fringe that Booster Terrik outsmarted the New Republic.

The Ship and its Crew

Booster's dream of a mobile base of operations and place of business has not been everything he dreamed it would be. When the New Republic finished stripping the ship of its weaponry, the Errant Venture was reduced to ten turbolaser batteries, ten ion cannons, and two tractor beams, a mere shadow of its former armament. Additionally, interior systems had been damaged in combat, and faulty fire-control modules on some of the weaponry have been a constant headache for Booster Terrik ever since acquiring the vessel. As a result of these problems, the ship takes a –3 Engines penalty to Maneuverability, and suffers losses in fire control bonuses and turbolaser damage.

Despite repeated breakdowns and systems failures, many pieces of Imperial military technology were left intact aboard the vessel. One of the big advantages for Booster and his crew is that the Imperial document fabrication systems are still fully functional. These are excellent for forging legal documents and identifications, because rather than being fake identification documents, they are real Imperial documents with false information. Combined with a massive database of "dataphantoms," or identities which can be easily assumed without scrutiny from public officials, Booster can create a set of documents that no one will question their validity. This comes in very handy for his under-the-table dealings, as well as making him a good deal of money from those who wish to change lives for a while. Other systems, such as communications and sensor equipment, give the ship other subtle advantages — when the systems are functional.

Errant Venture

Craft: Kuat Drive Yards' Heavily Modified Imperial-II Star Destroyer
Type: Star Destroyer
Scale: Capital ship
Length: 1,600 meters
Skill: Capital Ship Piloting: Star Destroyer
Crew: 4,780
Crew Skill: Capital Ship Gunnery 4D, Capital Ship Piloting 4D+2, Capital Ship Shields 4D+1
Passengers: 30,000
Cargo Capacity: 49,000 metric tons
Consumables: 5 years
Cost: Not for sale
Hyperdrive Multiplier: x2 (backup x8)
Nav Computer: Yes
Maneuverability: 1D
Space: 5
Hull: 7D
Shields: 2D
Sensors:
  Passive: 75/1D+2
  Scan: 150/3D+2
  Search: 300/5D
  Focus: 8/6D+2
Weapons:
Turbolasers (60)
  Fire Arc: 4 Batteries Front, 4 Batteries Left, 4 Batteries Right
  Fire Control: 2D+2
  Space Range: 3-15/36/75
  Atmosphere Range: 6-30/72/150 km
  Damage: 4D
Ion Cannons (60)
  Fire Arc: 4 Batteries Front, 3 Batteries Left, 3 Batteries Right, 2 Batteries Back
  Fire Control: 3D+2
  Space Range: 1-10/25/50
  Atmosphere Range: 2-20/50/100 km
  Damage: 5D
Tractor Beam Projectors (10)
  Fire Arc: 6 Front, 2 Left, 2 Right
  Fire Control: 3D+2
  Space Range: 1-5/15/30
  Atmosphere Range: 2-10/30/60 km
  Damage: 6D

The ship was redesigned on the interior, but has always been plagued by technical difficulties. The ship is now sectioned off into three levels: Black Level, Blue Level, and Diamond Level. These are the three commercial zones of the ship, which are the most visited by traders and merchants, as well as passengers simply along for the thrill, and some of the less savory members of Galactic society. Black Level, the lowest of the three, has been likened to Mos Eisley in many respects, as things there can get a little rough; Blue Level is populated by merchants, traders, and thrillseekers, while the upper level, Diamond Level, houses the casinos and the big spenders.

With a decreased armament and perilously nonfunctional electronic equipment, Booster keeps several squadrons of uglies, patchwork starfighters composed of varying parts of different starships, for the ship's protection from pirates and other raiders. The X-Ceptor is an X-Wing cockpit with a pair of TIE Interceptor solar panels in the place of the standard S-foils, while the Y-TIE consists of a Y-Wing's cockpit, with TIE Fighter solar panels in the place of the engine nacelles. Of course, no two uglies are alike, and more often than not even two of the same basic configuration will vary widely in functionality. The ship's two house squadrons, Glory Squadron and Honor Squadron, are permanently stationed aboard the Errant Venture, and are on Booster's payroll. The ship also makes use of four mercenary squadrons, who swap in and out occasionally, are paid on a contractual basis and are rarely aboard the ship for more than a few months.

Aside from the starfighters housed aboard the vessel, several transports, shuttles, and other unconventional craft are often found in the Star Destroyer's docking bay. One of the chief defenses the Errant Venture has against larger ships, such as the corvettes and cruisers found in some pirate fleets, is a pair of assault gunboats that cost Booster no small sum to procure. The craft are Cygnus Spaceworks Alpha-class assault gunboats which were originally developed for use in the Galactic Empire. Though never produced in so large a number as to become common in the galaxy, assault gunboats were the Imperial response to the more durable but slower craft used by the Rebel Alliance. Booster's technicians keep the pair as close to full efficiency as possible, as they were far too costly to allow them to slip into disrepair.

The Errant Venture in the New Jedi Order

During the events that led up to the peace accord between the New Republic and the Imperial Remnant, Booster Terrik was able to make a deal with the New Republic Navy to refit the entire ship using the best technicians the government had to offer in exchange for the ship's use during a raid on an Imperial outpost. As a result, the ship was returned to nearly new condition, with a full weapons compliment and all the ship's vital systems torn out and replaced with state of the art units. Despite the new components, however, modifications to the ship made by the smuggler prevented the Star Destroyer from being returned to absolutely top condition, and some ship systems still function erratically (giving a –1 Engines penalty to Maneuverability, as well as less effective fire control). Additionally, after peace was made, the New Republic paid to have the ship painted blood red from bow to stern, a vision that Booster had planned for the ship but could never quite afford to have done.

With the Jedi on the run from the Yuuzhan Vong (and the Peace Brigade), the Errant Venture serves as a floating sanctuary for most of the youngest Jedi students. Kam Solusar and his wife, Tionne, are managing the small cluster of apprentices, while Jedi Knight Corran Horn is remaining onboard in order to lie low following the events at Ithor. While Booster claims to be put off by having the Jedi students on board, the fact that two of them are his grandchildren softens his gruff exterior to a certain degree. The ship is making random jumps throughout the galaxy, never straying close enough to an inhabited system to be spotted, and only staying in the same place long enough to re-supply. Additionally, due to the increased need for security, the two house starfighter squadrons have been released to fight independently of the vessel. Only a select few can find the ship at any given moment, among them Luke Skywalker, Mara Jade, Han Solo and Leia Organa Solo, and perhaps a handful of others.

Adventure Hook: Dangerous Cargo

As soon as the characters arrive aboard the Errant Venture, they have a chance encounter with Nawara Ven in the cargo hold. As the characters disembark from their transport, astute heroes will overhear a conversation between the Twi'lek quartermaster and a merchant's representative. The Errant Venture has just unloaded some very hot cargo, either Imperial command codes, a cache of Adegan Crystals (used in the creation of lightsabers), or some other item which coincides with the characters' interests. Further investigation reveals that Ven acquired the items through a fellow Twi'lek named Duura, an information broker on Black Level.

X-Ceptor Ugly

Craft: X-Ceptor Ugly
Type: Modified starfighter
Scale: Starfighter
Length: 12.5 meters
Skill: Starfighter Piloting: X-Ceptor Ugly
Crew: 1
Crew Skill: Starfighter Piloting 4D, Starship Gunnery 3D+2, Starship Shields 3D+1
Passengers: 0
Cargo Capacity: 90 kg
Consumables: 4 days
Cost: Not available
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 3D+1
Space: 7
Atmosphere: 350; 1,000 kmh
Hull: 3D
Shields: 0D+2
Sensors:
  Passive: 25/0D
  Scan: 50/1D
  Search: 75/2D
  Focus: 3/4D
Weapons:
Laser cannons (4 fire-linked)
  Fire Arc: Front
  Fire Control: 1D+2
  Space Range: 1-3/12/25
  Atmosphere Range: 100-300/1.2 km/2.5 km
  Damage: 5D

Y-TIE Ugly

Craft: Y-TIE Ugly
Type: Modified starfighter
Scale: Starfighter
Length: 11.8 meters
Skill: Starfighter Piloting: Y-TIE Ugly
Crew: 1-2
Crew Skill: Starfighter Piloting 3D, Starship Gunnery 2D+2, Starship Shields 2D+2
Passengers: 0
Cargo Capacity: 100 kg
Consumables: 4 days
Cost: Not available
Hyperdrive Multiplier: x2
Nav Computer: Yes
Maneuverability: 1D+2
Space: 6
Atmosphere: 330; 950 kmh
Hull: 3D+1
Shields: 1D
Sensors:
  Passive: 15/0D
  Scan: 35/1D
  Search: 50/2D
  Focus: 4/3D
Weapons:
Laser cannon (2, 1 fire-linked in sets of 2)
  Fire Arc: Front
  Fire Control: 1D
  Space Range: 1-3/12/25
  Atmosphere Range: 100-300/1.2 km/2.5 km
  Damage: 5D
Light ion cannon (1)
  Fire Arc: Turret or front*
  Fire Control: 2D
  Space Range: 1-3/7/36
  Atmosphere Range: 100-300/700/3.6 km
  Damage: 4D

* These guns may be fixed to forward-firing to be operated by the pilot. This reduces the fire control bonus from 2D to 1D.

Assault Gunboat

Craft: Cygnus Spaceworks Alpha Class XG-1 Starwing
Type: Assault gunboat
Scale: Starfighter
Length: 15 meters
Skill: Starfighter Piloting
Crew: 1
Crew Skill: Starfighter Piloting 4D, Starship Gunnery 3D+2, Starship Shields 3D+1
Passengers: 0
Cargo Capacity: 100 kg
Consumables: 3 days
Cost: Not available
Hyperdrive Multiplier: x1
Nav Computer: Yes
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 4D+1
Shields: 2D+2
Sensors:
  Passive: 25/0D
  Scan: 50/1D
  Search: 75/2D
  Focus: 3/4D
Weapons:
Laser cannons (2 fire-linked)
  Fire Arc: Front
  Fire Control: 2D
  Space Range: 1-3/12/25
  Atmosphere Range: 100-300/1.2 km/2.5 km
  Damage: 4D
Ion cannons (2 fire-linked)
  Fire Arc: Front
  Fire Control: 2D
  Space Range: 1-3/7/36
  Atmosphere Range: 100-300/700/3.6 km
  Damage: 4D
Concussion missile launchers (2)
  Fire Arc: Front
  Fire Control: 1D+1
  Space Range: 1-3/7/13
  Atmosphere Range: 100-300/700/1.3 km
  Damage: 9D

Additionally, Booster has hired several employees to act as a security force aboard the ship. Recognizing that with a ship full of scoundrels there was bound to be trouble, he selected former crewmates and mercenaries to fill out the ranks of an armed security team to keep the peace in order to continue attracting more wealthy guests. These security team members are garbed in what appear to be old Imperial-style uniforms, but rather than the sterile gray and black colors of the past, the torsos are now light green with yellow sleeves, and when combined with their yellow trousers and green caps make them a somewhat sickening sight to behold. Nevertheless, they stand out in a crowd and have been a relatively effective means of keeping the peace. They do turn a blind eye to many of the shady deals on the ship, unless Booster specifically orders them to take care of a situation, or if the situation presents a danger to the ship or its wealthy guests.

Errant Venture Security Force Member

Type: Security Guard
DEXTERITY 2D
  Blaster 3D, Brawling Parry 3D+2, Melee Combat 3D+2, Melee Parry 4D
KNOWLEDGE 1D+2
  Intimidation 4D+1
MECHANICAL 1D+2
PERCEPTION 2D
STRENGTH 3D+1
  Brawling 5D
TECHNICAL 1D+1
Character Points: 3
Move: 10
Equipment: Blaster pistol, encrypted comlink, Security Force uniform, stun baton

Adventure Hook: Heroes for Hire

After the PCs have arrived aboard the Errant Venture and gotten accustomed to their surroundings, the situation involving their encounter with Nawara Ven suddenly seems more dangerous. While the characters are onboard, a band of pirates boldly attack the ship in an attempt to acquire that hot cargo shipment. If the characters react to help fight off the pirates, Booster is impressed by their combat prowess and offers them a three-month contract as members of the mercenary squadrons aboard the ship. Fighting off pirate raids and Imperial attempts to reclaim such a warship should provide ample time to plant further plot seeds, as well as keeping them busy for a while.

Errant Venture Security Force Captain

Type: Weequay Security Guard Captain
DEXTERITY 2D
  Blaster 5D, Brawling Parry 5D+1, Melee Combat 6D, Melee Parry 5D+1
KNOWLEDGE 1D+2
  Intimidation 4D
MECHANICAL 1D+2
PERCEPTION 1D+1
  Sneak 2D+2
STRENGTH 4D
  Brawling 7D+1, Climbing/Jumping 5D+2
TECHNICAL 1D+1
  Security 3D
Force Points: 1
Character Points: 6
Move: 10
Equipment: Blaster pistol, encrypted comlink, stun baton

Black Level

Black Level is a rough-and-tumble area where the shadiest deals and most dangerous situations aboard the ship can be found. Con men, out of work ship crews, thieves, smugglers, assassins, and all manner of scum inhabit this Level. In addition to the dangerous, there are the poor, the homeless, and the wandering; these are the people who saw cheap transport aboard a fringe-friendly ship to be more appealing than staying in whatever wretched lives they left behind. It is unknown why Booster even allows these dregs of Galactic Society aboard his ship, perhaps only to sell their information elsewhere.

On Black Level, cantinas and hole-in-the-wall dwellings are the most common sight. The travelers on Black Level are typically strapped for cash, or fleeing troubles, and as such intoxication and a place to sleep are all many can afford, or care enough about to spend money on. Bar fights and killings are as common as cutpurses and beggars on Black Level, and only one with the street savvy capable of surviving the worst parts of densely-packed cities should venture to this level. Desperate or immoral, either way, the inhabitants of Black Level have been known to prey on those who stand out of the crowd. Notorious bounty hunters, bloodthirsty criminals, and opportunistic thieves have all made Black Level their domain, and a dangerous place to be.

One notable cantina on Black Level is called "The Lean-To." Owned by a shady-looking Bothan named Mursk To'rak, this cantina has intentionally dimmed lighting, and every booth along the walls can see every entrance and exit. The bar, situated in the middle of the room, is rectangular shaped, with drinks being served on all four sides. The disgustingly dirty floor, which was originally white but is now an off-brown color, has several blaster burns and what look to be bloodstains scattered over its surface. The walls are littered with burn marks, and pitted along one side with what appear to be the remnants of shrapnel from some kind of explosion. The bar serves a variety of watered-down liquors and other drinks, often in dirty containers. The entire establishment is filthy and reeks of smoke, but provides enough cheap intoxication to keep many coming back for more.

Mursk is a Bothan who tired of the clan structure on Bothawui and set off to escape his homeworld. After draining his family's bank account, Mursk started several businesses which failed shortly after their founding. Eventually, he wound up on Booster's doorstep, and with his help, he opened the cantina. Since then, Mursk has been successful enough to hire a bouncer named Kurrk, a Gamorrean mercenary with a chop-shop cybernetic arm, who lets fights wind down until the participants are almost collapsing, then throws them out into the corridor. Kurrk is supposed to prevent any major damage to the place, but more often than not he waits too long before acting. Kurrk lost his real arm in the explosion which sent the shrapnel into the wall of the cantina. Though not too bright, he does his job and complains little, which keeps him on the payroll despite his slow response time. Mursk also hired a green-skinned Twi'lek female, named Duura, to wait tables. What Mursk doesn't know is that she is running an information brokering business on the side, and using her job as a waitress to gather information and sell it to other patrons. She also skims money off the top of each sale, a little at a time, which she's saving to buy a ship of her own.

The Lean-To is just one of dozens of cantinas tucked away on Black Level. They are as varied as the cantinas in any given city, but certain things are consistent between each one; they are all dangerous, and they all have something to sell. Anything from food and drink, to weaponry, to secrets and information can be purchased on Black Level, but the price is often more than simply credits. Bartering is a major form of commerce on Black Level, and characters visiting this area should be prepared to bargain.

Booster's security teams rarely bother to patrol Black Level on a regular basis. They respond quickly to threats to the ship, but turn a blind eye to even the most dangerous and lethal happenings. Run-down and perilous to anyone, Black Level is truly the seedy underbelly of the Errant Venture.

The Staff of the Lean-To

Mursk To'rak

Type: Bothan Diplomat
DEXTERITY 2D+2
  Melee Combat 3D+1, Melee Parry 3D
KNOWLEDGE 1D+2
  Intimidation 2D+1, Value 3D+1, Willpower 4D+1
MECHANICAL 2D+1
PERCEPTION 1D+2
  Con 3D+2, Investigation 4D+2, Persuasion 3D+1, Search 2D+2
STRENGTH 2D
TECHNICAL 2D
Force Points: 1
Character Points: 5
Move: 10
Equipment: Comlink, datapad (+1D bonus on checks involving downloading, +1D bonus to related Knowledge checks with related datacards), knife

Kurrk

Type: Gamorrean Thug
DEXTERITY 1D+2
  Blaster 2D+2, Brawling Parry 2D, Melee Combat 5D+1, Melee Parry 4D+2
KNOWLEDGE 1D+2
  Intimidation 3D+1
MECHANICAL 1D+2
PERCEPTION 1D+2
STRENGTH 3D+2
  Brawling 5D+2
TECHNICAL 1D+2
Force Points: 1
Character Points: 4
Move: 10
Equipment: Blaster pistol, vibro-ax

Duura

Type: Twi'lek Spy
DEXTERITY 2D+1
KNOWLEDGE 1D+2
  Willpower 3D
MECHANICAL 2D+1
PERCEPTION 2D
  Bargain 4D, Con 4D+1, Investigation 5D, Persuasion 4D, Search 3D+1
STRENGTH 2D
TECHNICAL 2D
Force Points: 1
Character Points: 3
Move: 10
Equipment: Datapad (+1D bonus on checks involving downloading, +1D bonus to related Knowledge checks with related datacards)

Adventure Hook: Dealing with Duura

Having descended down to Black Level to find out more about this shipment that everyone seems to want, they encounter Nawara Ven's informant, Duura, in this seedy cantina. Should the characters manage to convince Duura to give them some information, either by running a dangerous errand or retrieving some bit of information for her, they learn that the valuables are to be auctioned off by a successful merchant named Tien Gnit on Blue Level in a private auction with high-stakes bidding. While on Black Level, the characters should have several brushes with danger, and should one of the more ambitious criminals get wind of what the characters are after, they may find themselves in more trouble than anticipated.

Blue Level

The middle level of the Errant Venture's trio of commercial levels is significantly nicer and safer than Black Level. Blue Level is a large and colorful area which boasts more reputable inhabitants (if anyone from the fringe can be said to be reputable) as well as a safer travel environment. Remnant of Treasure Ship Row on Corellia, Booster's home planet, Blue Level is highly commercialized, and seems to be the main trade district aboard the ship, with everything from legal wares to illegal, black market goods passing between the hands of merchants and customers.

Blue Level features Trader's Alley, which makes up the bulk of the Level's business. Trader's Alley is a large, cash-only bazaar featuring merchants and traders from all over the galaxy hawking their wares at prices that range from dirt cheap to breaking the bank. This is where most trade goods eventually wind up on the ship; when smugglers and traders unload their cargo, merchants send representatives to haggle for the items in the manifest. Once the cargo is unloaded and brought up to the shops, the merchants themselves determine the market price and begin pushing the product on the consumer. The exchange between trader and merchant has become a well-oiled machine aboard the Errant Venture, with several large smuggling organizations placing representatives of their own aboard the ship for the sole purpose of selling that group's cargo.

One successful entrepreneur is a Sullustan by the name of Tien Gnit, an aggressive salesman and the shrewd owner of the Lava Tube, his shop. Tien has long been known as an honest dealer, though his prices are somewhat higher than most. He doesn't sell broken equipment, and he doesn't lie about his products to customers. He is a hard bargainer, and will ask sometimes twice or three times the going price for a high-quality item. He demands a lot of his employees, as well, requiring them to be honest in their dealings with him and his customers. Gnit is also in good with Booster Terrik, dealing mostly with the smuggling aspect of his organization, and frequently brokers deals with the owner of the ship in exchange for a good cut of any profit.

Gnit runs a small shop on Trader's Alley, which is kept clean and organized by his employees. The shop boasts an impressive assortment of high-quality items, ranging from the mundane to more hard-to-find black market goods. Gnit's selection is typically composed of standard items in working order, though a small portion of his inventory is of the highest quality, providing a +1 equipment bonus to any rolls using that item, at a cost of 30% more than the standard asking price. Occasionally, rare and valuable black market goods will pass through his possession, but typically he reserves those for his best, and most trusted customers. He usually gives first choice of his rarest items to Booster's daughter, Mirax (who is an expert in rare item acquisitions), though what she doesn't take, he makes available to the regular customers on Trader's Alley. He does not deal in useless items, however; gems, jewelry, art, and other showpieces hold no interest for the shrewd businessman, instead preferring to deal in functional goods that serve a purpose other than decoration.

Tien Gnit

Type: Sullustan businessman
DEXTERITY 2D+1
KNOWLEDGE 2D+1
  Intimidation 3D, Value 5D+2
MECHANICAL 2D
PERCEPTION 2D
  Con 5D+1, Investigation 4D, Persuasion 5D+1, Search 3D, Search: Tracking 3D+2
STRENGTH 1D+1
TECHNICAL 1D+2
Force Points: 2
Character Points: 7
Move: 10
Equipment: Comlink, datapad

Adventure Hook: A Fist Full of Credits

Following the lead given to them by Duura, the characters arrive on Blue Level and search out the Lava Tube, only to find that the auction is over and the items are gone. Quick investigation reveals that Booster's daughter Mirax Terrik was the buyer, and has just left the shop. As the characters leave to pursue, they encounter Mirax struggling with thugs from Black Level over her recent acquisition right in the middle of the courtyard beneath the giant holovid. If the characters come to her aid and defeat the thugs, Mirax takes the opportunity to slip off unnoticed to Diamond Level, prompting the party to pursue.

Blue Level also is home to one other major landmark aboard the ship: a massive holovid presentation of the New Republic's campaign against Ysanne Isard at Thyferra. This work of hyperbole is displayed around the clock in a massive open-topped courtyard which rests in the middle of Blue Level, and stretches up to connect with a similar courtyard in Diamond Level. Of course, the presentation was edited and modified by Booster's composing crew, and as such his role and that of the Errant Venture have been greatly expanded, while the part played by his son-in-law Corran Horn has been nearly completely cut out. Guests staying on Diamond Level often venture down through the courtyard to Blue Level to shop, descending through clear lift tubes or down a massive spiral staircase around the outer edges of the holovid, while other adventurous thrillseekers mingle amongst the many would-be scoundrels milling about. Boba Fett-wannabes, Han Solo-wannabes, and hundreds of other imitators and lackeys populate Blue Level, attempting to live out the excitement of being amongst members of low-society without having to actually venture to the more dangerous Black Level. Booster's security team makes sure none of his wealthy visitors meet with too much trouble, but occasionally they will let someone get a little rattled when they realize they are in over their head before stepping in.

Diamond Level

Connected to Blue Level via the massive courtyard at the center of the ship, Diamond Level is a lush, exotic resort providing anything a customer might need — for a price. Bright lights and flashing holograms proclaim the presence of casinos and entertainment, while other sections of Diamond Level are closed off and private, including luxury spas and other comfortable living areas. Diamond Level's motto is a perfect description of the way business is run aboard this level of the Errant Venture: Discretion Guaranteed, Satisfaction Assured.

The visitors to Diamond Level are mostly wealthy, upper-crust members of Galactic Society with money to waste. What brings them aboard the Errant Venture is a chance to see the Galaxy aboard the intimidating form of an Imperial Star Destroyer, surrounded by scoundrels, smugglers, and other members of the fringe. Guest quarters are elegantly decorated and have anything that a paying customer might need. Cost per person per night for a room on Diamond Level begins at 5,000 credits, and then rises from there depending on whether or not guests would like an observation window (with choice of view between outer space and the courtyard), room service, or even personal security while onboard the ship. The rooms are of the highest quality, decorated by professionals and serviced by Booster's best employees, and other discreet services can be arranged for an appropriate fee.

Adventure Hook: Diamonds in the Rough

The characters, in pursuit of Mirax Terrik and her valuable new purchase, ascend into the glitz and glamour of Diamond Level. As the party weaves in and out of casinos, restaurants, and private establishments, they eventually catch wind that in two days' time, Mirax will be playing in a high-stakes game of Sabacc with an experienced gambler, with her expensive new acquisition on one side of the wager, and a single, rare item in the gambler's possession; an authentic Jedi lightsaber, holocron, plans for a working cloaking device, or something along those lines would be sufficient. What the characters choose to do from there is up to them, however there's sure to be trouble (and money to be made) in such a risky endeavor.

Luxury is not limited to the living quarters on Diamond Level, extending just as elegantly to the restaurants onboard. Some of the most renowned food preparation experts from around the Galaxy are found aboard the Errant Venture, cooking up their specialty dishes for the guests that can afford it. Many species-themed or planet-themed restaurants serve the appropriate cuisine, allowing visitors to sample tastes from all corners of the Galaxy. Several nightclubs offer entertainment in addition to the food, and the friendly (and attractive) restaurant staff is always on hand to ensure that customers are pleased with their meals. These fine dining establishments usually have a starting price of 50 to 100 credits per meal, some extending up over 500, and even 1000 credits for some exotic foods. Establishments offering dinner shows, live music, or other forms of entertainment typically are more expensive, but Booster personally reviews many of the performers aboard the ship to make sure that everything is of the highest quality on Diamond Level.

Health spas and relaxation therapy businesses also make their home on Diamond Level. Those guests who do not wish to deal in entertainment, or the dangerous excitement of Blue Level. Most resorts offer daily, weekly, or even lifetime passes to customers who come in for pampering. Athletic arenas are available for those who desire a healthy workout, and other services, like massage therapy or personal training, are also found in Diamond Level spas.

One of the big attractions aboard the ship's Diamond Level is the number and variety of casinos. If Blue Level was a remnant of Treasure Ship Row, Diamond Level rivals the great casinos at Cloud City, Kaal, and aboard the Coral Vanda. Bright lights, exotic guests, and the promise of excitement and a few credits draw in many professional and amateur gamblers. It is even said that Lando Calrissian himself plays aboard the Errant Venture from time to time, though rarely do his opponents walk away from the table with enough money left to brag about. The casinos are a major source of income for Booster and the Errant Venture, as his dealers consist mostly of card sharks and gambling buddies that he knew during his smuggling days. Card counters and professionals, Booster's dealers don't need to cheat to earn the house a wealthy amount of money; they're simply that good. Treat these dealers as the mid-level Generic Gambler from the Core Rulebook, page 268. Games like Sabacc are the most common in the casinos of Diamond Level, but many electronic games and games of random chance can be found here as well, offering a wide variety of ways for guests to drain their bank accounts into the house.

Occasionally, Booster will arrange for thrill-seeking guests of Diamond Level to walk amongst the denizens of Blue Level as a potential member of the fringe. Other times, he will use these daring but naïve customers to carry out some task for him. Booster has even been known to convince guests to practically beg him for the chance at being a part of his illegal operations, even pay him for the opportunity, without really telling them what they're getting into. Guests on the ship are aboard for their own reasons, some for the luxury and some for the thrill, and Booster never hesitates to cater to their individual tastes, especially when there's a chance for him to earn a few credits.

Notable Personalities

Booster Terrik

Booster Terrik has always been a little rough around the edges. While some members of the fringe attempt to maintain an air of refinement, Booster makes no such claim. A talented smuggler with connections all over the Galaxy, Terrik prides himself on two things: his no-nonsense way of dealing with people, and his daughter Mirax. Booster Terrik is not the kind of man to play games, and he has a complete lack of respect for authority. Tall, broad and thick, and sporting a menacing cybernetic eye and a rough white goatee, Booster can be an intimidating sight before he even opens his mouth. He's a gruff man who doesn't take any slag off of anyone, tough as duracrete and, like most Corellians, never does what those around him expect him to do.

Booster was a smuggler and pilot for hire on Corellia at the height of the Empire. He used the Pulsar Skate, a freighter which would eventually become his daughter's, as his own personal vessel, though he had a moderate sized organization of his own. When Wedge Antilles' parents were killed on Gus Treta, Booster tried to help him track down the pirates responsible for their deaths. The search ended abruptly and unsuccessfully when Booster was sent to do time in the spice mines of Kessel by a member of Corellian Security named Hal Horn. Booster's organization was taken over by an up and coming smuggler Jorj Car'das, and his daughter Mirax went into business for herself. Booster spent 5 hard years in Kessel, and it's a time in his life he'd like to forget.

Booster treats the Errant Venture as though it were simply another part of his family, caring for it deeply, even with all its quirks and technical problems. He has made a good bit of profit off the ship, and is always looking for new and exciting attractions to entertain his guests. Booster's cybernetic eye allows him to see in the ultraviolet spectrum, giving him the ability to see specially marked cards and throw cheaters out of the casinos. Additionally, it lets him see in the infra-red spectrum, often revealing hidden weapons and adversaries. He tolerates no one that does harm to his precious business, and even once severely beat Bothan Senator Borsk Fey'lya for trying to hire Booster's organization to kill another Bothan. Booster is a no-nonsense Corellian, set in his ways, but with a sense of honor and respect about him that he tries to hide.

Booster Terrik

Type: Crimelord
DEXTERITY 2D+2
  Blaster 5D
KNOWLEDGE 3D+1
  Intimidation 7D+1, Languages 4D+2, Streetwise 7D+2, Value 8D, Willpower 8D+2
MECHANICAL 3D
  Astrogation 6D, Capital Ship Gunnery 5D, Capital Ship Piloting 6D, Capital Ship Shields 5D+1, Communications 4D+1, Sensors 4D+1, Space Transports 5D+2, Starship Gunnery 5D+1, Starship Shields 5D
PERCEPTION 3D
  Bargain 5D+2, Command 5D, Con 9D, Con: Disguise 4D, Forgery 5D, Hide 4D+1, Investigation 6D+2, Persuasion 6D, Search 7D, Sneak 4D+1
STRENGTH 3D
TECHNICAL 3D
  Capital Ship Repair 4D+2, Demolition 4D+1, Security 5D
Force Points: 4; Dark Side Points: 2
Character Points: 8
Move: 10
Equipment: Blaster pistol, comlink [cybernetic], cybernetic eye [+1 to Search checks, infrared vision 20m], datapad, decommissioned Imperial II Star Destroyer (Errant Venture)

Mirax Terrik

If asked, almost no one would ever guess that Mirax was the daughter of the infamous smuggler Booster Terrik. Growing up on Corellia, Mirax was childhood friends with Wedge Antilles, and remained in close contact through the years of the Rebellion and into the New Republic. Beautiful with a hint of exotic features, Mirax shares one thing in common with her father: they both prefer getting right down to business. Mirax likes to jump right in and get hands on in a situation, and doesn't mind if it gets her a little dirty.

Mirax uses the Pulsar Skate as her personal transport and business venue. After seeing her father hauled off to Kessel by Hal Horn, she began a successful shipping and acquisitions business. Though operating mostly within the law, Mirax took up where her father left off and began smuggling weapons into Alliance bases. Eventually, she would fall in love with New Republic officer Corran Horn, despite some early bitterness between them, though her independent streak is easily seen still as she continues to operate her own business. She specializes in acquiring rare and valuable items, from perishable foods to art as well as more common items, and has an excellent reputation amongst her customers.

Mirax often uses her father's floating bazaar as a stopover point and base of operations. She has a good working relationship with many of the traders, smugglers, and merchants aboard the ship, and her ship is always a welcome sight in the docking bay. She makes use of her father's resources, as well as using the concentration of fringe elements to forge a network of contacts of her own. Aboard the Errant Venture she has often found rare items that her customers pay dearly for, as well as trading more mundane goods at a reasonable price. She occasionally takes on a shipping contract, as well, though she prefers the acquisitions business.

Mirax Terrik

Type: Smuggler
DEXTERITY 3D+1
  Blaster 5D+2, Dodge 6D
KNOWLEDGE 3D
  Intimidation 5D, Languages 4D+1, Value 7D, Willpower 4D+2
MECHANICAL 3D+1
  Astrogation 6D+1, Communications 4D+2, Sensors 5D, Space Transports 8D
PERCEPTION 3D
  Bargain 3D+2, Con 7D, Con: Disguise 5D+2, Forgery 5D+2, Hide 5D+1, Investigation 8D, Persuasion 4D, Search 6D, Sneak 5D+1
STRENGTH 2D
TECHNICAL 3D
  Security 5D, Space Transport Repair 5D+1
Force Points: 3
Character Points: 7
Move: 10
Equipment: Blaster pistol, comlink, datapad, modified Baudo-class Star Yacht (Pulsar Skate)

Mirax's personal starship, the Pulsar Skate, is a modified Baudo-class Star Yacht which she uses to make all her deliveries. While not aboard the Errant Venture, Mirax uses the ship as her roaming home in the stars. Taking her traveling business in rare and valuable items from system to system has allowed her to flourish and become one of the most famous acquisitions experts in the Galaxy. The Pulsar Skate is a welcome sight in most docking bays, as its arrival typically heralds the approach of hard-to-find objects.

Pulsar Skate

Craft: Baudo-class Star Yacht
Type: Modified star yacht
Scale: Starfighter
Length: 37.5 meters
Skill: Space Transports: Baudo-class Star Yacht
Crew: 2
Crew Skill: See (crewmen's names)
Passengers: 4
Cargo Capacity: 115 metric tons
Consumables: 3 months
Cost: Not available for sale
Hyperdrive Multiplier: x1 (backup x10)
Nav Computer: Yes
Maneuverability: 2D
Space: 4
Atmosphere: 280; 800 kmh
Hull: 4D+2
Shields: 2D+2
Sensors:
  Passive: 15/1D
  Scan: 35/2D
  Search: 50/3D
  Focus: 4/4D
Weapons:
Twin laser cannon
  Fire Arc: Front
  Fire Control: 2D+2
  Space Range: 1-3/12/25
  Atmosphere Range: 100-300/1.2 km/2.5 km
  Damage: 5D
Tractor beam projector
  Fire Arc: Any
  Fire Control: 2D
  Space Range: 1-5/15/30 km
  Atmosphere Range: 1-5/15/30 km
  Damage: 4D

Nawara Ven

Nawara Ven is a Twi'lek lawyer from the planet Ryloth who was formerly a member of Rogue Squadron with Corran Horn. Aboard the Errant Venture, he works as an administrator and majordomo, a right-hand-man to Booster when more mundane tasks need tending to.

Nawara was an expert pilot, good enough to fly with Rogue Squadron, until several injuries took him permanently out of the cockpit. Since joining Terrik's operation, he has helped improve the cost-effectiveness of the ship, reducing expenditures and helping cut out unnecessary spending. Booster is thrilled with Nawara's work, as it saves him money, one of Booster's driving forces. Additionally, he works as a mediator between the merchants and owners aboard the ship, helping solve more mundane problems that don't need to be brought to Terrik personally.

Nawara is a friendly person, who misses his time in the cockpit but does his best to fulfill any requirements of him, regardless of the job. He has a strong sense of honor, and is intelligent and witty. Like many Twi'lek, he seems to have a knack for business, and often uses his silvered tongue and quick mind to seal business deals that can be very beneficial for himself and Booster.

Nawara Ven

Type: Twi'lek Brash Pilot
DEXTERITY 3D+1
  Blaster 6D+2, Brawling Parry 6D, Pick-pocket 4D+2, Melee Combat 6D+1, Melee Parry 6D
KNOWLEDGE 2D+2
  Intimidation 4D+1, Law Enforcement 5D+2, Scholar: Spacer Lore 3D+1, Willpower 4D+1
MECHANICAL 3D
  Astrogation 5D+2, Communications 4D, Sensors 4D, Starfighter Piloting 8D+2, Starship Gunnery 7D+1, Starship Shields 7D
PERCEPTION 3D
  Bargain 5D+1, Con 5D, Persuasion 5D
STRENGTH 2D+2
TECHNICAL 2D+2
  Starfighter Repair 4D
Force Points: 4
Character Points: 8
Move: 10
Equipment: Hold-out blaster, encrypted comlink, datapad (+1D bonus on checks involving downloading, +1D bonus to related Knowledge checks with related datacards)