Scum and Villainy Stardancer Job Variants (1d6)

GMs:

Look for opportunities with a twist. Offer easy jobs with moral dilemmas, or hard jobs that help people, or cargo that multiple people want. Remember that this ship isn’t a bruiser. Violent factions like the Scarlet Wolves are more likely to hire the crew to extract a member than they are to kill someone (they have people for that). Focus on escapades, tight flying, and standard space opera hijinks. Always look for an opportunity for a run, chase, or high-energy adventure.

For any job opportunity, consider how the job may bypass blockades and inspections, or smuggle goods and people. Think about travel time too. To add a twist, discover what factions might be involved, or to add additional elements, roll on the job generator tables (see Jobs, page 338). Make Warren busy, grimy, and exciting. Give the players plenty of things in the scene to jump over, have breakneck chases around, and blow up.

A random result will be collated from each column

1d6 Variation 1 Variation 2 Variation 3

1

A faction war needs a delivery of weapons and supplies past the enemy line

Someone wants you to accept a job for a faction, but give them the goods instead.

Transport of cargo requires a path through a pirate’s boobytrapped and patrolled turf.

2

A fugitive will pay to be smuggled into the next system.

An ace pilot wants you to smuggle their custom, illegally modified racing ship to the start line past Guild inspections.

An exiled ex-pirate stashed a treasure on Baftoma and will split it with whoever can get them there past pirates and back.

3

A Cult wants you to move their Chosen One past a Church/ Legion checkpoint.

A simple job, except the cargo isn’t what they said it was, and it gets dangerous mid-trip.

A mystic needs a crew to explore a newly formed Way line. Way beasties guaranteed.

4

Living cargo needs to be transported, but is hard to contain and pin down once loose.

Smuggle a Way creature to a planetside mystic. Just one problem—it has to be carried inside one of the crew.

A Sah’iir wishes to adopt xeno children as servants. They must be moved before they are registered with the Hegemony.

5

A client wants you to move a package for two weeks straight. No stopping. No peeking.

Smuggle an artifact out of an archaeological dig.

Priority shipment from Indri to Amerath can only make it in time if you cut through the Belt of Fire.

6

Transporting the goods is easy, but can you convince a socialite to give you the job?

Run a Guild trade embargo to get a key scientist off the planet.

A criminal gang needs to smuggle a message to a lifer in Isotropa Max Secure.