TEXT: UMBERTO PIGNATELLI
  UMBERTO PIGNATELLI
  31056
  31056
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  
  BY UMBERTO PIGNATELLI
  BY UMBERTO PIGNATELLI
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: GONG CREATIVES
  ART: GONG CREATIVES
  PLAYTESTERS: DANIELE BONETTO, LUCA COERO BORGA, MANER SAMUEL, 
  PLAYTESTERS: DANIELE BONETTO, LUCA COERO BORGA, MANER SAMUEL, 
  PAOLO BOIERO, PIERPAOLO FERRERO.
  PAOLO BOIERO, PIERPAOLO FERRERO.
  SPECIAL THANKS: MARTA CASTELLANO (MY WIFE) FOR SUPPORTING ME ALL 
  SPECIAL THANKS: MARTA CASTELLANO (MY WIFE) FOR SUPPORTING ME ALL 
  THE WAY AND FRANCESCA VIARENGO FOR SHE KNOWS EVEN MORE STUFF
  THE WAY AND FRANCESCA VIARENGO FOR SHE KNOWS EVEN MORE STUFF
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2010 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2010. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  06
  06
  BY UMBERTO PIGNATELLI
  BY UMBERTO PIGNATELLI
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: GONG CREATIVES
  ART: GONG CREATIVES
  PLAYTESTERS: DANIELE BONETTO, LUCA COERO BORGA, MANER SAMUEL, 
  PLAYTESTERS: DANIELE BONETTO, LUCA COERO BORGA, MANER SAMUEL, 
  PAOLO BOIERO, PIERPAOLO FERRERO.
  PAOLO BOIERO, PIERPAOLO FERRERO.
  SPECIAL THANKS: MARTA CASTELLANO (MY WIFE) FOR SUPPORTING ME ALL 
  SPECIAL THANKS: MARTA CASTELLANO (MY WIFE) FOR SUPPORTING ME ALL 
  THE WAY AND FRANCESCA VIARENGO FOR SHE KNOWS EVEN MORE STUFF
  THE WAY AND FRANCESCA VIARENGO FOR SHE KNOWS EVEN MORE STUFF
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2010 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2010. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  06
  06
  
  This book contains an adventure based around the 
  exploits of four pregenerated, spacefaring heroes.
  You can ﬁ nd the character sheets and details of their 
  spaceship, the Blazing Star, on the Triple Ace Games 
  website: www.tripleacegames.com. The heroes have no 
  deﬁ ned gender, thus the players can assign it as they 
  wish.
  The characters have all their leveling opportunities 
  mapped out in advance from Seasoned (from which they 
  start) to Legendary. Each adventure in this series earns 
  the heroes a ﬁ xed ﬁ ve Experience Points, granting them 
  advancement after every mission. The players only need 
  to tick the appropriate box on the sheet to start making 
  use of their advancements.
  This means you can use the character sheets at con-
  ventions and run adventures of any Rank without having 
  to create your own characters from scratch. It also means 
  you can run these tales as pick-up games without any 
  preparation!
  Better yet, you will know that when you buy one of 
  our adventures, you can guarantee the adventurers will 
  have all the skills and abilities they need to win the day!
  You will also need some gaming stone counters or 
  other markers and a copy of the Space Rules Supple-
  ment, which you can download free from the www.
  tripleacegames.com website. 
  Finally, you will ﬁ nd it useful to have some extra cop-
  ies of the standard Savage Worlds Burst templates to 
  represent obstacles and terrain elements.
  BACKGROUND
  BACKGROUND
  The planet Khoras was once the home of two races: 
  the Khors and the Rannites. Despite being very similar, 
  the two peoples were bitter enemies. The Khors had 
  bronze colored skin, while the Rannites were silvery, but 
  that was the only true difference.
  The symbols of this rivalry were their two royal 
  families, both gifted with peculiar psionic powers — the 
  Khors royal family was able to control and bend light 
  while the Rannites rulers mastered the power of shaping 
  the dark. 
  An endless, cyclical war raged between the two races, 
  but neither side was strong enough to utterly defeat the 
  other. 
  This status quo was maintained until the rise of Sa-
  landra Sash, heir princess of the Khors. A beautiful girl 
  and a skilled ﬁ ghter, she left the planet in her youth to 
  join the Mercenary Guild. Many stories were told of her 
  deeds of bravery (some true, others patently false), mak-
  ing her a legend throughout the sector and a popular 
  hero even to this day.
  In the end, Salandra returned home to be crowned 
  queen of the Khors.  
  The experience in the Mercenary Guild taught her 
  many dirty tricks to win a war — and she used the foulest 
  of these to destroy the Rannites. 
  The warrior queen discovered that the powers of the 
  two royal families depended on a particular radiation 
  produced by Gweo, the local sun. She ordered an ultra-
  powerful radiation cannon be built in total secret and 
  ﬁ red against the sun, permanently changing its radiation 
  pattern in a way that was harmless for the Khors royals, 
  but deadly for the Rannites rulers.
  Within a decade, all the Rannites rulers perished and 
  their subjects had no choice but to pay homage to the 
  Khors. 
  Finally, Khoras became a uniﬁ ed planet. 
  Ultimately, this was not a good thing: Salandra’s de-
  scendants proved to be totally inept leaders – in only 
  ﬁ fty years, the royal family ran up so much debt that it 
  was forced to sell the entire planet to the Terraformers 
  Guild. 
  The Guild used Khoras for their experiments and 
  almost destroyed it. 
  Eventually, both races evacuated the planet, spreading 
  throughout the galaxy and ceasing to exist as a distinct 
  cultural entity.
  Now, a century after Salandra Sash’s reign, only a sin-
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  2
  This book contains an adventure based around the 
  exploits of four pregenerated, spacefaring heroes.
  You can ﬁ nd the character sheets and details of their 
  spaceship, the Blazing Star, on the Triple Ace Games 
  website: www.tripleacegames.com. The heroes have no 
  deﬁ ned gender, thus the players can assign it as they 
  wish.
  The characters have all their leveling opportunities 
  mapped out in advance from Seasoned (from which they 
  start) to Legendary. Each adventure in this series earns 
  the heroes a ﬁ xed ﬁ ve Experience Points, granting them 
  advancement after every mission. The players only need 
  to tick the appropriate box on the sheet to start making 
  use of their advancements.
  This means you can use the character sheets at con-
  ventions and run adventures of any Rank without having 
  to create your own characters from scratch. It also means 
  you can run these tales as pick-up games without any 
  preparation!
  Better yet, you will know that when you buy one of 
  our adventures, you can guarantee the adventurers will 
  have all the skills and abilities they need to win the day!
  You will also need some gaming stone counters or 
  other markers and a copy of the Space Rules Supple-
  ment, which you can download free from the www.
  tripleacegames.com website. 
  Finally, you will ﬁ nd it useful to have some extra cop-
  ies of the standard Savage Worlds Burst templates to 
  represent obstacles and terrain elements.
  BACKGROUND
  BACKGROUND
  The planet Khoras was once the home of two races: 
  the Khors and the Rannites. Despite being very similar, 
  the two peoples were bitter enemies. The Khors had 
  bronze colored skin, while the Rannites were silvery, but 
  that was the only true difference.
  The symbols of this rivalry were their two royal 
  families, both gifted with peculiar psionic powers — the 
  Khors royal family was able to control and bend light 
  while the Rannites rulers mastered the power of shaping 
  the dark. 
  An endless, cyclical war raged between the two races, 
  but neither side was strong enough to utterly defeat the 
  other. 
  This status quo was maintained until the rise of Sa-
  landra Sash, heir princess of the Khors. A beautiful girl 
  and a skilled ﬁ ghter, she left the planet in her youth to 
  join the Mercenary Guild. Many stories were told of her 
  deeds of bravery (some true, others patently false), mak-
  ing her a legend throughout the sector and a popular 
  hero even to this day.
  In the end, Salandra returned home to be crowned 
  queen of the Khors.  
  The experience in the Mercenary Guild taught her 
  many dirty tricks to win a war — and she used the foulest 
  of these to destroy the Rannites. 
  The warrior queen discovered that the powers of the 
  two royal families depended on a particular radiation 
  produced by Gweo, the local sun. She ordered an ultra-
  powerful radiation cannon be built in total secret and 
  ﬁ red against the sun, permanently changing its radiation 
  pattern in a way that was harmless for the Khors royals, 
  but deadly for the Rannites rulers.
  Within a decade, all the Rannites rulers perished and 
  their subjects had no choice but to pay homage to the 
  Khors. 
  Finally, Khoras became a uniﬁ ed planet. 
  Ultimately, this was not a good thing: Salandra’s de-
  scendants proved to be totally inept leaders – in only 
  ﬁ fty years, the royal family ran up so much debt that it 
  was forced to sell the entire planet to the Terraformers 
  Guild. 
  The Guild used Khoras for their experiments and 
  almost destroyed it. 
  Eventually, both races evacuated the planet, spreading 
  throughout the galaxy and ceasing to exist as a distinct 
  cultural entity.
  Now, a century after Salandra Sash’s reign, only a sin-
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  2
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  3
  gle member of the Khors royal family survives: a young 
  woman named Salandra Sash (after her grandmother). 
  She is quite popular, being a holomovie star. 
  She knows very little of the dark secrets of her family, 
  but an ominous menace looms over her. Unknown to 
  all, Hast, master scientist and last prince of the Rannites 
  dynasty, survived the radiation change.
  Thanks to a genetic mutation, Hast escaped with his 
  life, but he was seriously disﬁ gured.  As a nice side effect, 
  though, his lifespan was dramatically lengthened.
  Via his scientiﬁ c investigations, the prince discovered 
  his family did not die by natural causes; they were mur-
  dered! He has spent many years in isolation, searching 
  for a way to take revenge on Salandra’s descendants and 
  now that his life is ﬁ nally coming to an end, he has found 
  the means.
  Hast has returned to Khoras, now an abandoned rock, 
  and in the old Khorite royal palace, he has discovered 
  Salandra’s super cannon.
  With the help of his robotic minions, Hast has trans-
  formed the device into an artifact capable of extracting 
  the power of light from the body of a Khors through a 
  terrible process that causes an agonizing death. 
  Transferring the stolen power to himself, Hast will be 
  young again. 
  By doing so, with a single blow, he will destroy his 
  enemies and lay the foundations of a new Rannites dy-
  nasty.
  The madman plans to kidnap Salandra from the set 
  of her latest holomovie — she is now shooting a ﬁ lm 
  depicting the deeds of her popular ancestor. 
  Hast has sent one of his most faithful robotic min-
  ions (disguised as a clumsy assistant director) to join the 
  movie crew. The droid is there to make kidnapping the 
  girl possible. The plan cannot fail, but at this point, the 
  heroes enter…
  Characters: 50 XP
  Important Note: To avoid confusion in the text, 
  Salandra (the space heroine) is referred to as “old Sa-
  landra,” while her granddaughter (the holomovie star) is 
  called “young Salandra.” The “Khors” are the race both 
  Salandras belong to, while the “Rannites” are Host’s race. 
  The expression “Khorasite” refers to both races from the 
  planet - Both Khors and Rannites together.
  ACT 1: ACTION!
  ACT 1: ACTION!
  SCENE 1: A DAMSEL IN DIS-
  SCENE 1: A DAMSEL IN DIS-
  TRESS… OR NOT?
  TRESS… OR NOT?
  Read or paraphrase the following passage to the play-
  ers:
  The life of a spacefarer is not always dodging 
  blaster ﬁ re and piloting starships through aster-
  oid ﬁ elds. Sometimes, even heroes like you need 
  a little R&R, so this evening you enjoyed a lavish 
  dinner to celebrate the lucrative outcome of a 
  recent smuggling operation.
  You are now leaving Phul Zho, the best restaurant 
  in the sector, strangely placed on Wayland, a very 
  polluted industrial world. The good wine and the 
  delicious food make you wish for one thing only 
  — your comfortable bunks on the Blazing Star.
  However, tonight will end differently.
   While you are waiting for a robotaxi on one of 
  the high-level streets of the city, lazily looking at 
  the chaotic trafﬁ c on the levels below, an incred-
  ible scene catches your attention. 
  Far below you, on the edge of a street platform, a 
  beautiful girl is ﬁ ghting for her life! She is wear-
  ing scant armor, and a sword made of pure light 
  shimmers in her hands. She is surrounded by a 
  group of ugly aliens of some unknown saurian 
  race. To make things worse, a towering monster, 
  as big as an Urk giant, emerges from the shadows 
  and bellows in rage at her! There are too many 
  opponents – if you don’t do something, the girl is 
  doomed!
  Just then, the robotaxi arrives.
  “Robotaxi X-231 at your service. What is your des-
  tination, please?”
  The party must save the girl, and must do it quickly. 
  Before starting the combat, they have to reach her on 
  the level below. There are two ways to accomplish this: 
  either persuade the taxi driver to bring the party to the 
  scene, or use the gravitic conducts nearby. The two solu-
  tions are detailed below.
  THE SHY TAXI DRIVER
  THE SHY TAXI DRIVER
  The robotaxi is a standard hovertaxi piloted by a droid. 
  Using its car is the safer solution, but Robotaxi X-231 is 
  not at all happy about taking its precious vehicle into the 
  middle of a ﬁ ght! The heroes must accomplish a tight 
  series of actions to reach Salandra with this vehicle. They 
  have only six rounds of time, because the battle below is 
  becoming more difﬁ cult with each passing minute. Each 
  step requires a round and counts as an action.
  * Persuade X-231 to Let Them Board the Taxi. The 
  droid is not too happy to have a group of danger seeking 
  heroes in its taxi. It must be convinced with either good 
  manners or bad ones. The heroes must accomplish a 
  Persuasion or Intimidation roll. This roll can be coopera-
  tive.
  * Taking the Driver’s Seat. The droid will not drive 
  into peril, so control of the vehicle must be wrested 
  from it and a hero must drive the hovertaxi in its place. 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  3
  gle member of the Khors royal family survives: a young 
  woman named Salandra Sash (after her grandmother). 
  She is quite popular, being a holomovie star. 
  She knows very little of the dark secrets of her family, 
  but an ominous menace looms over her. Unknown to 
  all, Hast, master scientist and last prince of the Rannites 
  dynasty, survived the radiation change.
  Thanks to a genetic mutation, Hast escaped with his 
  life, but he was seriously disﬁ gured.  As a nice side effect, 
  though, his lifespan was dramatically lengthened.
  Via his scientiﬁ c investigations, the prince discovered 
  his family did not die by natural causes; they were mur-
  dered! He has spent many years in isolation, searching 
  for a way to take revenge on Salandra’s descendants and 
  now that his life is ﬁ nally coming to an end, he has found 
  the means.
  Hast has returned to Khoras, now an abandoned rock, 
  and in the old Khorite royal palace, he has discovered 
  Salandra’s super cannon.
  With the help of his robotic minions, Hast has trans-
  formed the device into an artifact capable of extracting 
  the power of light from the body of a Khors through a 
  terrible process that causes an agonizing death. 
  Transferring the stolen power to himself, Hast will be 
  young again. 
  By doing so, with a single blow, he will destroy his 
  enemies and lay the foundations of a new Rannites dy-
  nasty.
  The madman plans to kidnap Salandra from the set 
  of her latest holomovie — she is now shooting a ﬁ lm 
  depicting the deeds of her popular ancestor. 
  Hast has sent one of his most faithful robotic min-
  ions (disguised as a clumsy assistant director) to join the 
  movie crew. The droid is there to make kidnapping the 
  girl possible. The plan cannot fail, but at this point, the 
  heroes enter…
  Characters: 50 XP
  Important Note: To avoid confusion in the text, 
  Salandra (the space heroine) is referred to as “old Sa-
  landra,” while her granddaughter (the holomovie star) is 
  called “young Salandra.” The “Khors” are the race both 
  Salandras belong to, while the “Rannites” are Host’s race. 
  The expression “Khorasite” refers to both races from the 
  planet - Both Khors and Rannites together.
  ACT 1: ACTION!
  ACT 1: ACTION!
  SCENE 1: A DAMSEL IN DIS-
  SCENE 1: A DAMSEL IN DIS-
  TRESS… OR NOT?
  TRESS… OR NOT?
  Read or paraphrase the following passage to the play-
  ers:
  The life of a spacefarer is not always dodging 
  blaster ﬁ re and piloting starships through aster-
  oid ﬁ elds. Sometimes, even heroes like you need 
  a little R&R, so this evening you enjoyed a lavish 
  dinner to celebrate the lucrative outcome of a 
  recent smuggling operation.
  You are now leaving Phul Zho, the best restaurant 
  in the sector, strangely placed on Wayland, a very 
  polluted industrial world. The good wine and the 
  delicious food make you wish for one thing only 
  — your comfortable bunks on the Blazing Star.
  However, tonight will end differently.
   While you are waiting for a robotaxi on one of 
  the high-level streets of the city, lazily looking at 
  the chaotic trafﬁ c on the levels below, an incred-
  ible scene catches your attention. 
  Far below you, on the edge of a street platform, a 
  beautiful girl is ﬁ ghting for her life! She is wear-
  ing scant armor, and a sword made of pure light 
  shimmers in her hands. She is surrounded by a 
  group of ugly aliens of some unknown saurian 
  race. To make things worse, a towering monster, 
  as big as an Urk giant, emerges from the shadows 
  and bellows in rage at her! There are too many 
  opponents – if you don’t do something, the girl is 
  doomed!
  Just then, the robotaxi arrives.
  “Robotaxi X-231 at your service. What is your des-
  tination, please?”
  The party must save the girl, and must do it quickly. 
  Before starting the combat, they have to reach her on 
  the level below. There are two ways to accomplish this: 
  either persuade the taxi driver to bring the party to the 
  scene, or use the gravitic conducts nearby. The two solu-
  tions are detailed below.
  THE SHY TAXI DRIVER
  THE SHY TAXI DRIVER
  The robotaxi is a standard hovertaxi piloted by a droid. 
  Using its car is the safer solution, but Robotaxi X-231 is 
  not at all happy about taking its precious vehicle into the 
  middle of a ﬁ ght! The heroes must accomplish a tight 
  series of actions to reach Salandra with this vehicle. They 
  have only six rounds of time, because the battle below is 
  becoming more difﬁ cult with each passing minute. Each 
  step requires a round and counts as an action.
  * Persuade X-231 to Let Them Board the Taxi. The 
  droid is not too happy to have a group of danger seeking 
  heroes in its taxi. It must be convinced with either good 
  manners or bad ones. The heroes must accomplish a 
  Persuasion or Intimidation roll. This roll can be coopera-
  tive.
  * Taking the Driver’s Seat. The droid will not drive 
  into peril, so control of the vehicle must be wrested 
  from it and a hero must drive the hovertaxi in its place. 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  4
  In order to remove the droid, the heroes must win an 
  opposed Strength roll versus the droid’s Strength (d6). 
  It is necessary to win the roll with a raise to drag the 
  droid into the back seat; otherwise, the party must spend 
  another action wrestling with it. Once removed, X-231 
  complains a lot, but remains calm. In addition, this roll 
  can be cooperative.
  * Understanding the Controls. The heroes only have 
  a few moments to become familiar with the hovertaxi’s 
  controls. This requires a Smarts roll. If a hero (in DTSL 
  #1) has already piloted a Wayland hovertaxi, he does not 
  need to roll, but a full round is still spent remembering 
  the basics.
  * Rushing to the Girl. With seating positions taken 
  and controls understood, now the heroes must rush to 
  save the girl! This requires a Piloting roll.
  If at the start of the seventh round the heroes have 
  not yet reached Salandra, the girl suffers a Wound. She 
  takes an additional Wound at both the ninth and elev-
  enth round. At the thirteenth, she is Incapacitated. The 
  droids’ weapons are set to stun, so the damage is only 
  temporary and she will be ﬁ t again at the start of the next 
  scene, but in this case, she will be VERY enraged!
  THE GRAVITIC CONDUITS
  THE GRAVITIC CONDUITS
  The heroes are standing next to a gravitic conduit. It 
  is a circular area with levitating platforms powered by 
  an antigravitic force. No platform is available at the mo-
  ment, so the heroes must jump into the area and enjoy a 
  low gravity fall if they want to land near the spot where 
  the ﬁ ght is.
  Any hero who chooses this path must make three Agil-
  ity rolls, one for each round, which represent his ability 
  to move in low gravity. If a hero fails a roll, give the player 
  a gaming stone to represent a bad move in antigravity. At 
  the third round, he suffers 1d6 damage for each gaming 
  stone he has. The damage is considered dealt by an Extra. 
  If a critical failure is rolled, it means the hero has moved 
  so badly that he has been thrown out of the low gravity 
  area! Thanks to his quick reﬂ exes, he clings to a metal 
  pillar, avoiding a terrible death. He needs a Strength (-4) 
  roll to regain balance and a Climbing (–2) roll to reach 
  the spot where the combat is taking place. A single roll 
  can be tried each round.
  SAVING THE GIRL
  SAVING THE GIRL
  You ﬁ nally reach the ﬁ ght and are able to better 
  assess the situation. The enemies are small but 
  very quick bipedal reptiloids, armed with nasty 
  metal whips charged with crackling energy. 
  However, the biggest problem is their leader: 
  A huge saurian, twice the size of a man and 
  completely naked except for a full helm and 
  a durasteel shield. He is also holding a very 
  nasty looking weapon in his claws - an energy 
  trident!
  The girl is so focused on the combat that she does 
  not seem to notice your arrival.  
  The ﬁ ghting area is a circular platform, 18” wide, used 
  as an emergency landing pad for hovervehicles. 
  Looking at the area clockwise, there are four passage-
  ways, each 3” wide, at hour twelve, three, six, and nine.
  Place Salandra Sash (the girl) in the center of the area. 
  The enemies have surrounded her, and are 6” away.
  Heroes arriving on the spot using the gravitic conduits 
  are placed within 3” of a passageway of their choice (it 
  must be the same for all the heroes).
  Heroes in the hovertaxi are not placed in the com-
  bat area. Instead, during his turn, the driver moves the 
  vehicle into the combat area from a side of his choice, 
  using the taxi’s Pace (20"). Clever heroes can directly ram 
  into the aliens (see below)!
  The tactic of the opponents is simple; they want to 
  render Salandra unconscious.
  Salandra simply uses Full Defense or Tricks until an 
  enemy is taken out. She is still convinced she is shooting 
  a movie scene!
  When the ﬁ rst enemy is dispatched (put out of action, 
  not simply Shaken), read the following passage.
  Your blow is a solid one, killing the enemy on the 
  spot. He falls apart revealing mechanical parts 
  inside. It is not a living being, it is a droid!
  “You fool!” The blonde girl shouts at you, “You’ve 
  ruined it all!”
  Just then, a stray enemy blow hits her, leaving a 
  red mark on her bare legs.
  “For all the galaxies!” She swears, with an aston-
  ished look in her eyes: “They are armed with real 
  weapons!”
  From this point on, Salandra uses her Powers and 
  tries to defend herself as best she can. The battle ends 
  when all the enemies are eliminated. At this point, 
  move on to the next scene. Salandra is on the party’s 
  side, so hand the players her stats and let them use her 
  in the ﬁ ght. 
   Salandra Sash, holomovie actress:  See page 
  30.
   Kandaroon Centurion, stage droid:  See page 
  29.
   Kandaroon Raptors, stage droids ( 2 per hero): 
  See page 29.
  HOVERTAXI
  HOVERTAXI
  Hovertaxis are small and nimble, capable of weaving 
  through trafﬁ c at breakneck speed.
  Acc/Top Speed: 15/60; Toughness: 12 (2); Handling: 
  0; Crew: 1+4
  Notes: Max height 100”.
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  4
  In order to remove the droid, the heroes must win an 
  opposed Strength roll versus the droid’s Strength (d6). 
  It is necessary to win the roll with a raise to drag the 
  droid into the back seat; otherwise, the party must spend 
  another action wrestling with it. Once removed, X-231 
  complains a lot, but remains calm. In addition, this roll 
  can be cooperative.
  * Understanding the Controls. The heroes only have 
  a few moments to become familiar with the hovertaxi’s 
  controls. This requires a Smarts roll. If a hero (in DTSL 
  #1) has already piloted a Wayland hovertaxi, he does not 
  need to roll, but a full round is still spent remembering 
  the basics.
  * Rushing to the Girl. With seating positions taken 
  and controls understood, now the heroes must rush to 
  save the girl! This requires a Piloting roll.
  If at the start of the seventh round the heroes have 
  not yet reached Salandra, the girl suffers a Wound. She 
  takes an additional Wound at both the ninth and elev-
  enth round. At the thirteenth, she is Incapacitated. The 
  droids’ weapons are set to stun, so the damage is only 
  temporary and she will be ﬁ t again at the start of the next 
  scene, but in this case, she will be VERY enraged!
  THE GRAVITIC CONDUITS
  THE GRAVITIC CONDUITS
  The heroes are standing next to a gravitic conduit. It 
  is a circular area with levitating platforms powered by 
  an antigravitic force. No platform is available at the mo-
  ment, so the heroes must jump into the area and enjoy a 
  low gravity fall if they want to land near the spot where 
  the ﬁ ght is.
  Any hero who chooses this path must make three Agil-
  ity rolls, one for each round, which represent his ability 
  to move in low gravity. If a hero fails a roll, give the player 
  a gaming stone to represent a bad move in antigravity. At 
  the third round, he suffers 1d6 damage for each gaming 
  stone he has. The damage is considered dealt by an Extra. 
  If a critical failure is rolled, it means the hero has moved 
  so badly that he has been thrown out of the low gravity 
  area! Thanks to his quick reﬂ exes, he clings to a metal 
  pillar, avoiding a terrible death. He needs a Strength (-4) 
  roll to regain balance and a Climbing (–2) roll to reach 
  the spot where the combat is taking place. A single roll 
  can be tried each round.
  SAVING THE GIRL
  SAVING THE GIRL
  You ﬁ nally reach the ﬁ ght and are able to better 
  assess the situation. The enemies are small but 
  very quick bipedal reptiloids, armed with nasty 
  metal whips charged with crackling energy. 
  However, the biggest problem is their leader: 
  A huge saurian, twice the size of a man and 
  completely naked except for a full helm and 
  a durasteel shield. He is also holding a very 
  nasty looking weapon in his claws - an energy 
  trident!
  The girl is so focused on the combat that she does 
  not seem to notice your arrival.  
  The ﬁ ghting area is a circular platform, 18” wide, used 
  as an emergency landing pad for hovervehicles. 
  Looking at the area clockwise, there are four passage-
  ways, each 3” wide, at hour twelve, three, six, and nine.
  Place Salandra Sash (the girl) in the center of the area. 
  The enemies have surrounded her, and are 6” away.
  Heroes arriving on the spot using the gravitic conduits 
  are placed within 3” of a passageway of their choice (it 
  must be the same for all the heroes).
  Heroes in the hovertaxi are not placed in the com-
  bat area. Instead, during his turn, the driver moves the 
  vehicle into the combat area from a side of his choice, 
  using the taxi’s Pace (20"). Clever heroes can directly ram 
  into the aliens (see below)!
  The tactic of the opponents is simple; they want to 
  render Salandra unconscious.
  Salandra simply uses Full Defense or Tricks until an 
  enemy is taken out. She is still convinced she is shooting 
  a movie scene!
  When the ﬁ rst enemy is dispatched (put out of action, 
  not simply Shaken), read the following passage.
  Your blow is a solid one, killing the enemy on the 
  spot. He falls apart revealing mechanical parts 
  inside. It is not a living being, it is a droid!
  “You fool!” The blonde girl shouts at you, “You’ve 
  ruined it all!”
  Just then, a stray enemy blow hits her, leaving a 
  red mark on her bare legs.
  “For all the galaxies!” She swears, with an aston-
  ished look in her eyes: “They are armed with real 
  weapons!”
  From this point on, Salandra uses her Powers and 
  tries to defend herself as best she can. The battle ends 
  when all the enemies are eliminated. At this point, 
  move on to the next scene. Salandra is on the party’s 
  side, so hand the players her stats and let them use her 
  in the ﬁ ght. 
   Salandra Sash, holomovie actress:  See page 
  30.
   Kandaroon Centurion, stage droid:  See page 
  29.
   Kandaroon Raptors, stage droids ( 2 per hero): 
  See page 29.
  HOVERTAXI
  HOVERTAXI
  Hovertaxis are small and nimble, capable of weaving 
  through trafﬁ c at breakneck speed.
  Acc/Top Speed: 15/60; Toughness: 12 (2); Handling: 
  0; Crew: 1+4
  Notes: Max height 100”.
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  5
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Platform Edges: The edge of the platform is slip-
  pery due the terrible pollution of the planet. Any char-
  acter hit by a blow and standing within 3” of the edge 
  (excluding the areas in front of the passageways) must 
  make an Agility roll. With a failure, he falls! An Extra fail-
  ing the roll is doomed to a tragic death after a minute 
  long fall. A Wild Card manages somehow to cling to the 
  edge of the platform. He needs a Strength (-4) roll to 
  climb back up. This roll can be cooperative.
  * Hovertaxi: The heroes can enter the scene ram-
  ming the bad guys with the taxi! This makes X-231 
  complain even more, but it is a good tactic. The vehicle 
  is 3” wide, 6” long, and moves 20” each round. All 
  characters on its path must make an Agility (–2) roll 
  or suffer 3d6 damage. After the ramming, the vehicle 
  stops. The driver must a do Piloting (–2) roll. In case of 
  success he arrests the taxi in a safe place, otherwise the 
  vehicle stops exactly on the Platform Edges (see above)! 
  Any hero that want to leave the car must now cross the 
  slippery terrain. The pilot should receive a Bennie for 
  this cool stunt.
  The engine is jammed so the taxi cannot be moved 
  again for the rest of the ﬁ ght. The vehicle counts as Me-
  dium Cover (–2) and has Toughness 12.
  * Emergency Energy Tower The platform is equipped 
  with an automated energy tower for vehicles that are out 
  of power. It counts as difﬁ cult terrain, offers Light Cover 
  (–1) and has Toughness 10. If the tower is damaged by 
  an energy weapon, it explodes, dealing 2d6 damage 
  from an Extra in a Large Burst Template. Place the tower 
  somewhere on the northern side of the platform, using a 
  Small Burst Template to represent it.
  SCENE 2: MOVIE STARS
  SCENE 2: MOVIE STARS
  “Stop!” A voice shouts from outside the scene.
  You recharge your weapons — all the droids may be 
  destroyed, but you don’t know if other enemies might 
  show up.
  A group of hovercars, loaded with people and strange 
  devices, ﬂ ies toward the platform, while several other 
  people emerge from hiding nearby. They all carry cam-
  eras, lights and other movie production equipment. You 
  suddenly realize that you are standing on a holomovie 
  set!
  “This joke will cost you dearly, I assure you!” An en-
  raged voice says.
  The man speaking is tall, with long hair, and his 
  clothes and glittering jewelry stink of richness a parsec 
  away.
  “I am Silon Guy, executive producer on this picture. 
  Your actions were--”
  “--simply amazing! Astounding! Marvelous! Your act-
  ing is so realistic! So method! Silon, we absolutely must 
  cast these guys in the ﬁ lm!”
  The man talking now is short and balding. He has 
  a strange visor over his eyes and he wears wildly ec-
  centric clothing.
  “Guys,” the short man continues, “you were abso-
  lutely fantastic! I’m Rollan Gan, the director of this 
  motion picture and I simply must ask you: who trained 
  you how to ﬁ ght in such a realistic way?”
  In the meantime, Silon Guy, the producer, seems dis-
  tracted by a technician calling him over to one of the 
  fallen droids. He gives you a cold stare and goes to look 
  at the droid.
  “Hello??? Is nobody thinking about me? These damned 
  droids have hurt my leg and nobody cares!!! Holo Both! 
  Holo Both! You stupid, incompetent man! A Braxian pig 
  would be a better assistant than you!  Move your fat ass 
  and ﬁ nd me a doctor! A surgeon! Someone! Now!”
  It’s the girl you saved earlier. You take a better look 
  and ﬁ nally recognize her! She is Salandra Sash, the fa-
  mous holomovie actress! All of you have seen at least 
  one of her holomovies. She is clearly more beautiful in 
  person than in her vids.
  Just then, a fat, clumsy humanoid comes running in. 
  His face is pig-like and his wet eyes are ﬁ lled with ado-
  ration towards the enraged actress, who, in exchange, 
  constantly complains to him.
  A medic arrives and Salandra Sash steps into a hov-
  erlimo. She doesn’t even say goodbye.
  What a bitch.
  After a few moments, Silon Guy comes back to the 
  heroes. He looks a lot less angry, but very worried.
  “I must apologize for my rudeness earlier,” the pro-
  ducer says, “The technician showed me that there is 
  deﬁ nitely something wrong with the stage droids. They 
  aren’t our droids at all, but a very similar model and 
  they are all equipped with real weapons.”
  “You saved Salandra, and the movie, of course. Let 
  me explain. We are ﬁ lming ‘The Space Adventures of Sa-
  landra Sash.’ Yes, it is a holomovie based on the deeds 
  of the popular heroine of a century ago. Our actress, 
  Salandra Sash, is a direct descendant of the heroine, 
  her granddaughter to be precise. She even has the same 
  name.” 
  “The fans will go mad for something like that. Sa-
  landra Sash playing Salandra Sash!”
  “So, I would be very happy if you didn’t tell anyone 
  about this as it would be very bad publicity.”
  “For now, I’m very worried. It seems someone has 
  made an attempt on Salandra’s life. You look like quite 
  worthy types and Silon Guy wants you in the cast. I 
  cannot refuse that man anything; he is a genius in his 
  ﬁ eld.” 
  “So, I’ll cast you all in the ﬁ lm, as bit players of course. 
  You’re lucky! Some folks would kill for the chance to ap-
  pear in a ﬁ lm with Salandra Sash!” 
  “By the way, if, in the meantime you manage to qui-
  etly discover who’s behind this attack, I’ll pay you a 
  generous extra fee.”
  If the heroes accept, they are aboard! They can begin 
  their investigation on the set. Examining the droids is 
  the ﬁ rst step. A successful Repair roll will reveal that 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  5
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Platform Edges: The edge of the platform is slip-
  pery due the terrible pollution of the planet. Any char-
  acter hit by a blow and standing within 3” of the edge 
  (excluding the areas in front of the passageways) must 
  make an Agility roll. With a failure, he falls! An Extra fail-
  ing the roll is doomed to a tragic death after a minute 
  long fall. A Wild Card manages somehow to cling to the 
  edge of the platform. He needs a Strength (-4) roll to 
  climb back up. This roll can be cooperative.
  * Hovertaxi: The heroes can enter the scene ram-
  ming the bad guys with the taxi! This makes X-231 
  complain even more, but it is a good tactic. The vehicle 
  is 3” wide, 6” long, and moves 20” each round. All 
  characters on its path must make an Agility (–2) roll 
  or suffer 3d6 damage. After the ramming, the vehicle 
  stops. The driver must a do Piloting (–2) roll. In case of 
  success he arrests the taxi in a safe place, otherwise the 
  vehicle stops exactly on the Platform Edges (see above)! 
  Any hero that want to leave the car must now cross the 
  slippery terrain. The pilot should receive a Bennie for 
  this cool stunt.
  The engine is jammed so the taxi cannot be moved 
  again for the rest of the ﬁ ght. The vehicle counts as Me-
  dium Cover (–2) and has Toughness 12.
  * Emergency Energy Tower The platform is equipped 
  with an automated energy tower for vehicles that are out 
  of power. It counts as difﬁ cult terrain, offers Light Cover 
  (–1) and has Toughness 10. If the tower is damaged by 
  an energy weapon, it explodes, dealing 2d6 damage 
  from an Extra in a Large Burst Template. Place the tower 
  somewhere on the northern side of the platform, using a 
  Small Burst Template to represent it.
  SCENE 2: MOVIE STARS
  SCENE 2: MOVIE STARS
  “Stop!” A voice shouts from outside the scene.
  You recharge your weapons — all the droids may be 
  destroyed, but you don’t know if other enemies might 
  show up.
  A group of hovercars, loaded with people and strange 
  devices, ﬂ ies toward the platform, while several other 
  people emerge from hiding nearby. They all carry cam-
  eras, lights and other movie production equipment. You 
  suddenly realize that you are standing on a holomovie 
  set!
  “This joke will cost you dearly, I assure you!” An en-
  raged voice says.
  The man speaking is tall, with long hair, and his 
  clothes and glittering jewelry stink of richness a parsec 
  away.
  “I am Silon Guy, executive producer on this picture. 
  Your actions were--”
  “--simply amazing! Astounding! Marvelous! Your act-
  ing is so realistic! So method! Silon, we absolutely must 
  cast these guys in the ﬁ lm!”
  The man talking now is short and balding. He has 
  a strange visor over his eyes and he wears wildly ec-
  centric clothing.
  “Guys,” the short man continues, “you were abso-
  lutely fantastic! I’m Rollan Gan, the director of this 
  motion picture and I simply must ask you: who trained 
  you how to ﬁ ght in such a realistic way?”
  In the meantime, Silon Guy, the producer, seems dis-
  tracted by a technician calling him over to one of the 
  fallen droids. He gives you a cold stare and goes to look 
  at the droid.
  “Hello??? Is nobody thinking about me? These damned 
  droids have hurt my leg and nobody cares!!! Holo Both! 
  Holo Both! You stupid, incompetent man! A Braxian pig 
  would be a better assistant than you!  Move your fat ass 
  and ﬁ nd me a doctor! A surgeon! Someone! Now!”
  It’s the girl you saved earlier. You take a better look 
  and ﬁ nally recognize her! She is Salandra Sash, the fa-
  mous holomovie actress! All of you have seen at least 
  one of her holomovies. She is clearly more beautiful in 
  person than in her vids.
  Just then, a fat, clumsy humanoid comes running in. 
  His face is pig-like and his wet eyes are ﬁ lled with ado-
  ration towards the enraged actress, who, in exchange, 
  constantly complains to him.
  A medic arrives and Salandra Sash steps into a hov-
  erlimo. She doesn’t even say goodbye.
  What a bitch.
  After a few moments, Silon Guy comes back to the 
  heroes. He looks a lot less angry, but very worried.
  “I must apologize for my rudeness earlier,” the pro-
  ducer says, “The technician showed me that there is 
  deﬁ nitely something wrong with the stage droids. They 
  aren’t our droids at all, but a very similar model and 
  they are all equipped with real weapons.”
  “You saved Salandra, and the movie, of course. Let 
  me explain. We are ﬁ lming ‘The Space Adventures of Sa-
  landra Sash.’ Yes, it is a holomovie based on the deeds 
  of the popular heroine of a century ago. Our actress, 
  Salandra Sash, is a direct descendant of the heroine, 
  her granddaughter to be precise. She even has the same 
  name.” 
  “The fans will go mad for something like that. Sa-
  landra Sash playing Salandra Sash!”
  “So, I would be very happy if you didn’t tell anyone 
  about this as it would be very bad publicity.”
  “For now, I’m very worried. It seems someone has 
  made an attempt on Salandra’s life. You look like quite 
  worthy types and Silon Guy wants you in the cast. I 
  cannot refuse that man anything; he is a genius in his 
  ﬁ eld.” 
  “So, I’ll cast you all in the ﬁ lm, as bit players of course. 
  You’re lucky! Some folks would kill for the chance to ap-
  pear in a ﬁ lm with Salandra Sash!” 
  “By the way, if, in the meantime you manage to qui-
  etly discover who’s behind this attack, I’ll pay you a 
  generous extra fee.”
  If the heroes accept, they are aboard! They can begin 
  their investigation on the set. Examining the droids is 
  the ﬁ rst step. A successful Repair roll will reveal that 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  6
  they were made with a strange technology unknown 
  even to the heroes. They will also ﬁ nd that the droids 
  had built-in security devices in the form of acid injectors 
  that physically destroyed their memory banks when they 
  were terminated.  Data retrieval is impossible.
  Their weapons were real, but set to stun. Perhaps it 
  was not a murder attempt, but an attempted kidnap-
  ping.
  Speaking with the droids’ technician reveals two im-
  portant facts: these are not the production crew’s droids 
  and the droid master, a man named Kalo Sian, is not on 
  set. He is personally responsible for all the stage droids. 
  Someone in the crew saw him leave the set a few minutes 
  before action was called.
  There might be other clues on the set, but the heroes 
  have no time to ﬁ nd them – a new danger is approach-
  ing.
  “We must get away! Go! They’ve discovered us!” One 
  of the set security guards is shouting.
  All the crewmembers race to their hovercars while 
  a raging horde representing every known race invades 
  the platform.
  You ﬁ nd a place in Silon Guy’s limousine.
  Enemies? Murderers?
  “Worse,” explains the producer, “fans!”
  You cast a startled look at the surging crowd behind 
  you.
  “All the crew is lodged at the Poulson Plaza. I have 
  taken the liberty of reserving you a suite. You are in the 
  cast now.”
  The Poulson Plaza is the best hotel on Wayland. This 
  might well turn into a very interesting adventure!
  SCENE 3: A VERY RICH (THOUGH 
  SCENE 3: A VERY RICH (THOUGH 
  VERY DEAD) DROID MASTER
  VERY DEAD) DROID MASTER
  You reach the hotel after a thirty-minute ﬂ ight. You 
  never thought that Wayland could host such a high-class 
  place but, well, money can do many things, even on a 
  rat hole like Wayland.
  Kalo Sian, the droid master, has a room in the hotel 
  too. The next logical move is checking if he is there. If 
  no player has this idea, Silon Guy suggests this course 
  of action.
  The party is lucky — the receptionist says Kalo Sian 
  arrived at the hotel ﬁ fteen minutes ago and seemed to be 
  in a real hurry. Maybe the good man is ready to run!
  The characters dash to his room and ﬁ nd the door 
  closed and locked. Before they can knock or do anything 
  else, they hear the distinctive sound of a blaster shot and 
  a low moan of pain coming from within the room. 
  Something terrible is happening inside! The party 
  must break in as fast as they can!
  The door can be forced with a Lockpicking roll, but 
  a full minute is required for each attempt. Alternatively, 
  the party can break down the door with brute force. This 
  requires a successful Strength roll with a raise, which can 
  be cooperative. Each attempt requires a round. Finally, 
  there’s the good old option of shooting the lock, which 
  requires a Called Shot (–2). The lock has Toughness 7.
  Whichever solution the party chooses is not important, 
  but when they ﬁ nally break in, they see the following:
  The room is swept by Wayland’s polluted air. The rea-
  son is simple — the ﬂ oor-to-ceiling windows that take 
  up the entire southern wall are open wide.
  A silver-skinned alien of an unknown humanoid 
  race crouches on the windowsill, clutching a still smok-
  ing blaster in one hand.
  On the ﬂ oor lies a body, carbonized by a close range 
  shot. It must be Kalo Sian, the droid master, and he is 
  very dead.
  The silver alien is holding Sian’s wristcomputer – he 
  is stealing important evidence! 
  Before you can do anything, the killer leaps into the void!
  You rush to the windows. The room is on ﬂ oor six 
  hundred and the trafﬁ c of hovervehicles is very dense 
  here. The mysterious assassin has landed safely on a 
  hovercar that was waiting just below the window. 
  The hovercar dives deep into the trafﬁ c at top speed.
  You must ﬁ nd a vehicle quickly if you want to catch 
  the assassin.
  Luckily, a hovertaxi is passing nearby.
  The hovertaxi is the only vehicle the players can ﬁ nd 
  quickly. If they hail the vehicle, it stops at the window 
  providing an amusing interlude.
  “Robotaxi X-231 at your service. What is your 
  dest… No! Not you again!” 
  It’s a small galaxy! What luck! It’s the same taxi 
  you ﬂ agged down earlier!
  The droid driver tries to close the door, but you 
  have already slipped inside.
  “Please, get out of my taxi!” Pleads the droid.
  HOLO KILLS THE VIDEO STARS
  HOLO KILLS THE VIDEO STARS
  The players might ask why, in a future such as this, 
  movies would still be made with real actors, extras, 
  props, locations, and so on. This is the age of super-
  computers, isn’t it?
  There are two reasons for doing it the old-fashioned 
  way. 
  First, it is tradition. Great holomovie makers like 
  Rollan Gan are intrigued by the old media.
  Second, holomovies are enjoyed not only by seeing 
  them, but also through neural chips that allow for 
  a ﬁ rst- person perspective. This experience is made 
  possible only thanks to small impression recorders 
  mounted in the heads of the actors during ﬁ lming. 
  Even in the far future, no known computer is ca-
  pable of simulating such a rich sensory input.
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  6
  they were made with a strange technology unknown 
  even to the heroes. They will also ﬁ nd that the droids 
  had built-in security devices in the form of acid injectors 
  that physically destroyed their memory banks when they 
  were terminated.  Data retrieval is impossible.
  Their weapons were real, but set to stun. Perhaps it 
  was not a murder attempt, but an attempted kidnap-
  ping.
  Speaking with the droids’ technician reveals two im-
  portant facts: these are not the production crew’s droids 
  and the droid master, a man named Kalo Sian, is not on 
  set. He is personally responsible for all the stage droids. 
  Someone in the crew saw him leave the set a few minutes 
  before action was called.
  There might be other clues on the set, but the heroes 
  have no time to ﬁ nd them – a new danger is approach-
  ing.
  “We must get away! Go! They’ve discovered us!” One 
  of the set security guards is shouting.
  All the crewmembers race to their hovercars while 
  a raging horde representing every known race invades 
  the platform.
  You ﬁ nd a place in Silon Guy’s limousine.
  Enemies? Murderers?
  “Worse,” explains the producer, “fans!”
  You cast a startled look at the surging crowd behind 
  you.
  “All the crew is lodged at the Poulson Plaza. I have 
  taken the liberty of reserving you a suite. You are in the 
  cast now.”
  The Poulson Plaza is the best hotel on Wayland. This 
  might well turn into a very interesting adventure!
  SCENE 3: A VERY RICH (THOUGH 
  SCENE 3: A VERY RICH (THOUGH 
  VERY DEAD) DROID MASTER
  VERY DEAD) DROID MASTER
  You reach the hotel after a thirty-minute ﬂ ight. You 
  never thought that Wayland could host such a high-class 
  place but, well, money can do many things, even on a 
  rat hole like Wayland.
  Kalo Sian, the droid master, has a room in the hotel 
  too. The next logical move is checking if he is there. If 
  no player has this idea, Silon Guy suggests this course 
  of action.
  The party is lucky — the receptionist says Kalo Sian 
  arrived at the hotel ﬁ fteen minutes ago and seemed to be 
  in a real hurry. Maybe the good man is ready to run!
  The characters dash to his room and ﬁ nd the door 
  closed and locked. Before they can knock or do anything 
  else, they hear the distinctive sound of a blaster shot and 
  a low moan of pain coming from within the room. 
  Something terrible is happening inside! The party 
  must break in as fast as they can!
  The door can be forced with a Lockpicking roll, but 
  a full minute is required for each attempt. Alternatively, 
  the party can break down the door with brute force. This 
  requires a successful Strength roll with a raise, which can 
  be cooperative. Each attempt requires a round. Finally, 
  there’s the good old option of shooting the lock, which 
  requires a Called Shot (–2). The lock has Toughness 7.
  Whichever solution the party chooses is not important, 
  but when they ﬁ nally break in, they see the following:
  The room is swept by Wayland’s polluted air. The rea-
  son is simple — the ﬂ oor-to-ceiling windows that take 
  up the entire southern wall are open wide.
  A silver-skinned alien of an unknown humanoid 
  race crouches on the windowsill, clutching a still smok-
  ing blaster in one hand.
  On the ﬂ oor lies a body, carbonized by a close range 
  shot. It must be Kalo Sian, the droid master, and he is 
  very dead.
  The silver alien is holding Sian’s wristcomputer – he 
  is stealing important evidence! 
  Before you can do anything, the killer leaps into the void!
  You rush to the windows. The room is on ﬂ oor six 
  hundred and the trafﬁ c of hovervehicles is very dense 
  here. The mysterious assassin has landed safely on a 
  hovercar that was waiting just below the window. 
  The hovercar dives deep into the trafﬁ c at top speed.
  You must ﬁ nd a vehicle quickly if you want to catch 
  the assassin.
  Luckily, a hovertaxi is passing nearby.
  The hovertaxi is the only vehicle the players can ﬁ nd 
  quickly. If they hail the vehicle, it stops at the window 
  providing an amusing interlude.
  “Robotaxi X-231 at your service. What is your 
  dest… No! Not you again!” 
  It’s a small galaxy! What luck! It’s the same taxi 
  you ﬂ agged down earlier!
  The droid driver tries to close the door, but you 
  have already slipped inside.
  “Please, get out of my taxi!” Pleads the droid.
  HOLO KILLS THE VIDEO STARS
  HOLO KILLS THE VIDEO STARS
  The players might ask why, in a future such as this, 
  movies would still be made with real actors, extras, 
  props, locations, and so on. This is the age of super-
  computers, isn’t it?
  There are two reasons for doing it the old-fashioned 
  way. 
  First, it is tradition. Great holomovie makers like 
  Rollan Gan are intrigued by the old media.
  Second, holomovies are enjoyed not only by seeing 
  them, but also through neural chips that allow for 
  a ﬁ rst- person perspective. This experience is made 
  possible only thanks to small impression recorders 
  mounted in the heads of the actors during ﬁ lming. 
  Even in the far future, no known computer is ca-
  pable of simulating such a rich sensory input.
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  7
  A Chase is about to start. The robotaxi droid ﬂ atly re-
  fuses to do something as dangerous and illegal as a pur-
  suit in high-speed trafﬁ c, so one of the heroes must take 
  the controls. This time the droid offers no resistance, he 
  is simply resigned to the situation, but his complaints 
  and screams of terror are a great opportunity for the 
  Game Master to do some fun roleplaying.
  The Chase starts at Medium range (three Range In-
  crements). The two vehicles are comparable; use the 
  hovertaxi’s stats from Scene 1 for the silver aliens’ car.
  Each Range Increment represents 5” on the tabletop.
  Do not use the standard obstacle rules. Instead, when 
  a driver draws a Club card as his ﬁ rst initiative card from 
  the action deck, run the mini-scene described in the 
  table below.
  The assassin’s hovercar carries four people in total, all 
  silver-skinned aliens. 
  Their tactics consist of trying to shake the heroes 
  while the two aliens in the backseat shoot at the party 
  with their blasters.
   When the aliens’ vehicle suffers one or more Wounds, 
  it is not destroyed, instead the driver manages to make 
  an emergency landing on the top of a building, so the he-
  roes can confront the enemies face-to-face (see Fighting 
  with the aliens, below). The same happens if the aliens 
  are forced to stop for whatever reason.
  The group then has the chance to retrieve the droid 
  master’s wristcomputer.
  If the aliens manage to get ahead of the party by more 
  than ten Range Increments, they escape and the party 
  loses the wristcomputer.
   Silver Aliens (2):  See page 30. Armed with blaster 
  pistols.
   Enhanced silver Aliens (2):  See page 28. Armed 
  with blaster pistols.
  OBSTACLES TABLE
  OBSTACLES TABLE
  Deuce (–4) You’re Going the Wrong Way!: The 
  trafﬁ c on Wayland is so chaotic that the driver has taken 
  the wrong turn and now he’s facing oncoming trafﬁ c! If 
  the driver fails his Piloting roll, the taxi crashes head-on 
  into another vehicle, which is disastrous at this speed! 
  The vehicle and the passengers suffer 3d6 damage from 
  an Extra and the vehicle loses two Range Increments. If 
  a critical failure happens, the situation is catastrophic 
  — both the vehicle and the passengers suffer 5d6 dam-
  age and the vehicle loses three Range Increments. 
  Three (–2) Smokestacks:  A major contributor to 
  Wayland’s ﬁ lthy atmosphere stands before you in the 
  form of several huge, belching industrial smokestacks 
  and the vehicle must slalom between them! If the Pilot-
  ing roll fails, the vehicle slams into one of the stacks. The 
  car and all crew suffer 2d8 damage from an Extra and 
  they lose a Range Increment.  
  Four (–2) Polluted Cloud: The vehicle enters a cloud 
  of thick smoke. For the rest of the round the vehicle is in 
  Dark (–2) lighting conditions. 
  Five (–2) Narrow Passage: The Chase brings the 
  vehicle to a very narrow passage between two buildings. 
  This round the driver has +2 to the use of a Force ma-
  neuver. If he wins, the enemy vehicle suffers 3d6 damage 
  from an Extra, but if he loses, his own vehicle suffers the 
  same damage. If no Force maneuver is attempted, run 
  the Chase as usual.
  Six (–2) Mega Truck: A mega hovertruck is approach-
  ing! The pilot must do his best to get out of the way. If the 
  roll fails, the character barely avoids the truck with a wild 
  maneuver. All the passengers must make a Spirit (–2) roll 
  or be Shaken. Otherwise, run the Chase as normal.
  Seven (–1) Trespassers Will Be Shot!: Crime bosses 
  on Wayland keep their possessions secure, so their pal-
  aces are protected by a network of defensive turrets. The 
  vehicle is passing too close to the Ash & Jatha Casino, 
  so it gets shot at. Every passenger suffers the effects of 
  suppressive ﬁ re. The turrets have Shooting d8 and a Wild 
  die and deal 3d6 damage from an Extra.   
  Eight (–1) Trafﬁ c Jam: This area is so crowded that 
  the trafﬁ c has slowed to a crawl. This round the vehicle 
  can only gain a maximum of one Range Increment. 
  Nine (–1) Huge Billboard: A giant-sized, promotion-
  al hologram of Miner Clem rises in front of the vehicle, 
  encouraging customers to buy Miners’ Guild Syntho 
  Fruit Snacks. Entering the hologram causes the Piloting 
  roll to become more difﬁ cult (–1) but it also grants Me-
  dium Cover (–2) to the vehicle. If the character chooses 
  to avoid the billboard, run the Chase as usual.
  Ten (0) Forceﬁ eld:  Important buildings on Wayland 
  are protected by forceﬁ elds to prevent street gangs from 
  entering them. A daring pilot can choose to willingly 
  surf against the forceﬁ eld’s surface to accumulate more 
  energy in the thrusters. It is a delicate operation that 
  requires a Repair (–4) roll. This roll can also be done 
  by another passenger sitting near the controls. If the 
  roll is successful, the vehicle gets +2 to Piloting rolls for 
  the next three rounds. If it fails, the engine overcharges 
  and the vehicle loses a Handling point for the rest of 
  the Chase. Every hero with a pilot or starship mechanic 
  background will know this feature (the GM must explain 
  this thing to the player). If the hero avoids the forceﬁ eld, 
  run the chase as usual. 
  Jack (0) Street Market:  The vehicle has entered a 
  street market built on an abandoned walkway. It is full of 
  stalls and people now running to get out of the vehicle’s 
  way. If the Piloting roll fails, the vehicle automatically loses 
  a Range Increment due to the great confusion in the area. 
  If the Piloting roll scores a raise, each hero can attempt an 
  Agility roll to grab an item from the market! He can pick 
  up a useful prop (+2 to one Trick in the incoming ﬁ ght) 
  or an item of his choice worth $50 or less.
  Queen (0) Fear Frenzy: X-231 is so terriﬁ ed by the 
  last maneuver that he tries to grab the taxi’s controls! It 
  is an opposed Strength roll between the pilot and the 
  droid (d6). If the droid grabs the controls, he slows the 
  vehicle’s pace down resulting in the loss of a Range In-
  crement each round. Fighting with the droid counts as 
  an additional action for the pilot. The droid continues 
  harassing the pilot until stopped. He has the same stats 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  7
  A Chase is about to start. The robotaxi droid ﬂ atly re-
  fuses to do something as dangerous and illegal as a pur-
  suit in high-speed trafﬁ c, so one of the heroes must take 
  the controls. This time the droid offers no resistance, he 
  is simply resigned to the situation, but his complaints 
  and screams of terror are a great opportunity for the 
  Game Master to do some fun roleplaying.
  The Chase starts at Medium range (three Range In-
  crements). The two vehicles are comparable; use the 
  hovertaxi’s stats from Scene 1 for the silver aliens’ car.
  Each Range Increment represents 5” on the tabletop.
  Do not use the standard obstacle rules. Instead, when 
  a driver draws a Club card as his ﬁ rst initiative card from 
  the action deck, run the mini-scene described in the 
  table below.
  The assassin’s hovercar carries four people in total, all 
  silver-skinned aliens. 
  Their tactics consist of trying to shake the heroes 
  while the two aliens in the backseat shoot at the party 
  with their blasters.
   When the aliens’ vehicle suffers one or more Wounds, 
  it is not destroyed, instead the driver manages to make 
  an emergency landing on the top of a building, so the he-
  roes can confront the enemies face-to-face (see Fighting 
  with the aliens, below). The same happens if the aliens 
  are forced to stop for whatever reason.
  The group then has the chance to retrieve the droid 
  master’s wristcomputer.
  If the aliens manage to get ahead of the party by more 
  than ten Range Increments, they escape and the party 
  loses the wristcomputer.
   Silver Aliens (2):  See page 30. Armed with blaster 
  pistols.
   Enhanced silver Aliens (2):  See page 28. Armed 
  with blaster pistols.
  OBSTACLES TABLE
  OBSTACLES TABLE
  Deuce (–4) You’re Going the Wrong Way!: The 
  trafﬁ c on Wayland is so chaotic that the driver has taken 
  the wrong turn and now he’s facing oncoming trafﬁ c! If 
  the driver fails his Piloting roll, the taxi crashes head-on 
  into another vehicle, which is disastrous at this speed! 
  The vehicle and the passengers suffer 3d6 damage from 
  an Extra and the vehicle loses two Range Increments. If 
  a critical failure happens, the situation is catastrophic 
  — both the vehicle and the passengers suffer 5d6 dam-
  age and the vehicle loses three Range Increments. 
  Three (–2) Smokestacks:  A major contributor to 
  Wayland’s ﬁ lthy atmosphere stands before you in the 
  form of several huge, belching industrial smokestacks 
  and the vehicle must slalom between them! If the Pilot-
  ing roll fails, the vehicle slams into one of the stacks. The 
  car and all crew suffer 2d8 damage from an Extra and 
  they lose a Range Increment.  
  Four (–2) Polluted Cloud: The vehicle enters a cloud 
  of thick smoke. For the rest of the round the vehicle is in 
  Dark (–2) lighting conditions. 
  Five (–2) Narrow Passage: The Chase brings the 
  vehicle to a very narrow passage between two buildings. 
  This round the driver has +2 to the use of a Force ma-
  neuver. If he wins, the enemy vehicle suffers 3d6 damage 
  from an Extra, but if he loses, his own vehicle suffers the 
  same damage. If no Force maneuver is attempted, run 
  the Chase as usual.
  Six (–2) Mega Truck: A mega hovertruck is approach-
  ing! The pilot must do his best to get out of the way. If the 
  roll fails, the character barely avoids the truck with a wild 
  maneuver. All the passengers must make a Spirit (–2) roll 
  or be Shaken. Otherwise, run the Chase as normal.
  Seven (–1) Trespassers Will Be Shot!: Crime bosses 
  on Wayland keep their possessions secure, so their pal-
  aces are protected by a network of defensive turrets. The 
  vehicle is passing too close to the Ash & Jatha Casino, 
  so it gets shot at. Every passenger suffers the effects of 
  suppressive ﬁ re. The turrets have Shooting d8 and a Wild 
  die and deal 3d6 damage from an Extra.   
  Eight (–1) Trafﬁ c Jam: This area is so crowded that 
  the trafﬁ c has slowed to a crawl. This round the vehicle 
  can only gain a maximum of one Range Increment. 
  Nine (–1) Huge Billboard: A giant-sized, promotion-
  al hologram of Miner Clem rises in front of the vehicle, 
  encouraging customers to buy Miners’ Guild Syntho 
  Fruit Snacks. Entering the hologram causes the Piloting 
  roll to become more difﬁ cult (–1) but it also grants Me-
  dium Cover (–2) to the vehicle. If the character chooses 
  to avoid the billboard, run the Chase as usual.
  Ten (0) Forceﬁ eld:  Important buildings on Wayland 
  are protected by forceﬁ elds to prevent street gangs from 
  entering them. A daring pilot can choose to willingly 
  surf against the forceﬁ eld’s surface to accumulate more 
  energy in the thrusters. It is a delicate operation that 
  requires a Repair (–4) roll. This roll can also be done 
  by another passenger sitting near the controls. If the 
  roll is successful, the vehicle gets +2 to Piloting rolls for 
  the next three rounds. If it fails, the engine overcharges 
  and the vehicle loses a Handling point for the rest of 
  the Chase. Every hero with a pilot or starship mechanic 
  background will know this feature (the GM must explain 
  this thing to the player). If the hero avoids the forceﬁ eld, 
  run the chase as usual. 
  Jack (0) Street Market:  The vehicle has entered a 
  street market built on an abandoned walkway. It is full of 
  stalls and people now running to get out of the vehicle’s 
  way. If the Piloting roll fails, the vehicle automatically loses 
  a Range Increment due to the great confusion in the area. 
  If the Piloting roll scores a raise, each hero can attempt an 
  Agility roll to grab an item from the market! He can pick 
  up a useful prop (+2 to one Trick in the incoming ﬁ ght) 
  or an item of his choice worth $50 or less.
  Queen (0) Fear Frenzy: X-231 is so terriﬁ ed by the 
  last maneuver that he tries to grab the taxi’s controls! It 
  is an opposed Strength roll between the pilot and the 
  droid (d6). If the droid grabs the controls, he slows the 
  vehicle’s pace down resulting in the loss of a Range In-
  crement each round. Fighting with the droid counts as 
  an additional action for the pilot. The droid continues 
  harassing the pilot until stopped. He has the same stats 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  8
  as one of the silver aliens. If the aliens draw this card, 
  they simply lose a Range Increment and skip the Piloting 
  roll for this round.
  King (0) Under the Bridge: There is a nearby tunnel 
  that can be a shortcut if the pilot manages to navigate 
  through the maze of subways on this level. Use Smarts as 
  the Chase skill this round. 
  Ace (0) Vertical Passage:  A vertical passage here 
  takes the vehicle high in the sky and into a less congested 
  area. From here, it is quite easy to ﬁ nd a good spot to 
  pick up the Chase and get closer to the enemies, if you 
  are able to spot them in the trafﬁ c! In this round, Notice 
  is used as Chase skill. For every success and raise, a Range 
  Increment is gained, with no limit. Only the players can 
  use this entry, the aliens simply ignore the result. 
  FIGHTING WITH THE ALIENS
  FIGHTING WITH THE ALIENS
  The silver aliens land atop an abandoned skyscraper. 
  They use the cover granted by their vehicle to start a furi-
  ous shootout.
  The ﬁ ghting area is a square, 24” x 24”. The aliens 
  never surrender. Once they are eliminated, the heroes 
  discover something important.
  The aliens are all droids, built with the same technol-
  ogy as that of the stage droids. The same acidic security 
  system prevents the recovery of the databanks. One of 
  the droids does have the droid master’s wristcomputer.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Cars: The party’s and the aliens’ cars are 6” long 
  and 3” wide. They offer Medium Cover (–2) and have 
  Toughness 12.
  * Duraglass Dome: There is a big duraglass dome in 
  the middle of the battleﬁ eld. It offers Heavy Cover (–4) 
  and has Toughness 14. Use a Large Burst Template to 
  represent it. The dome is 9” high and impassable.   
  THE EVIDENCE
  THE EVIDENCE
  Once in possession of the wristcomputer, the heroes 
  can examine it. There is a video message, received yester-
  day, that seems interesting.
  There is a fully hooded ﬁ gure in the video.
  He speaks with a deep, arresting voice.
   “The plan is conﬁ rmed. The droids are on their 
  way. Your task is to replace them with yours and 
  then disappear. You will be paid by the customary 
  agent.”
  “One last warning: Do not try to deceive me, or 
  my revenge will be terrible!”
  While saying this, the ﬁ gure brandishes a dark 
  armored ﬁ st to the camera.
  The transmission ends.
  The wristcomputer holds no other information of 
  note.
   Examining Kalo Sian’s room, the party ﬁ nds all his 
  luggage packed and ready, a clear sign that the man was 
  ready to leave at once. They also ﬁ nd a bag containing 
  $3000! 
  The heroes likely have some questions now: Who is 
  the mysterious hooded ﬁ gure? And the agent?
  All will be revealed in the next few scenes!
  ACT 2: THE SPACE ADVEN-
  ACT 2: THE SPACE ADVEN-
  TURES OF SALANDRA SASH
  TURES OF SALANDRA SASH
  It seems that someone is behind the murder attempt. 
  The party returns to the hotel. They have precious little 
  time to do some investigating, because in two days’ time 
  the crew will move on to another location. 
  The players can make Streetwise and Investigation 
  rolls to discover something useful. They can inquire 
  about Salandra and her planet, or about the movie crew 
  (see sidebar). They gather a lot of useful information, 
  but something is a red herring. If the hero scores a raise, 
  alongside with the Raise information, he also discovers 
  the standard information listed in the Success entry.
  The movie crew moves around on two starships: the 
  Kooga, a medium-sized transport, carries all the crew, 
  props, extras and Holo Both, while the Calypso, a luxury 
  yacht piloted by the producer himself, accommodates 
  Salandra, Silon Guy and Rollan Gan, the big names of 
  the show.
  The Blazing Star is the most heavily armed ship of the 
  small ﬂ otilla. 
  The next location is the cloud world of Houlof.
  SCENE 1: HER MAJESTY’S ROYAL 
  SCENE 1: HER MAJESTY’S ROYAL 
  GUARDS
  GUARDS
  You reach Houlof without any problems. It is one 
  of the most amazing planets in the galaxy. 
  The planet is gaseous, for the most part, and its 
  core is composed of helium, so life has evolved 
  in a peculiar way here. The Houlos, huge aerial 
  plants the size of small islands, ﬂ oat in all the 
  layers of the planet except the deepest ones. Other 
  parasitic plants live on the Houlos in a sort of 
  symbiosis. Houlof is a very scarcely populated 
  planet, due to its scant natural resources, but on 
  the Houlos grow the most beautiful ﬂ owers in the 
  entire galaxy, making this place an ideal location 
  for ﬁ lming.
  The planet is a sort of “galactic preserve”, heavily 
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  8
  as one of the silver aliens. If the aliens draw this card, 
  they simply lose a Range Increment and skip the Piloting 
  roll for this round.
  King (0) Under the Bridge: There is a nearby tunnel 
  that can be a shortcut if the pilot manages to navigate 
  through the maze of subways on this level. Use Smarts as 
  the Chase skill this round. 
  Ace (0) Vertical Passage:  A vertical passage here 
  takes the vehicle high in the sky and into a less congested 
  area. From here, it is quite easy to ﬁ nd a good spot to 
  pick up the Chase and get closer to the enemies, if you 
  are able to spot them in the trafﬁ c! In this round, Notice 
  is used as Chase skill. For every success and raise, a Range 
  Increment is gained, with no limit. Only the players can 
  use this entry, the aliens simply ignore the result. 
  FIGHTING WITH THE ALIENS
  FIGHTING WITH THE ALIENS
  The silver aliens land atop an abandoned skyscraper. 
  They use the cover granted by their vehicle to start a furi-
  ous shootout.
  The ﬁ ghting area is a square, 24” x 24”. The aliens 
  never surrender. Once they are eliminated, the heroes 
  discover something important.
  The aliens are all droids, built with the same technol-
  ogy as that of the stage droids. The same acidic security 
  system prevents the recovery of the databanks. One of 
  the droids does have the droid master’s wristcomputer.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Cars: The party’s and the aliens’ cars are 6” long 
  and 3” wide. They offer Medium Cover (–2) and have 
  Toughness 12.
  * Duraglass Dome: There is a big duraglass dome in 
  the middle of the battleﬁ eld. It offers Heavy Cover (–4) 
  and has Toughness 14. Use a Large Burst Template to 
  represent it. The dome is 9” high and impassable.   
  THE EVIDENCE
  THE EVIDENCE
  Once in possession of the wristcomputer, the heroes 
  can examine it. There is a video message, received yester-
  day, that seems interesting.
  There is a fully hooded ﬁ gure in the video.
  He speaks with a deep, arresting voice.
   “The plan is conﬁ rmed. The droids are on their 
  way. Your task is to replace them with yours and 
  then disappear. You will be paid by the customary 
  agent.”
  “One last warning: Do not try to deceive me, or 
  my revenge will be terrible!”
  While saying this, the ﬁ gure brandishes a dark 
  armored ﬁ st to the camera.
  The transmission ends.
  The wristcomputer holds no other information of 
  note.
   Examining Kalo Sian’s room, the party ﬁ nds all his 
  luggage packed and ready, a clear sign that the man was 
  ready to leave at once. They also ﬁ nd a bag containing 
  $3000! 
  The heroes likely have some questions now: Who is 
  the mysterious hooded ﬁ gure? And the agent?
  All will be revealed in the next few scenes!
  ACT 2: THE SPACE ADVEN-
  ACT 2: THE SPACE ADVEN-
  TURES OF SALANDRA SASH
  TURES OF SALANDRA SASH
  It seems that someone is behind the murder attempt. 
  The party returns to the hotel. They have precious little 
  time to do some investigating, because in two days’ time 
  the crew will move on to another location. 
  The players can make Streetwise and Investigation 
  rolls to discover something useful. They can inquire 
  about Salandra and her planet, or about the movie crew 
  (see sidebar). They gather a lot of useful information, 
  but something is a red herring. If the hero scores a raise, 
  alongside with the Raise information, he also discovers 
  the standard information listed in the Success entry.
  The movie crew moves around on two starships: the 
  Kooga, a medium-sized transport, carries all the crew, 
  props, extras and Holo Both, while the Calypso, a luxury 
  yacht piloted by the producer himself, accommodates 
  Salandra, Silon Guy and Rollan Gan, the big names of 
  the show.
  The Blazing Star is the most heavily armed ship of the 
  small ﬂ otilla. 
  The next location is the cloud world of Houlof.
  SCENE 1: HER MAJESTY’S ROYAL 
  SCENE 1: HER MAJESTY’S ROYAL 
  GUARDS
  GUARDS
  You reach Houlof without any problems. It is one 
  of the most amazing planets in the galaxy. 
  The planet is gaseous, for the most part, and its 
  core is composed of helium, so life has evolved 
  in a peculiar way here. The Houlos, huge aerial 
  plants the size of small islands, ﬂ oat in all the 
  layers of the planet except the deepest ones. Other 
  parasitic plants live on the Houlos in a sort of 
  symbiosis. Houlof is a very scarcely populated 
  planet, due to its scant natural resources, but on 
  the Houlos grow the most beautiful ﬂ owers in the 
  entire galaxy, making this place an ideal location 
  for ﬁ lming.
  The planet is a sort of “galactic preserve”, heavily 
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  9
  guarded by the Houlof Rangers, an internal secu-
  rity force with the double task of protecting the 
  tourists and preserving this unique environment. 
  You are forced to leave the spaceships in Tofhoo, 
  the only city on the planet, and to take hover-
  barges to reach a particularly nice Houlo in the 
  middle layers of the planet, where you will shoot 
  the next scene.
  The scene is set in a clearing in front of a very 
  strange and colorful forest, a very evocative loca-
  tion, with the intense fragrance of alien blossoms 
  tickling your nose.
  You will be playing Salandra’s royal guards, a 
  group of faithful, hardened soldiers and lieuten-
  ants.
  You must admit, you feel a little stupid in these 
  tight costumes they made you wear, but, well, the 
  way to success is paved with such small inconve-
  niences.
  Rollan Gan shouts: “Lights… Camera...  Action!”
  The heroes must act in the movie now! 
  Give the party the handout with their lines (see page 
  31). Every player must play his part.
  As they are bit players, they have to say only a few 
  lines, but this part can be fun if the players are in the 
  right mood, otherwise you can skip it. You can even 
  grant a benny for a very good performance. 
  Rollan Gan is very demanding and has the heroes re-
  peat the scene three times, always asking for something 
  different. In addition, Salandra is not at all patient with 
  the heroes, whom she treats in a very condescending 
  manner. This little scene can lead to some good role-
  playing.  
  BIRDS OF PREY
  BIRDS OF PREY
  “Come on, boys, once more!” Rollan Gan asks for 
  another shot. You are growing tired of this acting 
  business.
  “This time with a little more emphasis: ‘enemies 
  incoming!’, understand?”
  “Enemies incoming!” Shouts a security guard.
  Rollan Gan smiles satisﬁ ed: “Yes, just like that!”
  You don’t smile at all — enemies really are in-
  coming! A large group of silver aliens is emerg-
  ing from the clouds. They are flying thanks to 
  strange levitating bracers and they are heavily 
  armed.
  DATA: SALANDRA SASH & KHORAS
  DATA: SALANDRA SASH & KHORAS
  INVESTIGATION RESULTS
  INVESTIGATION RESULTS
  Success: The story of old Salandra is well known. 
  She was a beautiful princess skilled in the arts of 
  war. She left her planet to join the Mercenary Guild 
  where she met with great success, culminating in 
  the ﬁ nal victory of the Kandaroon Wars. After quit-
  ting the Guild, she returned home to be crowned 
  queen of the Khors, one of the two dominant races 
  on the planet. Using her great military and political 
  skills she managed to peacefully unite her race and 
  the Rannites, the second dominant race and tradi-
  tional opponents of the Khors, forming one united 
  reign for the ﬁ rst time in Khoras’s history.
  Raise:  Young Salandra’s parents were such inept 
  rulers that they were forced to sell their world to 
  the Terraformers Guild to settle their enormous 
  debts. The Guild used Khoras for their experi-
  ments, almost destroying it. The last Khorasites left 
  the planet ﬁ fty years ago. Today the Khorasites no 
  longer exist as a cultural entity. Young Salandra’s 
  parents died in poverty and the actress has never 
  set foot (or eyes) on her native world. She is the last 
  of her dynasty.
  STREETWISE RESULTS
  STREETWISE RESULTS
  Success: All the members of the Khors royal fam-
  ily are gifted with the psionic ability to manipulate 
  light. The power is very strong in young Salandra as 
  it was in her grandmother.
  Raise: The Rannites rulers, the Khors’ traditional 
  opponents for control of the planet, had a similar 
  power: they were able to shape darkness. This is 
  only a theory because no Rannite royal is alive to-
  day. Their bloodline died out during the reign of 
  old Salandra for unknown reasons. 
  DATA: THE CREW 
  DATA: THE CREW 
  INVESTIGATION OR 
  INVESTIGATION OR 
  STREETWISE RESULTS
  STREETWISE RESULTS
  The player chooses which skill to use.
  Success: All the crew agrees on one point: Salandra 
  is a great actress but a loathsome individual. She 
  treats everyone poorly, but has a particularly nasty 
  disposition towards Holo Both, the assistant direc-
  tor. The poor sod accepts her abuse, because he is 
  hopelessly in love with her. This is his ﬁ rst experi-
  ence in the holomovie business.
  Raise: Silon Guy, the producer, personally ﬁ nanced 
  the movie. Lots of money is involved. A failure will 
  ruin him. Rumor has it that he argued a lot with Rol-
  lan Gan about the script.
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  9
  guarded by the Houlof Rangers, an internal secu-
  rity force with the double task of protecting the 
  tourists and preserving this unique environment. 
  You are forced to leave the spaceships in Tofhoo, 
  the only city on the planet, and to take hover-
  barges to reach a particularly nice Houlo in the 
  middle layers of the planet, where you will shoot 
  the next scene.
  The scene is set in a clearing in front of a very 
  strange and colorful forest, a very evocative loca-
  tion, with the intense fragrance of alien blossoms 
  tickling your nose.
  You will be playing Salandra’s royal guards, a 
  group of faithful, hardened soldiers and lieuten-
  ants.
  You must admit, you feel a little stupid in these 
  tight costumes they made you wear, but, well, the 
  way to success is paved with such small inconve-
  niences.
  Rollan Gan shouts: “Lights… Camera...  Action!”
  The heroes must act in the movie now! 
  Give the party the handout with their lines (see page 
  31). Every player must play his part.
  As they are bit players, they have to say only a few 
  lines, but this part can be fun if the players are in the 
  right mood, otherwise you can skip it. You can even 
  grant a benny for a very good performance. 
  Rollan Gan is very demanding and has the heroes re-
  peat the scene three times, always asking for something 
  different. In addition, Salandra is not at all patient with 
  the heroes, whom she treats in a very condescending 
  manner. This little scene can lead to some good role-
  playing.  
  BIRDS OF PREY
  BIRDS OF PREY
  “Come on, boys, once more!” Rollan Gan asks for 
  another shot. You are growing tired of this acting 
  business.
  “This time with a little more emphasis: ‘enemies 
  incoming!’, understand?”
  “Enemies incoming!” Shouts a security guard.
  Rollan Gan smiles satisﬁ ed: “Yes, just like that!”
  You don’t smile at all — enemies really are in-
  coming! A large group of silver aliens is emerg-
  ing from the clouds. They are flying thanks to 
  strange levitating bracers and they are heavily 
  armed.
  DATA: SALANDRA SASH & KHORAS
  DATA: SALANDRA SASH & KHORAS
  INVESTIGATION RESULTS
  INVESTIGATION RESULTS
  Success: The story of old Salandra is well known. 
  She was a beautiful princess skilled in the arts of 
  war. She left her planet to join the Mercenary Guild 
  where she met with great success, culminating in 
  the ﬁ nal victory of the Kandaroon Wars. After quit-
  ting the Guild, she returned home to be crowned 
  queen of the Khors, one of the two dominant races 
  on the planet. Using her great military and political 
  skills she managed to peacefully unite her race and 
  the Rannites, the second dominant race and tradi-
  tional opponents of the Khors, forming one united 
  reign for the ﬁ rst time in Khoras’s history.
  Raise:  Young Salandra’s parents were such inept 
  rulers that they were forced to sell their world to 
  the Terraformers Guild to settle their enormous 
  debts. The Guild used Khoras for their experi-
  ments, almost destroying it. The last Khorasites left 
  the planet ﬁ fty years ago. Today the Khorasites no 
  longer exist as a cultural entity. Young Salandra’s 
  parents died in poverty and the actress has never 
  set foot (or eyes) on her native world. She is the last 
  of her dynasty.
  STREETWISE RESULTS
  STREETWISE RESULTS
  Success: All the members of the Khors royal fam-
  ily are gifted with the psionic ability to manipulate 
  light. The power is very strong in young Salandra as 
  it was in her grandmother.
  Raise: The Rannites rulers, the Khors’ traditional 
  opponents for control of the planet, had a similar 
  power: they were able to shape darkness. This is 
  only a theory because no Rannite royal is alive to-
  day. Their bloodline died out during the reign of 
  old Salandra for unknown reasons. 
  DATA: THE CREW 
  DATA: THE CREW 
  INVESTIGATION OR 
  INVESTIGATION OR 
  STREETWISE RESULTS
  STREETWISE RESULTS
  The player chooses which skill to use.
  Success: All the crew agrees on one point: Salandra 
  is a great actress but a loathsome individual. She 
  treats everyone poorly, but has a particularly nasty 
  disposition towards Holo Both, the assistant direc-
  tor. The poor sod accepts her abuse, because he is 
  hopelessly in love with her. This is his ﬁ rst experi-
  ence in the holomovie business.
  Raise: Silon Guy, the producer, personally ﬁ nanced 
  the movie. Lots of money is involved. A failure will 
  ruin him. Rumor has it that he argued a lot with Rol-
  lan Gan about the script.
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  10
  10
  To make matters worse, you realize you are armed 
  only with stage weapons at the moment!   
  Deal action cards!
   The combat area is a rough square of 24” by 24”. All 
  the borders of the area, except for the western one, cor-
  respond to the ends of the Houlo. Only ﬂ ying characters 
  can enter this area. The western border represents the 
  edge of the forest.
  Place the heroes and Salandra within 6” of the west-
  ern border, in the center of this side. The security guards 
  are placed on the four corners of the area. Place the 
  crewmembers, randomly, inside the area. The security 
  guards are allies, so the players move them. The movie 
  crew is not involved in the ﬁ ght — they simply duck for 
  cover and wait for the danger to pass.
  The aliens are split into three groups, each one com-
  ing in from a different direction (north, south and east). 
  During the ﬁ rst round, they move into the battleﬁ eld, 
  using their full ﬂ ying movement (see below). Their tac-
  tics are quite simple: First, they kill the security guards 
  (their only armed opponents), second, they attack the 
  party and attempt to kidnap Salandra. They almost com-
  pletely ignore the crew, but to add some ﬂ avor, when a 
  shot misses one of the heroes, you can tell the players 
  that it hits a crewmember instead, in order to show how 
  ruthless the opponents are.
  Flying Bracers and Boots: These devices use a mix 
  of antigravity and the effects of the peculiar atmosphere 
  of Houlof to grant the ability to ﬂ y with Pace 6, Climb 4, 
  to a maximum height 10”. No running is possible. Taking 
  the equipment from a dead alien and using it requires 
  two rounds. Unfortunately, the devices only work on 
  Houlof.
  The goons ﬁ ght until half of them are killed. At this 
  point, they ﬂ ee into the deeper layers of the planet. Go 
  on to the next scene.
  Silver Aliens (2 per hero):  See page 30. 
   Enhanced Silver Aliens (1 per hero):  See page 
  28. 
   Silver Alien Commander (1):  See page 28. A 
  Wild Card Enhanced Silver Alien.
   Security Guards (1 per hero):  See page 30. 
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Houlo Forest: The Houlo, the island 
  where the combat takes place, is a living 
  being, strongly connected with the forest. 
  When the forest is damaged, the Houlo 
  reacts. For this ﬁ ght, the Innocent By-
  stander rule is changed. Every time a 1 is 
  rolled on the Shooting die and the missed 
  shot is likely to hit the western boundary 
  of the battleﬁ eld where the forest is (use 
  common sense to decide if this event is 
  possible), the Houlo reacts to the attack! A 
  large pod near the forest’s edge produces 
  a Houlo Spawn, a vegetable monster. 
  Place the monster on the western edge of 
  the combat area where the missed shot 
  struck the forest. The creature attacks the 
  character responsible for the stray shot. 
  After dispatching him, it continues pick-
  ing targets armed with blasters, ignoring 
  all non-shooting characters. The Houlo 
  Spawn goes back into the woods when 
  the shooting ends. 
   Houlo Spawn (1):  See page 28.
  * Stage Weapons: The party starts the 
  ﬁ ght armed with stage weapons. They 
  have a sword, which deals Str damage, 
  and a blaster pistol (range 12/24/48), 
  which emits a completely harmless ray 
  of light that can, however, be used for 
  Tricks.
  * Party’s Weapons: The party’s real 
  weapons are stacked near a large camera. 
  Picking a weapon counts as an action un-
  less the hero has the Quick Draw Edge. 
  Place the camera and the weapons rough-
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  10
  10
  To make matters worse, you realize you are armed 
  only with stage weapons at the moment!   
  Deal action cards!
   The combat area is a rough square of 24” by 24”. All 
  the borders of the area, except for the western one, cor-
  respond to the ends of the Houlo. Only ﬂ ying characters 
  can enter this area. The western border represents the 
  edge of the forest.
  Place the heroes and Salandra within 6” of the west-
  ern border, in the center of this side. The security guards 
  are placed on the four corners of the area. Place the 
  crewmembers, randomly, inside the area. The security 
  guards are allies, so the players move them. The movie 
  crew is not involved in the ﬁ ght — they simply duck for 
  cover and wait for the danger to pass.
  The aliens are split into three groups, each one com-
  ing in from a different direction (north, south and east). 
  During the ﬁ rst round, they move into the battleﬁ eld, 
  using their full ﬂ ying movement (see below). Their tac-
  tics are quite simple: First, they kill the security guards 
  (their only armed opponents), second, they attack the 
  party and attempt to kidnap Salandra. They almost com-
  pletely ignore the crew, but to add some ﬂ avor, when a 
  shot misses one of the heroes, you can tell the players 
  that it hits a crewmember instead, in order to show how 
  ruthless the opponents are.
  Flying Bracers and Boots: These devices use a mix 
  of antigravity and the effects of the peculiar atmosphere 
  of Houlof to grant the ability to ﬂ y with Pace 6, Climb 4, 
  to a maximum height 10”. No running is possible. Taking 
  the equipment from a dead alien and using it requires 
  two rounds. Unfortunately, the devices only work on 
  Houlof.
  The goons ﬁ ght until half of them are killed. At this 
  point, they ﬂ ee into the deeper layers of the planet. Go 
  on to the next scene.
  Silver Aliens (2 per hero):  See page 30. 
   Enhanced Silver Aliens (1 per hero):  See page 
  28. 
   Silver Alien Commander (1):  See page 28. A 
  Wild Card Enhanced Silver Alien.
   Security Guards (1 per hero):  See page 30. 
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Houlo Forest: The Houlo, the island 
  where the combat takes place, is a living 
  being, strongly connected with the forest. 
  When the forest is damaged, the Houlo 
  reacts. For this ﬁ ght, the Innocent By-
  stander rule is changed. Every time a 1 is 
  rolled on the Shooting die and the missed 
  shot is likely to hit the western boundary 
  of the battleﬁ eld where the forest is (use 
  common sense to decide if this event is 
  possible), the Houlo reacts to the attack! A 
  large pod near the forest’s edge produces 
  a Houlo Spawn, a vegetable monster. 
  Place the monster on the western edge of 
  the combat area where the missed shot 
  struck the forest. The creature attacks the 
  character responsible for the stray shot. 
  After dispatching him, it continues pick-
  ing targets armed with blasters, ignoring 
  all non-shooting characters. The Houlo 
  Spawn goes back into the woods when 
  the shooting ends. 
   Houlo Spawn (1):  See page 28.
  * Stage Weapons: The party starts the 
  ﬁ ght armed with stage weapons. They 
  have a sword, which deals Str damage, 
  and a blaster pistol (range 12/24/48), 
  which emits a completely harmless ray 
  of light that can, however, be used for 
  Tricks.
  * Party’s Weapons: The party’s real 
  weapons are stacked near a large camera. 
  Picking a weapon counts as an action un-
  less the hero has the Quick Draw Edge. 
  Place the camera and the weapons rough-
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  1111
  ly in the center of the battleﬁ eld. A Small Burst Template 
  can represent the set of objects.
  * Movie Equipment: The battle area is scattered with 
  movie equipment: lights, crates, microphones, cameras 
  and so on. Generally they count as Light Cover (-1) and 
  have Toughness 6. They can also acts as useful props for 
  Tricks. Use gaming stones to represent them. Place up to 
  ﬁ fteen counters on the gaming table.
  * Crew’s Hoverbarges: The crew came here aboard 
  two hoverbarges that are now parked in the combat area. 
  They count as Medium Cover (-2) and have Toughness 
  12. Place them wherever you want. Use Medium Burst 
  Templates to represent them. 
  SCENE 2: INTO THE DEPTHS OF 
  SCENE 2: INTO THE DEPTHS OF 
  HOULOF
  HOULOF
  “They’re running away!” Shouts Holo Both, im-
  provising a dance of joy. “Hurray!”
  “Shut up, you fool! Capture them before they es-
  cape!” Salandra spits, her eyes burning with rage. 
  For a moment, you think that her famous ances-
  tor is suddenly speaking through her.
  The silver aliens are diving into the depths of Hou-
  lof, thanks to their ﬂ ying bracers, but they won’t 
  get far! You need answers and this time you will 
  get them!
  It is Chasing time again!
  The ﬁ rst thing the heroes need to do is to ﬁ nd a suit-
  able vehicle. 
  There are two possibilities:
  The ﬁ rst is taking one of the hoverbarges (if it is still 
  usable after the ﬁ ght). In this case, the party will be slower 
  than the enemies, subtracting –1 from their Chase roll. 
  Only the driver rolls, using Piloting as his Chase skill.
  The second option is taking some ﬂ ying bracers and 
  boots from the aliens. In this way, the characters have 
  the same speed as the enemies (no modiﬁ er) and they 
  use Agility as their Chase skill. They move independently 
  from one another, so everyone gets a roll.
  The initial distance of the Chase is Medium Range 
  (three Range Increments), with each Range Increment 
  representing 5” on the tabletop. 
  The aliens move as a group during the Chase. They 
  make a single roll with an average Agility (d6) and get 
  the Wild Die.
  The goons do not attack the party until they are very 
  close (one Range Increment). Their goal is to reach their 
  master as fast as they can. 
  Do not use the standard obstacle rules in this chase. 
  Instead, when a Club card is drawn as ﬁ rst initiative card, 
  run the mini-scene from the following Obstacles Table. If 
  the heroes are on the hoverbarge, this rule only applies 
  to the pilot.
  The Chase ends when the party reaches the aliens or 
  after ten rounds. In the latter case, there are dire conse-
  quences for the characters.
  Run the section ‘The Face of the Enemy.’
  HOVERBARGE
  HOVERBARGE
  This model hoverbarge, typical of Houlof, is slower 
  but more maneuverable than the standard model.
  Acc/Top Speed: 5/10; Toughness: 12 (2); Handling: 0; 
  Crew: 1+20
  OBSTACLES TABLE
  OBSTACLES TABLE
  Deuce (–4) Nightmare Wyrm:  The characters have 
  disturbed the most terrible predator of Houlof: the 
  Nightmare Wyrm! Add him to the Chase, placed two 
  Range Increments behind the characters. The beast 
  hunts the nearest prey. He has Agility d6, Fighting d8 
  and deals 2d12 damage from an Extra with its saber-sized 
  fangs. Having Heavy Armor, the only option the charac-
  ters have is to ﬂ ee! The monster eventually loses interest 
  and drops the Chase if no target is available within four 
  Range Increments. 
  Three (–2) In the Nutcracker:  The smaller Houlos 
  move following the winds. Sometimes they collide, as 
  is happening now. One of the characters is about to be 
  caught in the middle! If he fails the roll, he suffers 2d8 
  damage and cannot advance in the Chase until he makes 
  an Agility (–2) roll. He can roll once per round. 
  Four (–2) Headwind:  The wind is blowing against 
  you. For this round, all the characters in this Range In-
  crement can only advance up to one additional Range 
  Increment. If they fail the roll, they are blown back one 
  Range Increment or two in the case of a critical failure.
  Five (–2) Exhilarating Gas:  The gas in this area 
  makes everyone laugh uncontrollably! This turn, every 
  character in this Range Increment must use Vigor as the 
  Chase skill. In case of failure, he also suffers a level of 
  Fatigue until the end of the Scene.
  Six (–2) Flying Amoebas:  The character is caught 
  up in a group of murky, fetid, ﬂ oating amoebas. Until 
  properly cleaned up (a process requiring a full round), 
  he suffers –1 to all rolls. Run the chase as normal.
  Seven (–1) Tilakspore Bloom:  The Tilakspore is a 
  typical Houlosian plant with a nasty method of repro-
  duction. It drops ﬂ oating spores that explode in proxim-
  ity of living beings, projecting needle-like seeds capable 
  of penetrating even the toughest skin. Every character 
  in this Range Increment must make an additional Agility 
  (–2) roll or suffer 2d8 damage from an Extra. Run the 
  chase as normal. 
  Eight (–1) Vortex:  The character is caught up in a 
  swirling vortex! This round, the relevant skill is Strength. 
  Until he manages to score a success, he is stuck inside 
  the vortex. He can try once per round. Count how many 
  rounds the character stays in the vortex. When he man-
  ages to escape, bring him forward a number of Range 
  Increments equal to the rounds he spent in the vortex 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  1111
  ly in the center of the battleﬁ eld. A Small Burst Template 
  can represent the set of objects.
  * Movie Equipment: The battle area is scattered with 
  movie equipment: lights, crates, microphones, cameras 
  and so on. Generally they count as Light Cover (-1) and 
  have Toughness 6. They can also acts as useful props for 
  Tricks. Use gaming stones to represent them. Place up to 
  ﬁ fteen counters on the gaming table.
  * Crew’s Hoverbarges: The crew came here aboard 
  two hoverbarges that are now parked in the combat area. 
  They count as Medium Cover (-2) and have Toughness 
  12. Place them wherever you want. Use Medium Burst 
  Templates to represent them. 
  SCENE 2: INTO THE DEPTHS OF 
  SCENE 2: INTO THE DEPTHS OF 
  HOULOF
  HOULOF
  “They’re running away!” Shouts Holo Both, im-
  provising a dance of joy. “Hurray!”
  “Shut up, you fool! Capture them before they es-
  cape!” Salandra spits, her eyes burning with rage. 
  For a moment, you think that her famous ances-
  tor is suddenly speaking through her.
  The silver aliens are diving into the depths of Hou-
  lof, thanks to their ﬂ ying bracers, but they won’t 
  get far! You need answers and this time you will 
  get them!
  It is Chasing time again!
  The ﬁ rst thing the heroes need to do is to ﬁ nd a suit-
  able vehicle. 
  There are two possibilities:
  The ﬁ rst is taking one of the hoverbarges (if it is still 
  usable after the ﬁ ght). In this case, the party will be slower 
  than the enemies, subtracting –1 from their Chase roll. 
  Only the driver rolls, using Piloting as his Chase skill.
  The second option is taking some ﬂ ying bracers and 
  boots from the aliens. In this way, the characters have 
  the same speed as the enemies (no modiﬁ er) and they 
  use Agility as their Chase skill. They move independently 
  from one another, so everyone gets a roll.
  The initial distance of the Chase is Medium Range 
  (three Range Increments), with each Range Increment 
  representing 5” on the tabletop. 
  The aliens move as a group during the Chase. They 
  make a single roll with an average Agility (d6) and get 
  the Wild Die.
  The goons do not attack the party until they are very 
  close (one Range Increment). Their goal is to reach their 
  master as fast as they can. 
  Do not use the standard obstacle rules in this chase. 
  Instead, when a Club card is drawn as ﬁ rst initiative card, 
  run the mini-scene from the following Obstacles Table. If 
  the heroes are on the hoverbarge, this rule only applies 
  to the pilot.
  The Chase ends when the party reaches the aliens or 
  after ten rounds. In the latter case, there are dire conse-
  quences for the characters.
  Run the section ‘The Face of the Enemy.’
  HOVERBARGE
  HOVERBARGE
  This model hoverbarge, typical of Houlof, is slower 
  but more maneuverable than the standard model.
  Acc/Top Speed: 5/10; Toughness: 12 (2); Handling: 0; 
  Crew: 1+20
  OBSTACLES TABLE
  OBSTACLES TABLE
  Deuce (–4) Nightmare Wyrm:  The characters have 
  disturbed the most terrible predator of Houlof: the 
  Nightmare Wyrm! Add him to the Chase, placed two 
  Range Increments behind the characters. The beast 
  hunts the nearest prey. He has Agility d6, Fighting d8 
  and deals 2d12 damage from an Extra with its saber-sized 
  fangs. Having Heavy Armor, the only option the charac-
  ters have is to ﬂ ee! The monster eventually loses interest 
  and drops the Chase if no target is available within four 
  Range Increments. 
  Three (–2) In the Nutcracker:  The smaller Houlos 
  move following the winds. Sometimes they collide, as 
  is happening now. One of the characters is about to be 
  caught in the middle! If he fails the roll, he suffers 2d8 
  damage and cannot advance in the Chase until he makes 
  an Agility (–2) roll. He can roll once per round. 
  Four (–2) Headwind:  The wind is blowing against 
  you. For this round, all the characters in this Range In-
  crement can only advance up to one additional Range 
  Increment. If they fail the roll, they are blown back one 
  Range Increment or two in the case of a critical failure.
  Five (–2) Exhilarating Gas:  The gas in this area 
  makes everyone laugh uncontrollably! This turn, every 
  character in this Range Increment must use Vigor as the 
  Chase skill. In case of failure, he also suffers a level of 
  Fatigue until the end of the Scene.
  Six (–2) Flying Amoebas:  The character is caught 
  up in a group of murky, fetid, ﬂ oating amoebas. Until 
  properly cleaned up (a process requiring a full round), 
  he suffers –1 to all rolls. Run the chase as normal.
  Seven (–1) Tilakspore Bloom:  The Tilakspore is a 
  typical Houlosian plant with a nasty method of repro-
  duction. It drops ﬂ oating spores that explode in proxim-
  ity of living beings, projecting needle-like seeds capable 
  of penetrating even the toughest skin. Every character 
  in this Range Increment must make an additional Agility 
  (–2) roll or suffer 2d8 damage from an Extra. Run the 
  chase as normal. 
  Eight (–1) Vortex:  The character is caught up in a 
  swirling vortex! This round, the relevant skill is Strength. 
  Until he manages to score a success, he is stuck inside 
  the vortex. He can try once per round. Count how many 
  rounds the character stays in the vortex. When he man-
  ages to escape, bring him forward a number of Range 
  Increments equal to the rounds he spent in the vortex 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  12
  12
  plus the standard ones gained with the Chase roll, due 
  the great momentum gathered. 
  Nine (–1) Fireﬂ ies:  A swarm of ﬁ reﬂ ies surrounds 
  the character. They are not dangerous but they perfectly 
  outline and illuminate the character’s shape. Shooting 
  attacks against him have a +1 modiﬁ er. This effect stops 
  when the character is dealt another Club card.
  Ten (–1) Vacuum Bubble:  The character is caught 
  in an airless bubble! The chase roll, this round, is made 
  using Vigor. The aliens, being droids, do not breathe, so 
  they are unaffected by this obstacle.
  Jack (0) Spiteful Monkeys:  As the character passes a 
  Houlo, a group of nasty monkeys starts mocking and lob-
  bing putrid fruits at him. It counts as a Test of Will. The 
  monkeys have Taunt d10. After this roll, run the chase 
  as normal. 
  Queen (0) Singing Herbs:  A nearby Houlo is cov-
  ered by a thick, six-foot-deep, layer of purple herbs. The 
  herbs emit a hypnotic, lilting sound. The character uses 
  Spirit as his Chase skill until he manages to leave this 
  Range Increment. 
  King (0) Favorable Winds:  The wind is blowing in 
  the character’s favor! This round he gains a Range Incre-
  ment for each success and raise, plus one.
  Ace (0) Sailplant:  There is a Sailplant nearby, a ﬂ oat-
  ing vegetable with huge, incredibly aerodynamic, leaves. 
  The character can quickly grab it with an Agility roll be-
  fore using it. If successful, from the next round on, he 
  gains +1 to Chase rolls until the end of the scene. Ignore 
  this effect if the character is using a hoverbarge.
  THE FACE OF THE ENEMY
  THE FACE OF THE ENEMY
  You are deep in Houlof, where the air is very dense 
  and thick. The clouds open a bit showing you a 
  starship ﬂ oating in the void. It is a very strange 
  and old-looking model. There is a walkway on the 
  upper deck, where you see a dark cloaked ﬁ gure.
  He is the same individual you saw on Kalo Sian’s 
  wristcomputer!
  Beneath the cloak, he wears full body armor that re-
  veals nothing of his true appearance. The surviving 
  aliens ﬂ y toward the ship, sure of having reached 
  safety, however, their master knows the truth.
  You cannot hear his voice from this distance, but 
  his gestures are unequivocal. He has ordered the 
  ship’s cannons to open ﬁ re! He is willing to de-
  stroy his minions if that means killing you!
  Treat this attack as a Battery attack (see the Space 
  Rules).
  If the party has reached the aliens in the Chase, they 
  are at close range, otherwise count the number or Range 
  Increments the heroes are behind the aliens and multi-
  ply this by ﬁ ve to get the tabletop distance.
  If the heroes are on a hoverbarge, the pilot can make 
  a Piloting roll to avoid being hit (it replaces the usual 
  Spirit roll), otherwise the party uses Spirit as usual. If 
  the heroes have reached the aliens in the chase, they are 
  alerted by the terriﬁ ed movements of their prey, so add 
  +1 to this roll. 
  In case of damage, the hoverbarge protects the he-
  roes with half its Toughness (6). If they have reached the 
  aliens, the poor goons offer extra protection with their 
  bodies, i.e. Toughness 4, which is added to the protec-
  tion by the hoverbarge.  
  HAST’S SHIP BATTERY
  HAST’S SHIP BATTERY
  1 x Laser Cannon Battery (Range: 24/48/96; Damage: 
  3d8; ROF 1; HW; AP 4)
  The crew has Shooting d8.
  The blow is terrible! 
  Luckily, the silver aliens took the brunt of the at-
  tack otherwise, you would be dead. 
  Pieces of their artiﬁ cial bodies scatter every-
  where.
  You hear the rumble of the starship’s engines and 
  then the exhaust from the thrusters sweeps you 
  away in a terrible maelstrom of gas, plants and 
  droid parts while the huge vehicle moves away.
  You close your eyes, screaming in fear, certain 
  that death is unavoidable, this time.
  Suddenly someone grabs you ﬁ rmly.
  There are winged creatures all around, perfectly 
  stable in the whirling air. They are the Houlof 
  Rangers, resplendent in their colorful ﬂ ying ar-
  mor. 
  You are safe, but the evil one has escaped yet 
  again.
   The Rangers bring you back to the movie set. 
  They tell you that Silon Guy called them. Without 
  their aid, pieces of you would be scattered all 
  around the depths of Houlof.
  The crew has almost ﬁ nished packing the equip-
  ment that wasn’t damaged during the ﬁ ght. Only 
  now, you notice the total mess reigning in the 
  clearing you used to perform some minutes ago. 
  Salandra Sash, Silon Guy and Rollan Gan are not 
  here. They have already returned to the city, heav-
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  12
  12
  plus the standard ones gained with the Chase roll, due 
  the great momentum gathered. 
  Nine (–1) Fireﬂ ies:  A swarm of ﬁ reﬂ ies surrounds 
  the character. They are not dangerous but they perfectly 
  outline and illuminate the character’s shape. Shooting 
  attacks against him have a +1 modiﬁ er. This effect stops 
  when the character is dealt another Club card.
  Ten (–1) Vacuum Bubble:  The character is caught 
  in an airless bubble! The chase roll, this round, is made 
  using Vigor. The aliens, being droids, do not breathe, so 
  they are unaffected by this obstacle.
  Jack (0) Spiteful Monkeys:  As the character passes a 
  Houlo, a group of nasty monkeys starts mocking and lob-
  bing putrid fruits at him. It counts as a Test of Will. The 
  monkeys have Taunt d10. After this roll, run the chase 
  as normal. 
  Queen (0) Singing Herbs:  A nearby Houlo is cov-
  ered by a thick, six-foot-deep, layer of purple herbs. The 
  herbs emit a hypnotic, lilting sound. The character uses 
  Spirit as his Chase skill until he manages to leave this 
  Range Increment. 
  King (0) Favorable Winds:  The wind is blowing in 
  the character’s favor! This round he gains a Range Incre-
  ment for each success and raise, plus one.
  Ace (0) Sailplant:  There is a Sailplant nearby, a ﬂ oat-
  ing vegetable with huge, incredibly aerodynamic, leaves. 
  The character can quickly grab it with an Agility roll be-
  fore using it. If successful, from the next round on, he 
  gains +1 to Chase rolls until the end of the scene. Ignore 
  this effect if the character is using a hoverbarge.
  THE FACE OF THE ENEMY
  THE FACE OF THE ENEMY
  You are deep in Houlof, where the air is very dense 
  and thick. The clouds open a bit showing you a 
  starship ﬂ oating in the void. It is a very strange 
  and old-looking model. There is a walkway on the 
  upper deck, where you see a dark cloaked ﬁ gure.
  He is the same individual you saw on Kalo Sian’s 
  wristcomputer!
  Beneath the cloak, he wears full body armor that re-
  veals nothing of his true appearance. The surviving 
  aliens ﬂ y toward the ship, sure of having reached 
  safety, however, their master knows the truth.
  You cannot hear his voice from this distance, but 
  his gestures are unequivocal. He has ordered the 
  ship’s cannons to open ﬁ re! He is willing to de-
  stroy his minions if that means killing you!
  Treat this attack as a Battery attack (see the Space 
  Rules).
  If the party has reached the aliens in the Chase, they 
  are at close range, otherwise count the number or Range 
  Increments the heroes are behind the aliens and multi-
  ply this by ﬁ ve to get the tabletop distance.
  If the heroes are on a hoverbarge, the pilot can make 
  a Piloting roll to avoid being hit (it replaces the usual 
  Spirit roll), otherwise the party uses Spirit as usual. If 
  the heroes have reached the aliens in the chase, they are 
  alerted by the terriﬁ ed movements of their prey, so add 
  +1 to this roll. 
  In case of damage, the hoverbarge protects the he-
  roes with half its Toughness (6). If they have reached the 
  aliens, the poor goons offer extra protection with their 
  bodies, i.e. Toughness 4, which is added to the protec-
  tion by the hoverbarge.  
  HAST’S SHIP BATTERY
  HAST’S SHIP BATTERY
  1 x Laser Cannon Battery (Range: 24/48/96; Damage: 
  3d8; ROF 1; HW; AP 4)
  The crew has Shooting d8.
  The blow is terrible! 
  Luckily, the silver aliens took the brunt of the at-
  tack otherwise, you would be dead. 
  Pieces of their artiﬁ cial bodies scatter every-
  where.
  You hear the rumble of the starship’s engines and 
  then the exhaust from the thrusters sweeps you 
  away in a terrible maelstrom of gas, plants and 
  droid parts while the huge vehicle moves away.
  You close your eyes, screaming in fear, certain 
  that death is unavoidable, this time.
  Suddenly someone grabs you ﬁ rmly.
  There are winged creatures all around, perfectly 
  stable in the whirling air. They are the Houlof 
  Rangers, resplendent in their colorful ﬂ ying ar-
  mor. 
  You are safe, but the evil one has escaped yet 
  again.
   The Rangers bring you back to the movie set. 
  They tell you that Silon Guy called them. Without 
  their aid, pieces of you would be scattered all 
  around the depths of Houlof.
  The crew has almost ﬁ nished packing the equip-
  ment that wasn’t damaged during the ﬁ ght. Only 
  now, you notice the total mess reigning in the 
  clearing you used to perform some minutes ago. 
  Salandra Sash, Silon Guy and Rollan Gan are not 
  here. They have already returned to the city, heav-
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  13
  13
  ily guarded. Salandra, in particular, was very 
  shaken by the events and needed some rest.
  Only Holo Both is still here, doing his best in coor-
  dinating the crew.
  His attempts at giving orders are amusing, and 
  nobody truly obeys him.
  “Are you ok?” The fat man asks in a worried 
  tone: “I must thank you. You have saved not only 
  Salandra’s but all our lives.”
  In the meantime, you notice a group of Rangers 
  searching an area of the clearing littered with 
  smashed alien parts.
  If the heroes approach the Rangers, one of them, 
  Flockmaster Hyan, stops them with a gruff voice. They 
  have just discovered the droids’ security device, which 
  prevents their memory banks from being read, but luck-
  ily, one of the droids had its head severed so quickly that 
  the device did not work properly. Perhaps something can 
  still be recovered.
  The Rangers are not very good with this type of 
  technology, so they can be persuaded to let the heroes 
  examine the head. It does require a Persuasion roll.
  With a quick examination, the characters soon realize 
  that only with the tech they have on the Blazing Star can 
  they understand anything more. Flockmaster Hyan is not at 
  all happy to give the heroes such important evidence. The 
  party must convince him with another Persuasion (-2) roll.
  Hyan is attracted to alien women, so a female charac-
  ter has a +2 bonus to the roll. Offering a bribe, instead, 
  offends him deeply, causing a negative modiﬁ er of –2.
  With a success, Hyan allows the heroes to bring the 
  severed head to the Blazing Star, but he insists on being 
  present for the data recovery process.
  The droid’s memory is heavily damaged. It takes a 
  Repair roll to recover the data and an Investigation roll 
  to discover the following useful information. Different 
  characters can make the two rolls. If the Repair roll 
  scores a raise, the Investigation roll gets +2.
   Default: The droid’s body features are based on 
  a real alien species, the Rannites, of which all the life 
  parameters are listed. With an additional Investigation 
  roll and some research in the Blazing Star’s databanks, 
  the party discovers that the Rannites were (along with 
  the Khors) one of the two dominant races of Khoras, 
  Salandra Sash’s native planet. The Rannites willingly 
  submitted to old Salandra ten years after her coronation, 
  making it possible to create one uniﬁ ed nation. After old 
  Salandra’s death and the selling of the planet to pay the 
  rulers’ debts, the Rannites scattered through the galaxy, 
  losing their cultural identity. Nowadays, true Rannites no 
  longer exist.
  Success: The droid’s memory holds some planetary 
  coordinates, but there is no additional information about 
  the planet in question.
  Raise: The combat routines are partially readable. 
  The droid was ordered to use non-lethal force on one 
  subject: Salandra, and to completely avoid physical con-
  tact with another. The identity of this second individual 
  is unreadable. Might there be another traitor among the 
  crew?
  The party has the whole afternoon to rest, make sup-
  positions and so on. In the evening, a grand dinner is 
  organized in the best restaurant of the city, Silon Guy’s 
  idea to raise the morale of the crew. The heroes are in-
  vited too. It is an occasion to do some more questioning 
  among the crew as well as some roleplaying. 
  The dinner concludes with the following:
  The dinner was great, but the faces of the ﬁ lm’s 
  cast and crew (even Salandra’s) look tired and 
  concerned despite the many guards discreetly 
  keeping watch over the room. 
  At the end of the evening, Silon Guy rises from his 
  chair and speaks to the crew.
  “We cannot allow today’s incident to stop our 
  work. The movie is almost ﬁ nished and it will 
  be amazing, I promise you.  I know many of you 
  are frightened now, but, as a showman once said 
  many years ago, the show must go on. And for all 
  the galaxies, we’ll make it go on!”
  “Salandra, our beautiful star, and Rollan Gan, 
  our great director, both agree with me.” 
  “To encourage you to stick with it, I will arrange 
  a pay raise for each of you that stays with us until 
  the movie is in the can.” 
  “Now everyone to bed because tomorrow we need 
  to get up early to reach our next location.”
  All the crew enthusiastically applauds the speech. 
  Only now, you realize Silon Guy hasn’t revealed 
  the next destination.
    SCENE 3: FAKE PIRATES, BUT 
    SCENE 3: FAKE PIRATES, BUT 
  CONVINCING NONETHELESS!
  CONVINCING NONETHELESS!
  You jump out of hyperspace at the coordinates 
  Silon Guy gave you just a few moments before 
  taking off.
  The man must be getting paranoid if he doesn’t 
  even trust you anymore, the people he hired to 
  protect Salandra.
  On the monitors, you see the image of a rocky, 
  barren, planet. The Blazing Star’s computer re-
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  13
  13
  ily guarded. Salandra, in particular, was very 
  shaken by the events and needed some rest.
  Only Holo Both is still here, doing his best in coor-
  dinating the crew.
  His attempts at giving orders are amusing, and 
  nobody truly obeys him.
  “Are you ok?” The fat man asks in a worried 
  tone: “I must thank you. You have saved not only 
  Salandra’s but all our lives.”
  In the meantime, you notice a group of Rangers 
  searching an area of the clearing littered with 
  smashed alien parts.
  If the heroes approach the Rangers, one of them, 
  Flockmaster Hyan, stops them with a gruff voice. They 
  have just discovered the droids’ security device, which 
  prevents their memory banks from being read, but luck-
  ily, one of the droids had its head severed so quickly that 
  the device did not work properly. Perhaps something can 
  still be recovered.
  The Rangers are not very good with this type of 
  technology, so they can be persuaded to let the heroes 
  examine the head. It does require a Persuasion roll.
  With a quick examination, the characters soon realize 
  that only with the tech they have on the Blazing Star can 
  they understand anything more. Flockmaster Hyan is not at 
  all happy to give the heroes such important evidence. The 
  party must convince him with another Persuasion (-2) roll.
  Hyan is attracted to alien women, so a female charac-
  ter has a +2 bonus to the roll. Offering a bribe, instead, 
  offends him deeply, causing a negative modiﬁ er of –2.
  With a success, Hyan allows the heroes to bring the 
  severed head to the Blazing Star, but he insists on being 
  present for the data recovery process.
  The droid’s memory is heavily damaged. It takes a 
  Repair roll to recover the data and an Investigation roll 
  to discover the following useful information. Different 
  characters can make the two rolls. If the Repair roll 
  scores a raise, the Investigation roll gets +2.
   Default: The droid’s body features are based on 
  a real alien species, the Rannites, of which all the life 
  parameters are listed. With an additional Investigation 
  roll and some research in the Blazing Star’s databanks, 
  the party discovers that the Rannites were (along with 
  the Khors) one of the two dominant races of Khoras, 
  Salandra Sash’s native planet. The Rannites willingly 
  submitted to old Salandra ten years after her coronation, 
  making it possible to create one uniﬁ ed nation. After old 
  Salandra’s death and the selling of the planet to pay the 
  rulers’ debts, the Rannites scattered through the galaxy, 
  losing their cultural identity. Nowadays, true Rannites no 
  longer exist.
  Success: The droid’s memory holds some planetary 
  coordinates, but there is no additional information about 
  the planet in question.
  Raise: The combat routines are partially readable. 
  The droid was ordered to use non-lethal force on one 
  subject: Salandra, and to completely avoid physical con-
  tact with another. The identity of this second individual 
  is unreadable. Might there be another traitor among the 
  crew?
  The party has the whole afternoon to rest, make sup-
  positions and so on. In the evening, a grand dinner is 
  organized in the best restaurant of the city, Silon Guy’s 
  idea to raise the morale of the crew. The heroes are in-
  vited too. It is an occasion to do some more questioning 
  among the crew as well as some roleplaying. 
  The dinner concludes with the following:
  The dinner was great, but the faces of the ﬁ lm’s 
  cast and crew (even Salandra’s) look tired and 
  concerned despite the many guards discreetly 
  keeping watch over the room. 
  At the end of the evening, Silon Guy rises from his 
  chair and speaks to the crew.
  “We cannot allow today’s incident to stop our 
  work. The movie is almost ﬁ nished and it will 
  be amazing, I promise you.  I know many of you 
  are frightened now, but, as a showman once said 
  many years ago, the show must go on. And for all 
  the galaxies, we’ll make it go on!”
  “Salandra, our beautiful star, and Rollan Gan, 
  our great director, both agree with me.” 
  “To encourage you to stick with it, I will arrange 
  a pay raise for each of you that stays with us until 
  the movie is in the can.” 
  “Now everyone to bed because tomorrow we need 
  to get up early to reach our next location.”
  All the crew enthusiastically applauds the speech. 
  Only now, you realize Silon Guy hasn’t revealed 
  the next destination.
    SCENE 3: FAKE PIRATES, BUT 
    SCENE 3: FAKE PIRATES, BUT 
  CONVINCING NONETHELESS!
  CONVINCING NONETHELESS!
  You jump out of hyperspace at the coordinates 
  Silon Guy gave you just a few moments before 
  taking off.
  The man must be getting paranoid if he doesn’t 
  even trust you anymore, the people he hired to 
  protect Salandra.
  On the monitors, you see the image of a rocky, 
  barren, planet. The Blazing Star’s computer re-
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  14
  14
  veals it is K-29, a very common, worthless, ball 
  of rock.
  There is a cruiser orbiting around it. It bears the 
  scars of many battles and has a red skull painted 
  on the hull.
  Silon Guy is transmitting from the Calypso: “Holo 
  Both, it seems you have done a good job this 
  time.”
  The assistant director replies from the Kooga: 
  “Thanks Mister Guy! I visited all the starports in 
  the sector to ﬁ nd this old ship! I am glad you like 
  it!”
  “Holo? This is Rollan speaking. You have done an 
  excellent job! It is exactly as I imagine a pirate 
  ship should be! The red skull painted on the hull is 
  a really nice touch. I hope the extras you engaged 
  are of the same quality.”
  “They are even better than the ship, Sir!”
  “I must admit it.” Salandra is speaking now: “For 
  once, you have done a good job, fat man”.
  Just then, a message comes in from the cruiser.
  On the monitor, you see a tall, scarred humanoid 
  with a mohawk and a bionic eye. He smiles, but 
  this gesture doesn’t improve his frightening ap-
  pearance one bit. Behind him, you see a motley 
  crew of other very dangerous looking pirates.
  “Captain Mak Rannan speaking. My ship, the Red 
  Doom, and my crew of, well…” he smiles once 
  more “…‘pirates’ are here at your service.”
  “Thank you Mister Rannan.” Rollan Gan replies. 
  “I should like to ask permission to board the 
  Red Doom to personally meet the extras and to 
  explain how I want the space battle sequence to 
  be ﬁ lmed…”
  “Permission granted.” the captain mutters.
  Ask all the heroes for a Common Knowledge roll. 
  Characters with a pirate or bounty hunter background 
  add +2 to this roll.
  If no one scores a success, the party discovers the 
  information below when it is far too late. The Blazing 
  Star’s and the Kooga’s crews begin the battle Surprised 
  (see below). Otherwise, they realize what’s going on just 
  in time to avoid being Surprised. 
  The sensors detect something strange in the area. 
  It is an active dampener ﬁ eld projector, a device 
  that renders jumps into hyperspace impossible. It 
  is a trick used by pirates to prevent their quarry 
  from escaping. The ﬁ eld is being generated by the 
  Red Doom! 
   It’s a trap! That fool Holo Both hired real pi-
  rates!
  In the meantime, the Calypso has broken formation 
  and is approaching the Red Doom. The party could send 
  them a warning, but it is too late.
  The Calypso attempts to turn around, but just then 
  a ray of energy (a tractor beam), shot from the 
  Red Doom, stops her in her tracks. A huge hangar 
  bay door opens in the pirate ship’s hull and the 
  yacht is dragged into the innards of the cruiser. 
  You are ready to run in defense of the smaller 
  ship, but you must face another problem ﬁ rst.
  A squadron of interceptors approaches at battle 
  speed. They are moving towards you and the Koo-
  ga, the movie crew’s ship. You must deal with them 
  before anything can be done for the Calypso!
  This is a space battle!
  The ﬁ ght takes place in an area 24 SU by 24 SU. Place 
  the Blazing Star and the Kooga roughly in the center 
  of the battleground, at least 6 SU from each other. The 
  interceptors enter the battle area from the east side in a 
  “V” formation. Each ship in the formation is at least at 3 
  SU from the next.
  The Kooga is an ally, so the players control it during 
  the battle.
  The interceptors’ rules of engagement are simple. Two 
  ﬁ ghters will attack the Blazing Star (which is wrongly 
  considered the weakest ship) while the others target the 
  Kooga. The pirates are looking for booty, so they will 
  try to disable the ships’ engines and thrusters instead of 
  destroying them. It is a called shot (-4), Each successful 
  hit counts as an Engine Critical hit.
  When all the enemies are destroyed, go on to the next 
  section, ‘Jumped Off!’ 
   Interceptors (5):  See below. 
  INTERCEPTORS
  INTERCEPTORS
  Interceptors are superior space ﬁ ghters with great speed 
  and handling, but poor armor. The ones presented here 
  are equipped with hyperdrive to make them indepen-
  dent from the mothership and to allow for brief hyper-
  space jumps.
  Top Speed: 10; Toughness: 12 (4); Handling: +2; 
  Shields Pods: 1; Crew: 1
  Abilities: Piloting d8, Shields d6, Shooting d8
  Notes: Atmospheric, Fixed Weapon, Heavy Armor, Im-
  proved Stabilizer, Spacecraft
  Weapons:
  * 1 x forward-ﬁ ring laser (Range: 12/24/48; Damage: 
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  14
  14
  veals it is K-29, a very common, worthless, ball 
  of rock.
  There is a cruiser orbiting around it. It bears the 
  scars of many battles and has a red skull painted 
  on the hull.
  Silon Guy is transmitting from the Calypso: “Holo 
  Both, it seems you have done a good job this 
  time.”
  The assistant director replies from the Kooga: 
  “Thanks Mister Guy! I visited all the starports in 
  the sector to ﬁ nd this old ship! I am glad you like 
  it!”
  “Holo? This is Rollan speaking. You have done an 
  excellent job! It is exactly as I imagine a pirate 
  ship should be! The red skull painted on the hull is 
  a really nice touch. I hope the extras you engaged 
  are of the same quality.”
  “They are even better than the ship, Sir!”
  “I must admit it.” Salandra is speaking now: “For 
  once, you have done a good job, fat man”.
  Just then, a message comes in from the cruiser.
  On the monitor, you see a tall, scarred humanoid 
  with a mohawk and a bionic eye. He smiles, but 
  this gesture doesn’t improve his frightening ap-
  pearance one bit. Behind him, you see a motley 
  crew of other very dangerous looking pirates.
  “Captain Mak Rannan speaking. My ship, the Red 
  Doom, and my crew of, well…” he smiles once 
  more “…‘pirates’ are here at your service.”
  “Thank you Mister Rannan.” Rollan Gan replies. 
  “I should like to ask permission to board the 
  Red Doom to personally meet the extras and to 
  explain how I want the space battle sequence to 
  be ﬁ lmed…”
  “Permission granted.” the captain mutters.
  Ask all the heroes for a Common Knowledge roll. 
  Characters with a pirate or bounty hunter background 
  add +2 to this roll.
  If no one scores a success, the party discovers the 
  information below when it is far too late. The Blazing 
  Star’s and the Kooga’s crews begin the battle Surprised 
  (see below). Otherwise, they realize what’s going on just 
  in time to avoid being Surprised. 
  The sensors detect something strange in the area. 
  It is an active dampener ﬁ eld projector, a device 
  that renders jumps into hyperspace impossible. It 
  is a trick used by pirates to prevent their quarry 
  from escaping. The ﬁ eld is being generated by the 
  Red Doom! 
   It’s a trap! That fool Holo Both hired real pi-
  rates!
  In the meantime, the Calypso has broken formation 
  and is approaching the Red Doom. The party could send 
  them a warning, but it is too late.
  The Calypso attempts to turn around, but just then 
  a ray of energy (a tractor beam), shot from the 
  Red Doom, stops her in her tracks. A huge hangar 
  bay door opens in the pirate ship’s hull and the 
  yacht is dragged into the innards of the cruiser. 
  You are ready to run in defense of the smaller 
  ship, but you must face another problem ﬁ rst.
  A squadron of interceptors approaches at battle 
  speed. They are moving towards you and the Koo-
  ga, the movie crew’s ship. You must deal with them 
  before anything can be done for the Calypso!
  This is a space battle!
  The ﬁ ght takes place in an area 24 SU by 24 SU. Place 
  the Blazing Star and the Kooga roughly in the center 
  of the battleground, at least 6 SU from each other. The 
  interceptors enter the battle area from the east side in a 
  “V” formation. Each ship in the formation is at least at 3 
  SU from the next.
  The Kooga is an ally, so the players control it during 
  the battle.
  The interceptors’ rules of engagement are simple. Two 
  ﬁ ghters will attack the Blazing Star (which is wrongly 
  considered the weakest ship) while the others target the 
  Kooga. The pirates are looking for booty, so they will 
  try to disable the ships’ engines and thrusters instead of 
  destroying them. It is a called shot (-4), Each successful 
  hit counts as an Engine Critical hit.
  When all the enemies are destroyed, go on to the next 
  section, ‘Jumped Off!’ 
   Interceptors (5):  See below. 
  INTERCEPTORS
  INTERCEPTORS
  Interceptors are superior space ﬁ ghters with great speed 
  and handling, but poor armor. The ones presented here 
  are equipped with hyperdrive to make them indepen-
  dent from the mothership and to allow for brief hyper-
  space jumps.
  Top Speed: 10; Toughness: 12 (4); Handling: +2; 
  Shields Pods: 1; Crew: 1
  Abilities: Piloting d8, Shields d6, Shooting d8
  Notes: Atmospheric, Fixed Weapon, Heavy Armor, Im-
  proved Stabilizer, Spacecraft
  Weapons:
  * 1 x forward-ﬁ ring laser (Range: 12/24/48; Damage: 
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  15
  15
  3d6; ROF 1; AP 6, HW)
  * 1 x missile turret (Range: 20/40/80; Damage: 4d8; 
  ROF 1; AP 8, HW), no reloads
  KOOGA
  KOOGA, MEDIUM-SIZE TRANSPORT 
  , MEDIUM-SIZE TRANSPORT 
  SHIP
  SHIP
  The Kooga is a transport ship of medium size, capable 
  of hauling a fairly substantial cargo. It is not very well 
  armed but it has good defenses.
  Top Speed: 4; Toughness: 18 (6); Handling: +0; 
  Shields Pods: 2; Crew: 4+40
  Abilities: Piloting d6, Shields d6, Shooting d6
  Notes: 2 x AMCM, Atmospheric, Heavy Armor, Improved 
  Stabilizer, Spacecraft
  Weapons:
  * 2 x laser turret (Range: 12/24/48; Damage: 3d6; ROF 
  1; AP 6, HW)
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Sun in the Eyes: Every attack aimed at the 
  eastern side suffers –1 to the Shooting roll due to 
  the position of the sun. The pirates cunningly attack 
  from that side to have an advantage, at least during 
  the first round.
  JUMPED OFF!
  JUMPED OFF!
  The explosion from the last enemy ﬁ ghter has 
  barely faded away and you are already rushing 
  at top speed toward the Red Doom.
  However, it is too late! The Calypso has been com-
  pletely drawn inside the pirate ship.
  You hear one last radio transmission from the 
  yacht. 
  It is Silon Guy: “Help! Help! Please, help us!”
  Just then, a secondary hangar of the pirate vessel 
  spits out another squad of interceptors, directed 
  toward you with weapons ready!
  You have just enough time to start evasive maneu-
  vers before the Red Doom lowers the dampener 
  ﬁ eld and jumps into hyperspace.
  They are gone, but they have left some deadly 
  customers for you to deal with!
  This is the second part of the space battle.
  The battleﬁ eld is 24 SU by 24 SU, as before. Place the 
  Blazing Star within 3 SU of the southern border of the 
  area, roughly in the middle of this side.
  The interceptors are placed within 6 SU of the north-
  ern border, in a loose formation of your choice. This 
  time, their task is to destroy the party’s ship, not simply 
  disable it.
  After three rounds, the Kooga, if still functional, joins 
  the battle approaching from the middle of the southern 
  border. The players can use it.
  The battle ends when all the enemies are eliminated.
   Interceptors (3):  See above.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Hyperdrive Distortion: This area of space is still 
  unstable due to the energy generated by the Red Doom’s
  sudden jump. For the ﬁ rst three rounds of the battle, all 
  Shooting and Shield rolls suffer a –2 modiﬁ er.
  ACT 3: NEEDLESPINE
  ACT 3: NEEDLESPINE
  You have been duped — the pirates have snatched 
  the Calypso from right under your nose. 
  You watch the space full of debris with anger and 
  resignation. 
  But wait, you were so close to the pirate ship when 
  it jumped off that maybe the hyperspace track is 
  still readable! You start working frantically on 
  the sensor logs, driven by this faint hope.
  For all the galaxies, you have found it!
  The pirate ship jumped off to the Xarbas system, 
  give or take a light-year.
  Xarbas means Needlespine, and Needlespine 
  means trouble for your friends.
  Starbase 101, formerly part of the defense network 
  of the Braxian Star League, is better known as 
  Needlespine, for its peculiar, elongated shape. The 
  Star League was forced to abandon it many years 
  ago, and now it is ruled by pirates, who use the 
  place as shelter and a base for their operations. 
  It is also a good place to buy or sell illegal goods, 
  from exotic drugs to slaves. 
  If the Red Doom has gone to Xarbas, you can bet 
  your last credit that her destination is Needles-
  pine.
  The heroes cannot go to Needlespine immediately be-
  cause the Kooga is damaged. Even if it was not involved 
  in the actual battle, some stray shots have damaged the 
  hyperspace navigator. It cannot jump until it is ﬁ xed. 
  Luckily, the party has some spare parts on the Blazing 
  Star that are compatible. The repairs take four hours and 
  require the heroes to board the Kooga.
  While on board, Holo Booth approaches the heroes, 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  15
  15
  3d6; ROF 1; AP 6, HW)
  * 1 x missile turret (Range: 20/40/80; Damage: 4d8; 
  ROF 1; AP 8, HW), no reloads
  KOOGA
  KOOGA, MEDIUM-SIZE TRANSPORT 
  , MEDIUM-SIZE TRANSPORT 
  SHIP
  SHIP
  The Kooga is a transport ship of medium size, capable 
  of hauling a fairly substantial cargo. It is not very well 
  armed but it has good defenses.
  Top Speed: 4; Toughness: 18 (6); Handling: +0; 
  Shields Pods: 2; Crew: 4+40
  Abilities: Piloting d6, Shields d6, Shooting d6
  Notes: 2 x AMCM, Atmospheric, Heavy Armor, Improved 
  Stabilizer, Spacecraft
  Weapons:
  * 2 x laser turret (Range: 12/24/48; Damage: 3d6; ROF 
  1; AP 6, HW)
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Sun in the Eyes: Every attack aimed at the 
  eastern side suffers –1 to the Shooting roll due to 
  the position of the sun. The pirates cunningly attack 
  from that side to have an advantage, at least during 
  the first round.
  JUMPED OFF!
  JUMPED OFF!
  The explosion from the last enemy ﬁ ghter has 
  barely faded away and you are already rushing 
  at top speed toward the Red Doom.
  However, it is too late! The Calypso has been com-
  pletely drawn inside the pirate ship.
  You hear one last radio transmission from the 
  yacht. 
  It is Silon Guy: “Help! Help! Please, help us!”
  Just then, a secondary hangar of the pirate vessel 
  spits out another squad of interceptors, directed 
  toward you with weapons ready!
  You have just enough time to start evasive maneu-
  vers before the Red Doom lowers the dampener 
  ﬁ eld and jumps into hyperspace.
  They are gone, but they have left some deadly 
  customers for you to deal with!
  This is the second part of the space battle.
  The battleﬁ eld is 24 SU by 24 SU, as before. Place the 
  Blazing Star within 3 SU of the southern border of the 
  area, roughly in the middle of this side.
  The interceptors are placed within 6 SU of the north-
  ern border, in a loose formation of your choice. This 
  time, their task is to destroy the party’s ship, not simply 
  disable it.
  After three rounds, the Kooga, if still functional, joins 
  the battle approaching from the middle of the southern 
  border. The players can use it.
  The battle ends when all the enemies are eliminated.
   Interceptors (3):  See above.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Hyperdrive Distortion: This area of space is still 
  unstable due to the energy generated by the Red Doom’s
  sudden jump. For the ﬁ rst three rounds of the battle, all 
  Shooting and Shield rolls suffer a –2 modiﬁ er.
  ACT 3: NEEDLESPINE
  ACT 3: NEEDLESPINE
  You have been duped — the pirates have snatched 
  the Calypso from right under your nose. 
  You watch the space full of debris with anger and 
  resignation. 
  But wait, you were so close to the pirate ship when 
  it jumped off that maybe the hyperspace track is 
  still readable! You start working frantically on 
  the sensor logs, driven by this faint hope.
  For all the galaxies, you have found it!
  The pirate ship jumped off to the Xarbas system, 
  give or take a light-year.
  Xarbas means Needlespine, and Needlespine 
  means trouble for your friends.
  Starbase 101, formerly part of the defense network 
  of the Braxian Star League, is better known as 
  Needlespine, for its peculiar, elongated shape. The 
  Star League was forced to abandon it many years 
  ago, and now it is ruled by pirates, who use the 
  place as shelter and a base for their operations. 
  It is also a good place to buy or sell illegal goods, 
  from exotic drugs to slaves. 
  If the Red Doom has gone to Xarbas, you can bet 
  your last credit that her destination is Needles-
  pine.
  The heroes cannot go to Needlespine immediately be-
  cause the Kooga is damaged. Even if it was not involved 
  in the actual battle, some stray shots have damaged the 
  hyperspace navigator. It cannot jump until it is ﬁ xed. 
  Luckily, the party has some spare parts on the Blazing 
  Star that are compatible. The repairs take four hours and 
  require the heroes to board the Kooga.
  While on board, Holo Booth approaches the heroes, 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  16
  16
  in a state of total prostration. He is completely anguished 
  by having been cheated by the pirates in such a stupid 
  way. He asks to join the heroes in their quest.
  “Please, allow me to come with you! Helping you 
  save our friends is the only way I can redeem 
  myself! I can be useful in many ways. I could do 
  the cooking, the laundry, even clean your weap-
  ons… well, maybe its best if I stay away from the 
  weapons!”
  If the party refuses, Holo Both will ﬁ nd another way to 
  follow them, for example, he will sneak into the Blazing 
  Star’s cargo bay and will come out only when the party 
  reaches Needlespine. One way or another it is essential 
  for Holo Both to be with the party on Needlespine.
  This little scum is not at all worried about Salandra 
  and the others; he just doesn’t want to be left behind! 
  According to his plan, the pirates should have captured 
  all the ships, so now he desperately needs to reach 
  Needlespine to join his comrades! 
    SCENE 1: THE DREAMSMOKE 
    SCENE 1: THE DREAMSMOKE 
  SELLER
  SELLER
  You jump out of hyperspace and ﬁ nd yourself in 
  murky darkness. Needlespine sits at the heart of a 
  dark nebula, well concealed from all long-range 
  sensors by the nebula’s tiny particles. You proceed 
  at low speed in the fog until you see the lights of 
  the starbase. 
  It is worthy of its name.
  It resembles a ﬁ ve-mile-high needle piercing a dark 
  velvet cloth. Being a military base, the starport is 
  situated in a large bay inside the base and the 
  only way in is via a huge gate, laying wide open 
  like the mouth of a giant Gatorian catﬁ sh.
  Since yours is not a military ship, the control 
  tower grants you access to the base.
  Now the difﬁ cult part begins.
  Needlespine is a rowdy starbase full of brothels, bars, 
  casinos and other places where the pirates can freely sell 
  and spend their booty. Commerce is ﬂ orid, and duels 
  and thefts are commonplace. The party is armed and 
  looks dangerous, so they have no nasty encounters, un-
  less they explicitly go looking for trouble.
  The players can do a Streetwise roll to obtain some 
  general information about the starbase (see sidebar).
  Asking around about Mak Rannan and the Red Doom
  requires another Streetwise roll. Greasing the wheels 
  with at least $20 grants +2 to the roll. With a success, 
  the party discovers that Mak Rannan returned to the base 
  yesterday (the time it took the party to reach Needles-
  pine). A raise also reveals a rumor — Rannan has recently 
  captured a nice ship and some very valuable prisoners.
  Mak Rannan lives in a well-fortiﬁ ed palace in the 
  southern sector of the base. It is easy to ﬁ nd.
   At ﬁ rst glance, the party can see that the palace is very 
  well protected. They will need a good plan or a major 
  stroke of luck to break in.
  Maybe they will have both.
  While you are surveying the heavily guarded 
  palace, searching for a safe way to sneak in, you 
  witness a peculiar scene.
  A group of people is coming close. They are por-
  ters, carrying big crystal crates. From their ap-
  pearance, they must be aliens, probably Mins, an 
  insectoid race that breathes an exotic mixture of 
  gases. In fact, all of them wear strangely shaped 
  breathing masks and rough woven tunics that 
  cover their bodies.
  They are led by a human, dressed in a very color-
  ful and ﬂ amboyant manner. He even wears a long 
  feather in his extravagant hat.
  You know him! It is Karoan Kan, a fellow smug-
  gler. He is not exactly a friend, but is surely no 
  enemy. He is … well… a colleague.
  The little group is making for Mak Rannan’s man-
  sion. They must have some important business to 
  do, judging by their pace.
  At that very moment, a group of space pirates 
  emerges from the shadows, blocking their path.
  DATA: NEEDLESPINE
  DATA: NEEDLESPINE
  STREETWISE RESULTS
  STREETWISE RESULTS
  Default: The heroes know that Needlespine is a 
  pirate-controlled starbase in the middle of a dark 
  nebula.
  Success: Needlespine is ruled by the Five, a council 
  of the ﬁ ve most powerful pirate captains, each of 
  them controlling a sector of the starbase. Only the 
  Lighthouse Keeper, a retired captain that is chosen 
  by the Five to run the day-to-day business, com-
  mands the defense network and the control tower.  
  Except for him, there is no police or other internal 
  security force. Every captain enforces the law in his 
  sector as he wishes.
  Raise: Sol Mak Rannan is one of the Five, elected 
  some years ago. He is particularly well known for 
  his cruelty and devious cunning. He has a bitter ri-
  valry with Shaka Raja, the Killer of Suns, and anoth-
  er member of the Five. The two crews often clash. 
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  16
  16
  in a state of total prostration. He is completely anguished 
  by having been cheated by the pirates in such a stupid 
  way. He asks to join the heroes in their quest.
  “Please, allow me to come with you! Helping you 
  save our friends is the only way I can redeem 
  myself! I can be useful in many ways. I could do 
  the cooking, the laundry, even clean your weap-
  ons… well, maybe its best if I stay away from the 
  weapons!”
  If the party refuses, Holo Both will ﬁ nd another way to 
  follow them, for example, he will sneak into the Blazing 
  Star’s cargo bay and will come out only when the party 
  reaches Needlespine. One way or another it is essential 
  for Holo Both to be with the party on Needlespine.
  This little scum is not at all worried about Salandra 
  and the others; he just doesn’t want to be left behind! 
  According to his plan, the pirates should have captured 
  all the ships, so now he desperately needs to reach 
  Needlespine to join his comrades! 
    SCENE 1: THE DREAMSMOKE 
    SCENE 1: THE DREAMSMOKE 
  SELLER
  SELLER
  You jump out of hyperspace and ﬁ nd yourself in 
  murky darkness. Needlespine sits at the heart of a 
  dark nebula, well concealed from all long-range 
  sensors by the nebula’s tiny particles. You proceed 
  at low speed in the fog until you see the lights of 
  the starbase. 
  It is worthy of its name.
  It resembles a ﬁ ve-mile-high needle piercing a dark 
  velvet cloth. Being a military base, the starport is 
  situated in a large bay inside the base and the 
  only way in is via a huge gate, laying wide open 
  like the mouth of a giant Gatorian catﬁ sh.
  Since yours is not a military ship, the control 
  tower grants you access to the base.
  Now the difﬁ cult part begins.
  Needlespine is a rowdy starbase full of brothels, bars, 
  casinos and other places where the pirates can freely sell 
  and spend their booty. Commerce is ﬂ orid, and duels 
  and thefts are commonplace. The party is armed and 
  looks dangerous, so they have no nasty encounters, un-
  less they explicitly go looking for trouble.
  The players can do a Streetwise roll to obtain some 
  general information about the starbase (see sidebar).
  Asking around about Mak Rannan and the Red Doom
  requires another Streetwise roll. Greasing the wheels 
  with at least $20 grants +2 to the roll. With a success, 
  the party discovers that Mak Rannan returned to the base 
  yesterday (the time it took the party to reach Needles-
  pine). A raise also reveals a rumor — Rannan has recently 
  captured a nice ship and some very valuable prisoners.
  Mak Rannan lives in a well-fortiﬁ ed palace in the 
  southern sector of the base. It is easy to ﬁ nd.
   At ﬁ rst glance, the party can see that the palace is very 
  well protected. They will need a good plan or a major 
  stroke of luck to break in.
  Maybe they will have both.
  While you are surveying the heavily guarded 
  palace, searching for a safe way to sneak in, you 
  witness a peculiar scene.
  A group of people is coming close. They are por-
  ters, carrying big crystal crates. From their ap-
  pearance, they must be aliens, probably Mins, an 
  insectoid race that breathes an exotic mixture of 
  gases. In fact, all of them wear strangely shaped 
  breathing masks and rough woven tunics that 
  cover their bodies.
  They are led by a human, dressed in a very color-
  ful and ﬂ amboyant manner. He even wears a long 
  feather in his extravagant hat.
  You know him! It is Karoan Kan, a fellow smug-
  gler. He is not exactly a friend, but is surely no 
  enemy. He is … well… a colleague.
  The little group is making for Mak Rannan’s man-
  sion. They must have some important business to 
  do, judging by their pace.
  At that very moment, a group of space pirates 
  emerges from the shadows, blocking their path.
  DATA: NEEDLESPINE
  DATA: NEEDLESPINE
  STREETWISE RESULTS
  STREETWISE RESULTS
  Default: The heroes know that Needlespine is a 
  pirate-controlled starbase in the middle of a dark 
  nebula.
  Success: Needlespine is ruled by the Five, a council 
  of the ﬁ ve most powerful pirate captains, each of 
  them controlling a sector of the starbase. Only the 
  Lighthouse Keeper, a retired captain that is chosen 
  by the Five to run the day-to-day business, com-
  mands the defense network and the control tower.  
  Except for him, there is no police or other internal 
  security force. Every captain enforces the law in his 
  sector as he wishes.
  Raise: Sol Mak Rannan is one of the Five, elected 
  some years ago. He is particularly well known for 
  his cruelty and devious cunning. He has a bitter ri-
  valry with Shaka Raja, the Killer of Suns, and anoth-
  er member of the Five. The two crews often clash. 
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  17
  17
  “It seems you are transporting important wares, 
  fella.” The foulest looking pirate says.
  “They belong to Captain Mak Rannan.” Replies 
  Karoan Kan, with a worried look.
  “You are mistaken,” The pirate chief sneers, “They 
  belong to Captain Shaka now!”
  All the pirates unsheathe their weapons.
  At this, the porters drop their crates and ﬂ ee, 
  shouting in their lilting, alien language.
  Raising his sword, the pirate tells Karoan: “Your 
  boys are smart. Do yourself a favor and follow 
  their lead.” 
    It is precisely the opportunity the party was hoping 
  for. Saving Karoan Kan and his wares can buy them a 
  ticket to access Mak Rannan’s palace!
  Deal action cards as usual.
  The alley where the ﬁ ght occurs is 4” wide by 18” 
  long. Place Karoan Kan at the center of the ﬁ ghting area. 
  The pirates are blocking his path, so place them 6” north 
  of him. 
  At the start of the ﬁ ght, the party is not present on 
  the map. They come in through the northern entrance 
  of the alley. Holo Both is with the party, but he is no 
  ﬁ ghter, so he stays out of trouble. Karoan Kan instead 
  ﬁ ghts actively. Let the players control him. 
  All the pirates are facing south, so they do not initially 
  see the party. The heroes can use Stealth to surprise them 
  and eventually gain the Drop. Use the standard Savage 
  Worlds rules for this. The pirates make a group Notice 
  roll (d6 and Wild Dice) to spot the heroes.
  The alley is poorly lit. It counts as Dim Light (–1).
  The pirates ﬁ ght until three-fourths of them are 
  down. At this point, they ﬂ ee, exiting the boundaries of 
  the map. The party has no reason to pursue them, so the 
  ﬁ ght ends here. 
   Space Pirate (1 per hero):  See page 31.
   Veteran Space Pirate (3):  See page 31.
   Space Pirate Boss (1):  See page 31. A Veteran 
  Space Pirate Wildcard.
   Karoan Kan (1):  See page 29.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Crystal Crates: The porters left their crates scattered 
  in the area. Each crate counts as difﬁ cult ground. They 
  are too small to offer any protection and are quite fragile 
  too. For this ﬁ ght, the Innocent Bystander rule is twisted. 
  If a 1 is scored on the Shooting roll, the nearest crate is 
  hit and shatters, letting loose the precious, concentrated 
  Dreamsmoke gas! Place a Small Burst Template centered 
  on the crate. Every character under the template must 
  make a Vigor roll at the start of his round. If he fails the 
  roll, he must roll on the Gas Effects Table (see sidebar) 
  to see how it affects his behavior. The character can retry 
  the roll at the start of each round. Once the Vigor roll is 
  successful, the character is immune to the effects of the 
  gas for the rest of the battle. The template remains in the 
  area until the end of the combat.
  A SMUGGLER’S DEBT
  A SMUGGLER’S DEBT
  “For all the galaxies, it’s you!” Karoan Kan is as-
  tonished when he recognizes you. “I haven’t seen 
  your faces from the times of the Wayland deal! Re-
  member? You stole a customer from me that time!”
  Karoan Kan refers to an old story involving a 
  cargo of wine and a Wayland crime boss. It all 
  happened months ago.
  GAS EFFECT TABLE
  GAS EFFECT TABLE
  Roll (d8) 
  Effect
  1
  Unstoppable Laughter. The charac-
  ter starts laughing and cannot stop. 
  He suffers -2 to Parry, but gets a +1 
  to Taunt rolls due to his unnerving 
  behavior. 
  2
  Aimless Wandering. Roll a d12 
  and read it clockwise. The character 
  moves d4” in that direction if pos-
  sible. He is also Shaken.
  3 
  Guilty! The character is Shaken, 
  begins sobbing uncontrollably and 
  repents his sins aloud. A hero attack-
  ing an enemy in such a state loses 
  a benny for non-heroic behavior. 
  Pirates are not heroic at all, so they 
  are not affected by this limitation.
  4 
  I am Immortal! The character 
  develops a false sense of invulner-
  ability. He cannot use any cover and 
  suffers -2 Parry, but gains +2 to Soak 
  rolls.
  5 
  I Hate You! The character attacks 
  his nearest ally.
  6
  I Love You! The character feels an 
  incredible surge of love and admi-
  ration towards an enemy. He tries 
  to embrace or kiss him. The action 
  counts as a Smarts Trick.
  7
  Rage!!! Uncontrollable rage grips 
  the character. He suffers the effects 
  of the Berserker Hindrance.
  8
  Anti-Psi. A psionic character cannot 
  use his powers this round. A non-
  psionic character gains the Arcane 
  Resistance Edge.
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  17
  17
  “It seems you are transporting important wares, 
  fella.” The foulest looking pirate says.
  “They belong to Captain Mak Rannan.” Replies 
  Karoan Kan, with a worried look.
  “You are mistaken,” The pirate chief sneers, “They 
  belong to Captain Shaka now!”
  All the pirates unsheathe their weapons.
  At this, the porters drop their crates and ﬂ ee, 
  shouting in their lilting, alien language.
  Raising his sword, the pirate tells Karoan: “Your 
  boys are smart. Do yourself a favor and follow 
  their lead.” 
    It is precisely the opportunity the party was hoping 
  for. Saving Karoan Kan and his wares can buy them a 
  ticket to access Mak Rannan’s palace!
  Deal action cards as usual.
  The alley where the ﬁ ght occurs is 4” wide by 18” 
  long. Place Karoan Kan at the center of the ﬁ ghting area. 
  The pirates are blocking his path, so place them 6” north 
  of him. 
  At the start of the ﬁ ght, the party is not present on 
  the map. They come in through the northern entrance 
  of the alley. Holo Both is with the party, but he is no 
  ﬁ ghter, so he stays out of trouble. Karoan Kan instead 
  ﬁ ghts actively. Let the players control him. 
  All the pirates are facing south, so they do not initially 
  see the party. The heroes can use Stealth to surprise them 
  and eventually gain the Drop. Use the standard Savage 
  Worlds rules for this. The pirates make a group Notice 
  roll (d6 and Wild Dice) to spot the heroes.
  The alley is poorly lit. It counts as Dim Light (–1).
  The pirates ﬁ ght until three-fourths of them are 
  down. At this point, they ﬂ ee, exiting the boundaries of 
  the map. The party has no reason to pursue them, so the 
  ﬁ ght ends here. 
   Space Pirate (1 per hero):  See page 31.
   Veteran Space Pirate (3):  See page 31.
   Space Pirate Boss (1):  See page 31. A Veteran 
  Space Pirate Wildcard.
   Karoan Kan (1):  See page 29.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Crystal Crates: The porters left their crates scattered 
  in the area. Each crate counts as difﬁ cult ground. They 
  are too small to offer any protection and are quite fragile 
  too. For this ﬁ ght, the Innocent Bystander rule is twisted. 
  If a 1 is scored on the Shooting roll, the nearest crate is 
  hit and shatters, letting loose the precious, concentrated 
  Dreamsmoke gas! Place a Small Burst Template centered 
  on the crate. Every character under the template must 
  make a Vigor roll at the start of his round. If he fails the 
  roll, he must roll on the Gas Effects Table (see sidebar) 
  to see how it affects his behavior. The character can retry 
  the roll at the start of each round. Once the Vigor roll is 
  successful, the character is immune to the effects of the 
  gas for the rest of the battle. The template remains in the 
  area until the end of the combat.
  A SMUGGLER’S DEBT
  A SMUGGLER’S DEBT
  “For all the galaxies, it’s you!” Karoan Kan is as-
  tonished when he recognizes you. “I haven’t seen 
  your faces from the times of the Wayland deal! Re-
  member? You stole a customer from me that time!”
  Karoan Kan refers to an old story involving a 
  cargo of wine and a Wayland crime boss. It all 
  happened months ago.
  GAS EFFECT TABLE
  GAS EFFECT TABLE
  Roll (d8) 
  Effect
  1
  Unstoppable Laughter. The charac-
  ter starts laughing and cannot stop. 
  He suffers -2 to Parry, but gets a +1 
  to Taunt rolls due to his unnerving 
  behavior. 
  2
  Aimless Wandering. Roll a d12 
  and read it clockwise. The character 
  moves d4” in that direction if pos-
  sible. He is also Shaken.
  3 
  Guilty! The character is Shaken, 
  begins sobbing uncontrollably and 
  repents his sins aloud. A hero attack-
  ing an enemy in such a state loses 
  a benny for non-heroic behavior. 
  Pirates are not heroic at all, so they 
  are not affected by this limitation.
  4 
  I am Immortal! The character 
  develops a false sense of invulner-
  ability. He cannot use any cover and 
  suffers -2 Parry, but gains +2 to Soak 
  rolls.
  5 
  I Hate You! The character attacks 
  his nearest ally.
  6
  I Love You! The character feels an 
  incredible surge of love and admi-
  ration towards an enemy. He tries 
  to embrace or kiss him. The action 
  counts as a Smarts Trick.
  7
  Rage!!! Uncontrollable rage grips 
  the character. He suffers the effects 
  of the Berserker Hindrance.
  8
  Anti-Psi. A psionic character cannot 
  use his powers this round. A non-
  psionic character gains the Arcane 
  Resistance Edge.
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  18
  18
  “Well, you did save my wares and my neck too back 
  then. So what are you doing in this ﬁ lthy place?”
  Karoan Kan is indebted to the group according to the 
  smuggler’s code of honor that the heroes know well.
  Speaking with him, the players ﬁ nd out that he is 
  going to deliver the crates to Mak Rannan. The pirate 
  captain is very fond of this gas, one of his many vices. 
  He offers to help them sneak into the palace to pay-
  ment for his debt. 
  Since Karoan has lost his porters, the heroes can 
  stand in for them. In their urge to ﬂ ee, the Mins por-
  ters dropped a backpack full of spare vests and backup 
  breathing masks. Wearing them as a disguise, the party 
  can enter Mak Rannan’s palace unnoticed.
    SCENE 2: THE TRAITOR RE-
    SCENE 2: THE TRAITOR RE-
  VEALED
  VEALED
  The banquet hall of Mak Rannan’s palace is thick 
  with smoke. Gas lamps ﬁ ll the room with their 
  dancing lights along with a strong, bitter, smell 
  that makes you dizzy. The lamps are burning 
  Dreamsmoke gas.
  The room is packed with space pirates eating, 
  bolstering, and arguing with each other in a per-
  petual festival.
  On a high dais sits Mak Rannan. He is an impos-
  ing presence. His bionic eye scans the room lazily, 
  his mind dulled by the effect of the gas. You are 
  safe for now; nobody can recognize you in your 
  disguises.
  Three people are chained near the dais, closely 
  watched by guards. You recognize them! They are 
  Salandra, Silon Guy and Rollan Gan. They look 
  tired and worried, but at least they are unhurt.
  Karoan Kan brings you up to the dais and starts 
  bargaining about the price of his crates. You are 
  very close to your friends now.
  Just then, the door of the room opens and a del-
  egation enters.
  They are the silver aliens that you fought with 
  earlier!
  The GM must make it clear to the players that the 
  room is too full of pirates now to try anything.
  An imposing alien bows to the pirate captain and 
  speaks in a courteous voice: “Captain Mak Ran-
  nan, my master is very pleased with your work. 
  We bring the agreed payment for the girl.”
  At his command, a couple of aliens bring a small 
  chest full of jewels to the feet of the dais. They 
  must be worth a hefty sum. 
  Mak Rannan doesn’t look very impressed and 
  frowns: “Yeah, yeah, but I’m not sure the fee is 
  high enough. You promised me the transport ship 
  and some easy loot, too. Instead, I got no loot 
  and I lost two squads of ﬁ ghters to that damn 
  light ship. For the Seven Demons of Kra!  I’d give 
  anything to get my hands on those bastards…” He 
  concludes clenching his ﬁ st angrily.
  At this point, something totally unexpected hap-
  pens!
  Holo Both, believed to be on your side, drops the 
  camouﬂ age revealing himself! What’s more, he 
  tears away his face, revealing a silver skin!
  He is the traitor!
  “Captain Mak Rannan! I bring you the smugglers!” 
  Holo Both shouts. 
  In a few moments, you are surrounded by pirates 
  that block your retreat.
  You are too surprised to react in any way.
  Captain Mak Rannan smiles sadistically: “You 
  brought me such a precious gift, fat man. What 
  do you ask in exchange?”
  “Only the girl for my master, eminence. Their ship 
  is at the docks now, and it is yours. The same goes 
  for the lives of the movie director and manager. 
  You could make quite a sum out of them.”
  A large grin opens in the pirate’s scarred face: 
  “You are impudent, little man, but you make me 
  happy. The girl is yours.”
  Holo Both gloats: “Thank you! Finally, after all 
  these years I can go back to home, to Khoras!” 
  “Shut up!” The chief of the aliens orders, but it is 
  too late. Holo Both has just revealed too much.
  You watch as Salandra is dragged out of the 
  room, chained, but all the while, she keeps her 
  head raised in strong deﬁ ance!
  Holo Both waves you off with a mocking smile 
  before going away with his silver companions.
  Make sure the players take note of the information 
  revealed by Holo Both – they will deﬁ nitely need it 
  later. 
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  18
  18
  “Well, you did save my wares and my neck too back 
  then. So what are you doing in this ﬁ lthy place?”
  Karoan Kan is indebted to the group according to the 
  smuggler’s code of honor that the heroes know well.
  Speaking with him, the players ﬁ nd out that he is 
  going to deliver the crates to Mak Rannan. The pirate 
  captain is very fond of this gas, one of his many vices. 
  He offers to help them sneak into the palace to pay-
  ment for his debt. 
  Since Karoan has lost his porters, the heroes can 
  stand in for them. In their urge to ﬂ ee, the Mins por-
  ters dropped a backpack full of spare vests and backup 
  breathing masks. Wearing them as a disguise, the party 
  can enter Mak Rannan’s palace unnoticed.
    SCENE 2: THE TRAITOR RE-
    SCENE 2: THE TRAITOR RE-
  VEALED
  VEALED
  The banquet hall of Mak Rannan’s palace is thick 
  with smoke. Gas lamps ﬁ ll the room with their 
  dancing lights along with a strong, bitter, smell 
  that makes you dizzy. The lamps are burning 
  Dreamsmoke gas.
  The room is packed with space pirates eating, 
  bolstering, and arguing with each other in a per-
  petual festival.
  On a high dais sits Mak Rannan. He is an impos-
  ing presence. His bionic eye scans the room lazily, 
  his mind dulled by the effect of the gas. You are 
  safe for now; nobody can recognize you in your 
  disguises.
  Three people are chained near the dais, closely 
  watched by guards. You recognize them! They are 
  Salandra, Silon Guy and Rollan Gan. They look 
  tired and worried, but at least they are unhurt.
  Karoan Kan brings you up to the dais and starts 
  bargaining about the price of his crates. You are 
  very close to your friends now.
  Just then, the door of the room opens and a del-
  egation enters.
  They are the silver aliens that you fought with 
  earlier!
  The GM must make it clear to the players that the 
  room is too full of pirates now to try anything.
  An imposing alien bows to the pirate captain and 
  speaks in a courteous voice: “Captain Mak Ran-
  nan, my master is very pleased with your work. 
  We bring the agreed payment for the girl.”
  At his command, a couple of aliens bring a small 
  chest full of jewels to the feet of the dais. They 
  must be worth a hefty sum. 
  Mak Rannan doesn’t look very impressed and 
  frowns: “Yeah, yeah, but I’m not sure the fee is 
  high enough. You promised me the transport ship 
  and some easy loot, too. Instead, I got no loot 
  and I lost two squads of ﬁ ghters to that damn 
  light ship. For the Seven Demons of Kra!  I’d give 
  anything to get my hands on those bastards…” He 
  concludes clenching his ﬁ st angrily.
  At this point, something totally unexpected hap-
  pens!
  Holo Both, believed to be on your side, drops the 
  camouﬂ age revealing himself! What’s more, he 
  tears away his face, revealing a silver skin!
  He is the traitor!
  “Captain Mak Rannan! I bring you the smugglers!” 
  Holo Both shouts. 
  In a few moments, you are surrounded by pirates 
  that block your retreat.
  You are too surprised to react in any way.
  Captain Mak Rannan smiles sadistically: “You 
  brought me such a precious gift, fat man. What 
  do you ask in exchange?”
  “Only the girl for my master, eminence. Their ship 
  is at the docks now, and it is yours. The same goes 
  for the lives of the movie director and manager. 
  You could make quite a sum out of them.”
  A large grin opens in the pirate’s scarred face: 
  “You are impudent, little man, but you make me 
  happy. The girl is yours.”
  Holo Both gloats: “Thank you! Finally, after all 
  these years I can go back to home, to Khoras!” 
  “Shut up!” The chief of the aliens orders, but it is 
  too late. Holo Both has just revealed too much.
  You watch as Salandra is dragged out of the 
  room, chained, but all the while, she keeps her 
  head raised in strong deﬁ ance!
  Holo Both waves you off with a mocking smile 
  before going away with his silver companions.
  Make sure the players take note of the information 
  revealed by Holo Both – they will deﬁ nitely need it 
  later. 
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  19
  19
    SCENE 3: THE SKURA BEAST 
    SCENE 3: THE SKURA BEAST 
  “So you are mine, now.” Mak Rannan mocks you.
  “Normally, I would ask a ransom for the movie 
  men and send the rest of you to slave traders, but 
  that would hardly compensate for the loss of my 
  interceptors and the lives of my brave men.”
  “Please master pirate!” Silon Guy begs, “I am rich; 
  I can pay a price, any price for our lives! Spare 
  us!”
  Mak Rannan pauses before continuing: “So I ask 
  you, my brave crew. What should I do with the 
  prisoners? Ask a ransom or throw them to the 
  beast?”
  The reply of the pirate crew is a chorus of shouts: 
  “The beast! The beast! The beast!”
  The pirate captain smiles and conﬁ -
  dentially tells you: “Pirates! They are 
  like children. They prefer a moment 
  of pleasure over the perpetual thrill of 
  cash.”
  The sound of huge mechanisms mov-
  ing ﬁ lls the air while part of the ﬂ oor 
  slides away to reveal a large pit sev-
  eral feet below.
  “No Mercy!” cries Rollan Gan.
  The pit is ﬁ lled with trash, rusted metal 
  piping and other discarded junk, but 
  it is the smell that hits you hardest. It 
  reeks of death.
  In the center of the pit stands a great 
  bipedal saurian, twice the size of a 
  man, of a deep violet hue. The beast 
  raises its head showing a mouth full of 
  razor-sharp teeth. A single, impressive 
  eye stares at you with deep hunger.
  “She is a Skura beast,” explains Mak 
  Rannan “One of the most dangerous 
  predators in the galaxy. I am sure you 
  will become fast friends. Throw them 
  in!!!”
  The crowd cheers at this order, and 
  you and your friends are pushed into 
  the pit. Silon Guy and Rollan Gan cry 
  out as they fall.
  You are in for quite a ﬁ ght!
  The pit of the Skura Beast is a rough square 18” by 
  18”. 
  The walls of the room are too sheer and too high to 
  climb (15 feet) and the pirates above surely would not 
  let the characters exit the pit.
  Place the Skura beast roughly in the center of the 
  room. The heroes and their friends luckily land on a 
  large pile of rubbish, so they are not damaged by the 
  impact. Place them on a rubbish pile (see below) at least 
  8” from the Beast.
  The party is unarmed. All their weapons and other 
  valuable equipment were stolen by the pirates (don’t 
  worry, they’ll recover them later), so they have to use 
  Tricks and ﬁ nd improvised weapons to get out of this 
  predicament.
  Silon Guy and Rollan Gan are of no use in the ﬁ ght. 
  They cower in a corner, trembling in fear. 
  The ﬁ rst round the beast uses its psionic attack to hit 
  the largest number of enemies it can, then it goes into 
  melee.
  During the ﬁ ght, the pirates above shout their en-
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  19
  19
    SCENE 3: THE SKURA BEAST 
    SCENE 3: THE SKURA BEAST 
  “So you are mine, now.” Mak Rannan mocks you.
  “Normally, I would ask a ransom for the movie 
  men and send the rest of you to slave traders, but 
  that would hardly compensate for the loss of my 
  interceptors and the lives of my brave men.”
  “Please master pirate!” Silon Guy begs, “I am rich; 
  I can pay a price, any price for our lives! Spare 
  us!”
  Mak Rannan pauses before continuing: “So I ask 
  you, my brave crew. What should I do with the 
  prisoners? Ask a ransom or throw them to the 
  beast?”
  The reply of the pirate crew is a chorus of shouts: 
  “The beast! The beast! The beast!”
  The pirate captain smiles and conﬁ -
  dentially tells you: “Pirates! They are 
  like children. They prefer a moment 
  of pleasure over the perpetual thrill of 
  cash.”
  The sound of huge mechanisms mov-
  ing ﬁ lls the air while part of the ﬂ oor 
  slides away to reveal a large pit sev-
  eral feet below.
  “No Mercy!” cries Rollan Gan.
  The pit is ﬁ lled with trash, rusted metal 
  piping and other discarded junk, but 
  it is the smell that hits you hardest. It 
  reeks of death.
  In the center of the pit stands a great 
  bipedal saurian, twice the size of a 
  man, of a deep violet hue. The beast 
  raises its head showing a mouth full of 
  razor-sharp teeth. A single, impressive 
  eye stares at you with deep hunger.
  “She is a Skura beast,” explains Mak 
  Rannan “One of the most dangerous 
  predators in the galaxy. I am sure you 
  will become fast friends. Throw them 
  in!!!”
  The crowd cheers at this order, and 
  you and your friends are pushed into 
  the pit. Silon Guy and Rollan Gan cry 
  out as they fall.
  You are in for quite a ﬁ ght!
  The pit of the Skura Beast is a rough square 18” by 
  18”. 
  The walls of the room are too sheer and too high to 
  climb (15 feet) and the pirates above surely would not 
  let the characters exit the pit.
  Place the Skura beast roughly in the center of the 
  room. The heroes and their friends luckily land on a 
  large pile of rubbish, so they are not damaged by the 
  impact. Place them on a rubbish pile (see below) at least 
  8” from the Beast.
  The party is unarmed. All their weapons and other 
  valuable equipment were stolen by the pirates (don’t 
  worry, they’ll recover them later), so they have to use 
  Tricks and ﬁ nd improvised weapons to get out of this 
  predicament.
  Silon Guy and Rollan Gan are of no use in the ﬁ ght. 
  They cower in a corner, trembling in fear. 
  The ﬁ rst round the beast uses its psionic attack to hit 
  the largest number of enemies it can, then it goes into 
  melee.
  During the ﬁ ght, the pirates above shout their en-
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  20
  20
  couragement to the beast, but they do not interfere with 
  the battle in any way.
   Skura Beast (1):  See page 31.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Rubbish Piles: Mounds of ﬁ lth, discarded scrap 
  and other waste. They are treated as difﬁ cult ground and 
  grant Light Cover (–1). They have Toughness 7. With a 
  Notice roll, a hero can ﬁ nd an improvised weapon in 
  the mounds (a jagged piece of metal, a rusty pipe, etc.). 
  The object deals Str+d4 damage but causes –2 to Fight-
  ing rolls. With a raise, something better is uncovered (a 
  sturdy metal bar or a length of chain). It is either deadlier 
  than the previous entry (Str+d6 damage) or better bal-
  anced (–1 to Fighting rolls) – let the player choose. Use 
  a Medium Burst Template to represent the Rubbish Piles. 
  Place up to four piles on the battleﬁ eld.
  * A Tight Squeeze: There are many pipes and con-
  duits in the room, even broken ones. Two of them rise 
  up from the ﬂ oor ten feet toward the ceiling. They are far 
  enough apart to allow a man to pass between them but 
  not a creature as large as the Skura Beast, which would 
  get stuck. Entrapping the beast is a speciﬁ c Trick, which 
  must be attempted within 3” of the pipes. If the hero 
  wins the Trick, the beast is restrained and suffers all the 
  customary effects of the Trick. The beast must score at 
  least three successes or raises on Strength rolls to get 
  free. While restrained, it has Parry -2 and cannot move. 
  If the hero wins the Trick with a raise, the beast suffers 
  an additional –2 to the Strength rolls. Use a Small Burst 
  Template to represent the two pipes. Place this prop at 
  your discretion on the table.
  * Hot Steam Valves: Some of the pipes passing 
  through the room have rusty valves that allow some 
  steam out. A hero can open a valve to project a hot 
  steam blast! It requires an Agility roll and works exactly 
  like the blast Power, originating from the valve. Each 
  valve can be used in that way only once, it then loses 
  pressure. Use gaming stones to represent the valves. 
  Place up to four valves in the room, at least 6” from one 
  another.
  * Polished Metal Panel: A polished metal panel 
  stands against a wall. It can reﬂ ect the terrible Eye Blast 
  of the Skura Beast! If the Cone Template of the beast’s 
  blast power overlaps the metal panel, the beast suffers 
  its effects! It is the heroes’ task to lure her into the proper 
  position. The metal panel is 3” long and 1” wide. Place it 
  along the southern wall of the room.   
  A WAY OUT
  A WAY OUT
  The beast lies dead at your feet. It is incredible, 
  but you managed to kill it almost barehanded, 
  but this is no time for celebrating. The pirates 
  above have not taken it very well— they expected 
  to witness a greasy feast on your innards but in-
  stead, you slaughtered their precious puppy!
  They immediately open ﬁ re with their blasters!
  Being mostly drunk or half-stoned from the 
  Dreamsmoke, they miss their target, but they 
  would be unlikely to miss again.
  “Look! A way out!” Silon Guy shouts, pointing 
  at the mouth of a large tube, barred by a rusty 
  grate.
  You rush to the tube and pull at the grate, which 
  comes away fairly easily.
  You ﬂ ee into the dark conduit, while the enraged 
  shouts of the pirates echo in the pit behind you.
    SCENE 4: ESCAPE FROM 
    SCENE 4: ESCAPE FROM 
  NEEDLESPINE 
  NEEDLESPINE 
  You stink!
  That’s what you get after spending the last few 
  hours wandering the labyrinthine sewers of the 
  starbase, but eventually you managed to ﬁ nd 
  a way out through a manhole not far from the 
  starport.
  You run towards the dock where your starship is 
  moored. With a bit of luck, you’ll be able to leave 
  the base without any further issues.
  But luck is a scarce commodity today!
  When you get within sight of the Blazing Star, 
  you see a group of pirates attempting to lockpick 
  your ship’s access ramp. You recognize them as 
  Mak Rannan’s men. They deﬁ nitely don’t waste 
  any time when they have something to steal. 
  Luckily, they haven’t yet succeeded, but you 
  must dispatch them quickly if you want to board 
  your ship.
  The combat area is a space dock 12” long by 6” wide. 
  It is a suspended platform, so the longer sides offer little 
  protection from falling. The pirates are placed at the 
  southern end of the dock, all facing south, where the 
  Blazing Star’s access ramp is located. 
  The party starts within 3” from the northern end of 
  the dock.
   The pirates are so focused on picking the ship’s lock 
  that they are considered Inactive. Also, their weapons are 
  all holstered. 
  The heroes carry only the improvised weapons they 
  used in the previous scene. When they defeat the pirates, 
  they will get a pleasant surprise: On the bodies, they ﬁ nd 
  all the important equipment they lost earlier. The pirates 
  took it as booty. There is only one thing missing – the 
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  20
  20
  couragement to the beast, but they do not interfere with 
  the battle in any way.
   Skura Beast (1):  See page 31.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Rubbish Piles: Mounds of ﬁ lth, discarded scrap 
  and other waste. They are treated as difﬁ cult ground and 
  grant Light Cover (–1). They have Toughness 7. With a 
  Notice roll, a hero can ﬁ nd an improvised weapon in 
  the mounds (a jagged piece of metal, a rusty pipe, etc.). 
  The object deals Str+d4 damage but causes –2 to Fight-
  ing rolls. With a raise, something better is uncovered (a 
  sturdy metal bar or a length of chain). It is either deadlier 
  than the previous entry (Str+d6 damage) or better bal-
  anced (–1 to Fighting rolls) – let the player choose. Use 
  a Medium Burst Template to represent the Rubbish Piles. 
  Place up to four piles on the battleﬁ eld.
  * A Tight Squeeze: There are many pipes and con-
  duits in the room, even broken ones. Two of them rise 
  up from the ﬂ oor ten feet toward the ceiling. They are far 
  enough apart to allow a man to pass between them but 
  not a creature as large as the Skura Beast, which would 
  get stuck. Entrapping the beast is a speciﬁ c Trick, which 
  must be attempted within 3” of the pipes. If the hero 
  wins the Trick, the beast is restrained and suffers all the 
  customary effects of the Trick. The beast must score at 
  least three successes or raises on Strength rolls to get 
  free. While restrained, it has Parry -2 and cannot move. 
  If the hero wins the Trick with a raise, the beast suffers 
  an additional –2 to the Strength rolls. Use a Small Burst 
  Template to represent the two pipes. Place this prop at 
  your discretion on the table.
  * Hot Steam Valves: Some of the pipes passing 
  through the room have rusty valves that allow some 
  steam out. A hero can open a valve to project a hot 
  steam blast! It requires an Agility roll and works exactly 
  like the blast Power, originating from the valve. Each 
  valve can be used in that way only once, it then loses 
  pressure. Use gaming stones to represent the valves. 
  Place up to four valves in the room, at least 6” from one 
  another.
  * Polished Metal Panel: A polished metal panel 
  stands against a wall. It can reﬂ ect the terrible Eye Blast 
  of the Skura Beast! If the Cone Template of the beast’s 
  blast power overlaps the metal panel, the beast suffers 
  its effects! It is the heroes’ task to lure her into the proper 
  position. The metal panel is 3” long and 1” wide. Place it 
  along the southern wall of the room.   
  A WAY OUT
  A WAY OUT
  The beast lies dead at your feet. It is incredible, 
  but you managed to kill it almost barehanded, 
  but this is no time for celebrating. The pirates 
  above have not taken it very well— they expected 
  to witness a greasy feast on your innards but in-
  stead, you slaughtered their precious puppy!
  They immediately open ﬁ re with their blasters!
  Being mostly drunk or half-stoned from the 
  Dreamsmoke, they miss their target, but they 
  would be unlikely to miss again.
  “Look! A way out!” Silon Guy shouts, pointing 
  at the mouth of a large tube, barred by a rusty 
  grate.
  You rush to the tube and pull at the grate, which 
  comes away fairly easily.
  You ﬂ ee into the dark conduit, while the enraged 
  shouts of the pirates echo in the pit behind you.
    SCENE 4: ESCAPE FROM 
    SCENE 4: ESCAPE FROM 
  NEEDLESPINE 
  NEEDLESPINE 
  You stink!
  That’s what you get after spending the last few 
  hours wandering the labyrinthine sewers of the 
  starbase, but eventually you managed to ﬁ nd 
  a way out through a manhole not far from the 
  starport.
  You run towards the dock where your starship is 
  moored. With a bit of luck, you’ll be able to leave 
  the base without any further issues.
  But luck is a scarce commodity today!
  When you get within sight of the Blazing Star, 
  you see a group of pirates attempting to lockpick 
  your ship’s access ramp. You recognize them as 
  Mak Rannan’s men. They deﬁ nitely don’t waste 
  any time when they have something to steal. 
  Luckily, they haven’t yet succeeded, but you 
  must dispatch them quickly if you want to board 
  your ship.
  The combat area is a space dock 12” long by 6” wide. 
  It is a suspended platform, so the longer sides offer little 
  protection from falling. The pirates are placed at the 
  southern end of the dock, all facing south, where the 
  Blazing Star’s access ramp is located. 
  The party starts within 3” from the northern end of 
  the dock.
   The pirates are so focused on picking the ship’s lock 
  that they are considered Inactive. Also, their weapons are 
  all holstered. 
  The heroes carry only the improvised weapons they 
  used in the previous scene. When they defeat the pirates, 
  they will get a pleasant surprise: On the bodies, they ﬁ nd 
  all the important equipment they lost earlier. The pirates 
  took it as booty. There is only one thing missing – the 
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  21
  21
  cash. Unfortunately, that is all now in Mak Rannan’s cof-
  fers.
   Space Pirate (2):  See page 31.
   Veteran Space Pirate (2):  See page 31.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Crates and Barrels: Crates and barrels are scattered 
  around the dock. They offer Medium Cover (-2) and have 
  Toughness 8. A hero can use an empty crate for tricks or 
  can pick up a loaded one and throw it at a target. It re-
  quires a Strength roll to lift. A loaded crate is considered 
  a ranged weapon (range: 2/4/8, damage: Str+d6). For ev-
  ery crate, roll a die the ﬁ rst time a character attempts to 
  pick it up. An even result means it is empty while an odd 
  number means it is full. Use gaming stones to represent 
  the crates. Place up to ten crates around the area.
  * The Void: If an Extra is pushed off the platform, he 
  meets with a horrible death. A Wild Card, instead, clings 
  to the edge of the dock. He can regain solid ground only 
  with a successful Strength (–4) roll.
  THROUGH THE EYE OF A NEEDLE
  THROUGH THE EYE OF A NEEDLE
  You are boarding the Blazing Star when another 
  group of pirates arrives at the dock. They carry 
  plenty of equipment to force a starship’s door 
  and are excitedly talking about how to share the 
  booty.
  They stare at you in astonishment. 
  “Thieves! Alarm!” The pirates shout.
  You close the ramp as they open ﬁ re and imme-
  diately take to the air. You’re almost clear of the 
  base, but suddenly the gates begin closing! Your 
  only chance is to accelerate through the diminish-
  ing gap as fast as you can.
  Now you’ll see if the extra tuning you had done to 
  the Blazing Star’s engines was worth the money!
  It is a Chase, and a deadly one!
  The heroes must escape from the base before they are 
  trapped in the wolf’s den.
  Place twelve segment counters on the table, each 
  representing a Range Increment. Use a different color 
  counter for the twelfth as this represents the gates. 
  Each Range Increment is equivalent to 5 SU for 
  weapon range.
  You might also ﬁ nd it handy to place a d12 near the 
  last counter to mark the number of rounds. The die starts 
  on 1, and its value increases by one each round.
  Place the Blazing Star on the ﬁ rst Range Increment. 
  Do not use the standard obstacles rules in this chase, 
  instead adopt the following changes. Every time the pilot 
  of a vehicle draws a Club card as his ﬁ rst initiative card, it 
  means he has to face another ship moving in the crowd-
  ed spaceport area. Check the value of the card against 
  the table below. The Mod column gives a modiﬁ er to the 
  Piloting roll for that round. In the event of a failure, the 
  Damage column is used. Don’t worry about the relative 
  speed of the vehicles involved — just roll damage. All 
  damage is dealt by a Wild Card.
  Card 
  Mod 
  Damage
  Deuce 
  -6 
  2d6
  3-5 
  -4 
  3d6
  6-10 
  -2 
  4d6
  Jack-Queen 
  -1 
  5d6
  King-Ace 
   0 
  6d6
  There are also some scripted events that happen in 
  certain rounds.
  Round Four - Incoming Fighters! A squadron of 
  ﬁ ghters is hot on the trail of the Blazing Star! They begin 
  the Chase on the counter representing the ﬁ rst Range 
  Increment. The ﬁ ghters are faster than the party’s ship, 
  so add +1 to their Chase rolls.
   Fighters (3):  Use the same stats as the Intercep-
  tors on page 15 however; these ﬁ ghters are not equipped 
  with missiles.
  Round Six – Turrets! Two defensive turrets start 
  blasting away at the Blazing Star. Place the turrets on 
  the ﬁ fth counter. They cannot move and are treated as 
  batteries.
  NEEDLESPINE’S INTERNAL TURRETS
  NEEDLESPINE’S INTERNAL TURRETS
   2 x Light Laser Cannon (Range: 5/10/20; Damage: 
  3d6; Heavy Weapon; Heavy Armor; AP 3) 
  Shooting d6. Different from the standard battery rules 
  as they can be destroyed. They have Toughness 12 (6).
  Round Eight – An Unexpected Ally! Another ship 
  joins the chase and begins ﬁ ring at the enemy ﬁ ght-
  ers. Place the new ship on the segment just behind the 
  heroes. The party knows this ship; it is the Bootlegger 
  Reverse, Karoan Kan’s trader ship! The smuggler hails 
  the party.  
  “Need some help guys? Sorry I’m late, but I man-
  aged to escape from Mak Rannan’s palace only a 
  few minutes ago. Let’s swat these annoying ﬂ ies 
  and get the hell out of here!”  
  The Bootlegger Reverse is on the party’s side, so hand 
  the players its stats and let them use it in the Chase. 
   Bootlegger Reverse (3):  See below.
  Round Ten - The Gates are Almost Shut! If the 
  heroes are on the last marker, they get away safely; 
  otherwise, the pilot must make a Piloting roll with a –1 
  penalty for every round after the tenth (maximum –4). If 
  he fails the roll, the ship manages to get out but suffers 
  3d6 damages from a Wild Card due to a collision with 
  the closing gates.
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  21
  21
  cash. Unfortunately, that is all now in Mak Rannan’s cof-
  fers.
   Space Pirate (2):  See page 31.
   Veteran Space Pirate (2):  See page 31.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Crates and Barrels: Crates and barrels are scattered 
  around the dock. They offer Medium Cover (-2) and have 
  Toughness 8. A hero can use an empty crate for tricks or 
  can pick up a loaded one and throw it at a target. It re-
  quires a Strength roll to lift. A loaded crate is considered 
  a ranged weapon (range: 2/4/8, damage: Str+d6). For ev-
  ery crate, roll a die the ﬁ rst time a character attempts to 
  pick it up. An even result means it is empty while an odd 
  number means it is full. Use gaming stones to represent 
  the crates. Place up to ten crates around the area.
  * The Void: If an Extra is pushed off the platform, he 
  meets with a horrible death. A Wild Card, instead, clings 
  to the edge of the dock. He can regain solid ground only 
  with a successful Strength (–4) roll.
  THROUGH THE EYE OF A NEEDLE
  THROUGH THE EYE OF A NEEDLE
  You are boarding the Blazing Star when another 
  group of pirates arrives at the dock. They carry 
  plenty of equipment to force a starship’s door 
  and are excitedly talking about how to share the 
  booty.
  They stare at you in astonishment. 
  “Thieves! Alarm!” The pirates shout.
  You close the ramp as they open ﬁ re and imme-
  diately take to the air. You’re almost clear of the 
  base, but suddenly the gates begin closing! Your 
  only chance is to accelerate through the diminish-
  ing gap as fast as you can.
  Now you’ll see if the extra tuning you had done to 
  the Blazing Star’s engines was worth the money!
  It is a Chase, and a deadly one!
  The heroes must escape from the base before they are 
  trapped in the wolf’s den.
  Place twelve segment counters on the table, each 
  representing a Range Increment. Use a different color 
  counter for the twelfth as this represents the gates. 
  Each Range Increment is equivalent to 5 SU for 
  weapon range.
  You might also ﬁ nd it handy to place a d12 near the 
  last counter to mark the number of rounds. The die starts 
  on 1, and its value increases by one each round.
  Place the Blazing Star on the ﬁ rst Range Increment. 
  Do not use the standard obstacles rules in this chase, 
  instead adopt the following changes. Every time the pilot 
  of a vehicle draws a Club card as his ﬁ rst initiative card, it 
  means he has to face another ship moving in the crowd-
  ed spaceport area. Check the value of the card against 
  the table below. The Mod column gives a modiﬁ er to the 
  Piloting roll for that round. In the event of a failure, the 
  Damage column is used. Don’t worry about the relative 
  speed of the vehicles involved — just roll damage. All 
  damage is dealt by a Wild Card.
  Card 
  Mod 
  Damage
  Deuce 
  -6 
  2d6
  3-5 
  -4 
  3d6
  6-10 
  -2 
  4d6
  Jack-Queen 
  -1 
  5d6
  King-Ace 
   0 
  6d6
  There are also some scripted events that happen in 
  certain rounds.
  Round Four - Incoming Fighters! A squadron of 
  ﬁ ghters is hot on the trail of the Blazing Star! They begin 
  the Chase on the counter representing the ﬁ rst Range 
  Increment. The ﬁ ghters are faster than the party’s ship, 
  so add +1 to their Chase rolls.
   Fighters (3):  Use the same stats as the Intercep-
  tors on page 15 however; these ﬁ ghters are not equipped 
  with missiles.
  Round Six – Turrets! Two defensive turrets start 
  blasting away at the Blazing Star. Place the turrets on 
  the ﬁ fth counter. They cannot move and are treated as 
  batteries.
  NEEDLESPINE’S INTERNAL TURRETS
  NEEDLESPINE’S INTERNAL TURRETS
   2 x Light Laser Cannon (Range: 5/10/20; Damage: 
  3d6; Heavy Weapon; Heavy Armor; AP 3) 
  Shooting d6. Different from the standard battery rules 
  as they can be destroyed. They have Toughness 12 (6).
  Round Eight – An Unexpected Ally! Another ship 
  joins the chase and begins ﬁ ring at the enemy ﬁ ght-
  ers. Place the new ship on the segment just behind the 
  heroes. The party knows this ship; it is the Bootlegger 
  Reverse, Karoan Kan’s trader ship! The smuggler hails 
  the party.  
  “Need some help guys? Sorry I’m late, but I man-
  aged to escape from Mak Rannan’s palace only a 
  few minutes ago. Let’s swat these annoying ﬂ ies 
  and get the hell out of here!”  
  The Bootlegger Reverse is on the party’s side, so hand 
  the players its stats and let them use it in the Chase. 
   Bootlegger Reverse (3):  See below.
  Round Ten - The Gates are Almost Shut! If the 
  heroes are on the last marker, they get away safely; 
  otherwise, the pilot must make a Piloting roll with a –1 
  penalty for every round after the tenth (maximum –4). If 
  he fails the roll, the ship manages to get out but suffers 
  3d6 damages from a Wild Card due to a collision with 
  the closing gates.
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  22
  22
  BOOTLEGGER 
  REVERSE, 
  LIGHT 
  BOOTLEGGER 
  REVERSE, 
  LIGHT 
  TRADER SHIP
  TRADER SHIP
  This is a trader ship of medium size, capable of holding 
  quite a substantial cargo. It is not very well armed but it 
  does have good armor.
  Top Speed: 6; Toughness: 17 (5); Handling: +0; 
  Shields Pods: 3; Crew: 2+6
  Abilities: Piloting d8, Shields d8, Shooting d6
  Notes: 4 x AMCM, Atmospheric, Heavy Armor, Improved 
  Stabilizer, Spacecraft.
  Weapons:
  * 1 x double laser turret (+1 Shooting, Range: 12/24/48; 
  Damage: 3d6; ROF 1; AP 6, HW)
  You are outside, and safe! 
  “--and with that I consider my debt settled, my 
  friends.” Karoan says. “I’ll jump off right now, 
  and I strongly suggest you do the same. I swear, 
  I’ll never do business with pirates again. Well, 
  until next time! See ya! Don’t get yourselves 
  fragged!”
  The Bootlegger Reverse jumps into hyperspace. 
  Maybe one day you’ll have the chance to buy 
  Karoan a drink to thank him for his assistance, 
  but now it’s time to set a course for Khoras if you 
  want to save Salandra.
  ACT 4: KING OF KHORAS
  ACT 4: KING OF KHORAS
  You jump out of hyperspace near Khoras. 
  The planet is in a terrible state. There is almost 
  continuous volcanic activity and frequent earth-
  quakes. It is deﬁ nitely not a safe environment to 
  live in.
  “Khoras is a devastated world.” Rollan Gan whis-
  pers, “Young Salandra’s parents were such inept 
  leaders that they were forced to sell the entire 
  planet to the Terraformers Guild to cover their 
  massive debts.
  “I know all this from the research I did for the 
  movie.” He explains.
  The Blazing Star’s sensors do not detect any signs 
  of life. 
  Thanks to Holo Both’s clumsiness, the characters are 
  almost certain their enemies are on the planet, but Kho-
  ras is a very big place to explore. Luckily, they do have a 
  clue. Previously (Act 2, Scene 3), the heroes should have 
  discovered some planetary coordinates in a silver alien’s 
  memory. The coordinates correspond to the Khors royal 
  palace (old Salandra’s former residence, before she was 
  crowned queen of the entire planet).
  If the heroes did not acquire this information, they 
  must thoroughly scan the planet. In the end, they will 
  detect a masked energy emission leading to the same 
  location.
    SCENE 1: THE DROID FACTORY
    SCENE 1: THE DROID FACTORY
  The Khors royal palace is in ruins, but a masked 
  energy emission comes from this spot, suggesting that 
  someone must be hiding inside. Cautious players may 
  wish to land at a safe distance from the palace, and there 
  is a hilly area nearby that is perfect for this. Rollan Gan 
  and Silon Guy remain on board. They have had quite 
  enough adventure of late, so their task will be to ensure 
  the ship is ready for a hasty departure.
  You sneak into the ruins. The palace surely must 
  have been marvelous many years ago, but now 
  it is only a heap of rubble. You navigate ancient, 
  crumbling halls and gardens, ﬁ nding nothing use-
  ful.
  All the players must make a Notice (-4) roll. If at least 
  one of them is successful, they spot a hidden sensor 
  nearby. If no one succeeds or someone gets a critical 
  failure, the sensor detects the party and the goons in the 
  factory are alerted (see below).
  The base is very big and complex, but there is little 
  reason to fully explore it. Space pulp is built around ex-
  citing and fast action, not dungeon crawling in detailed 
  mapping environments.
  In the end, you step into what you have been look-
  ing for – a modern looking ﬂ ight of stairs descend-
  ing deep into the palace’s subterranean vaults. 
  Without hesitation, you follow them down.
  As you descend, you begin hearing a terrible din, 
  as if some big machine were working. The stairs 
  lead to a rather surprising room.
  You have found the source of the energy emissions 
  — huge machines, almost totally automated, as-
  semble various parts creating new silver aliens. It 
  is a droid factory! You also notice a series of long 
  robotic arms extending from the ceiling, which 
  pick up the various droid parts and distribute 
  them among the machine’s benches. 
  Only a genius could have built such a place, 
  because each incomplete droid is clearly a little 
  different from the next, as if their master had 
  decided to render each of them unique, as living 
  beings.
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  22
  22
  BOOTLEGGER 
  REVERSE, 
  LIGHT 
  BOOTLEGGER 
  REVERSE, 
  LIGHT 
  TRADER SHIP
  TRADER SHIP
  This is a trader ship of medium size, capable of holding 
  quite a substantial cargo. It is not very well armed but it 
  does have good armor.
  Top Speed: 6; Toughness: 17 (5); Handling: +0; 
  Shields Pods: 3; Crew: 2+6
  Abilities: Piloting d8, Shields d8, Shooting d6
  Notes: 4 x AMCM, Atmospheric, Heavy Armor, Improved 
  Stabilizer, Spacecraft.
  Weapons:
  * 1 x double laser turret (+1 Shooting, Range: 12/24/48; 
  Damage: 3d6; ROF 1; AP 6, HW)
  You are outside, and safe! 
  “--and with that I consider my debt settled, my 
  friends.” Karoan says. “I’ll jump off right now, 
  and I strongly suggest you do the same. I swear, 
  I’ll never do business with pirates again. Well, 
  until next time! See ya! Don’t get yourselves 
  fragged!”
  The Bootlegger Reverse jumps into hyperspace. 
  Maybe one day you’ll have the chance to buy 
  Karoan a drink to thank him for his assistance, 
  but now it’s time to set a course for Khoras if you 
  want to save Salandra.
  ACT 4: KING OF KHORAS
  ACT 4: KING OF KHORAS
  You jump out of hyperspace near Khoras. 
  The planet is in a terrible state. There is almost 
  continuous volcanic activity and frequent earth-
  quakes. It is deﬁ nitely not a safe environment to 
  live in.
  “Khoras is a devastated world.” Rollan Gan whis-
  pers, “Young Salandra’s parents were such inept 
  leaders that they were forced to sell the entire 
  planet to the Terraformers Guild to cover their 
  massive debts.
  “I know all this from the research I did for the 
  movie.” He explains.
  The Blazing Star’s sensors do not detect any signs 
  of life. 
  Thanks to Holo Both’s clumsiness, the characters are 
  almost certain their enemies are on the planet, but Kho-
  ras is a very big place to explore. Luckily, they do have a 
  clue. Previously (Act 2, Scene 3), the heroes should have 
  discovered some planetary coordinates in a silver alien’s 
  memory. The coordinates correspond to the Khors royal 
  palace (old Salandra’s former residence, before she was 
  crowned queen of the entire planet).
  If the heroes did not acquire this information, they 
  must thoroughly scan the planet. In the end, they will 
  detect a masked energy emission leading to the same 
  location.
    SCENE 1: THE DROID FACTORY
    SCENE 1: THE DROID FACTORY
  The Khors royal palace is in ruins, but a masked 
  energy emission comes from this spot, suggesting that 
  someone must be hiding inside. Cautious players may 
  wish to land at a safe distance from the palace, and there 
  is a hilly area nearby that is perfect for this. Rollan Gan 
  and Silon Guy remain on board. They have had quite 
  enough adventure of late, so their task will be to ensure 
  the ship is ready for a hasty departure.
  You sneak into the ruins. The palace surely must 
  have been marvelous many years ago, but now 
  it is only a heap of rubble. You navigate ancient, 
  crumbling halls and gardens, ﬁ nding nothing use-
  ful.
  All the players must make a Notice (-4) roll. If at least 
  one of them is successful, they spot a hidden sensor 
  nearby. If no one succeeds or someone gets a critical 
  failure, the sensor detects the party and the goons in the 
  factory are alerted (see below).
  The base is very big and complex, but there is little 
  reason to fully explore it. Space pulp is built around ex-
  citing and fast action, not dungeon crawling in detailed 
  mapping environments.
  In the end, you step into what you have been look-
  ing for – a modern looking ﬂ ight of stairs descend-
  ing deep into the palace’s subterranean vaults. 
  Without hesitation, you follow them down.
  As you descend, you begin hearing a terrible din, 
  as if some big machine were working. The stairs 
  lead to a rather surprising room.
  You have found the source of the energy emissions 
  — huge machines, almost totally automated, as-
  semble various parts creating new silver aliens. It 
  is a droid factory! You also notice a series of long 
  robotic arms extending from the ceiling, which 
  pick up the various droid parts and distribute 
  them among the machine’s benches. 
  Only a genius could have built such a place, 
  because each incomplete droid is clearly a little 
  different from the next, as if their master had 
  decided to render each of them unique, as living 
  beings.
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  23
  23
  There are some silver aliens here, inspecting and 
  supervising the machines. They immediately draw 
  their weapons and start ﬁ ring at you!
  The battleground is a rectangular area 18” by 14”. 
  There are two doors, one in the middle of the north wall, 
  and the other in the middle of the south. The doors are 
  3” wide.
  The room is crammed with machines and robotic 
  arms. 
  Place the heroes by the northern door. 
  The placement of the enemies changes whether they 
  have been alerted or not. If they were, they have set an 
  ambush for the party. They are all under cover, on Hold 
  and aiming their blaster weapons at the door.
  Otherwise, they are scattered randomly around in the 
  room.
  The silver aliens have a precise plan. They ﬁ ght until 
  reduced by half, and then they ﬂ ee through the southern 
  door. The heroes must hurry if they want to catch them!
   Enhanced Silver Alien (2):  See page 28.
   Silver Alien (1 per hero +2):  See page 30.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Workbenches: The droid-producing machines are 
  very big, 14” by 2”. Each of them grants Medium Cover 
  (–2), have Toughness 10 and count as difﬁ cult ground. 
  On the benches, there are numerous components that 
  can be useful as props for Tricks (see below). Place four 
  benches so that the room is split into four corridors 2” 
  wide.
  * Droid Legs: These can be used as improvised weap-
  ons (Str+d6).
  * Droid Heads: The silver aliens react with fear if a 
  hero does something particularly nasty to a head, for 
  example if he smashes it to pieces. Doing this grants +2 
  to Intimidation or Trick rolls.
  * Droid Hearts: These energized fuel cells explode 
  when thrown against a hard surface. They count as small 
  grenades (Range: 5/10/20; Damage 2d6; Small Burst 
  Template). A Notice roll is required to ﬁ nd one of these 
  among all the components.
  * Robotic Arms: A hero can try to catch a robotic 
  arm to be transported to another area of the room. This 
  requires an Agility or Smarts roll (player’s choice). In 
  case of success, the player can place his hero anywhere 
  within 6” from his current position. He can also land in a 
  square where an enemy is standing. In this case, consider 
  the previous roll as a Trick against the enemy. In case of 
  failure, roll 1d12 and 2d6. Read the ﬁ rst result clockwise 
  to check in which direction the hero has moved and the 
  second result to determine how many inches he has 
  moved. If the movement takes the hero out of the room, 
  he goes as far as he can and suffers 2d6 damage from an 
  Extra. Catching a robotic arm counts as movement. The 
  hero cannot run this round. 
  * Terrible Noise: No heroes can talk to one another 
  if they are more than 3” apart.
  SCENE 2: TRAPPED!
  SCENE 2: TRAPPED!
  This scene supposes that the party is chasing the 
  surviving aliens through the factory. If the events have 
  gone in a different direction, for example if the party has 
  eliminated all the enemies, alter the text accordingly.
  You run after the aliens in a maze of corridors 
  with your weapons ready, but there is always a 
  turn or a door that prevents you from shooting. 
  Finally, you rush through a doorway and enter 
  a big empty room. You see the goons leaving 
  through another door on the opposite side of the 
  room.
  Wait until all the heroes are in the room, then pro-
  ceed.
  Suddenly the two doors slam! With a feeling of 
  foreboding you run to the nearest one, but it is 
  locked. The other one is too.
  You are trapped!
  A tiny holoprojector slides out from the wall. It 
  displays a life-size image of your enemy, the dark 
  armored man you saw on Houlof. Behind him, 
  you see the fat ﬁ gure of Holo Both, the traitor, 
  with an evil grin on his porcine face.
   “So, in the end you fell into my little trap. You 
  are to be admired. So much dedication, but so 
  undeserved.”
  Hast, the evil mastermind, now speaks to the heroes 
  and reveals his mad plans. 
  Below, you will ﬁ nd some of the questions the players 
  are likely to ask. Hast’s mind is slipping deep into mad-
  ness. He does not clearly distinguish old Salandra, the 
  space heroine, from her granddaughter, the actress. You 
  can use the following hypothetical dialogue between 
  Hast and the heroes to give depth to Hast’s personality 
  and to ﬁ gure out answers to other questions the players 
  may ask. 
  Q: Where is Salandra?
  A: Salandra, the so-called heroine? Or that puny, 
  talentless actress? The ﬁ rst has been dead for a 
  century, the second will be dead soon! Both will 
  be dead soon!  
  Q: Who are you?
  A: I am Hast, last heir of the Rannite royal family. 
  We, the Rannites, are the true rulers of Khoras, not 
  those damned Khors!
  Q: Why do you hate Salandra so much?
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  23
  23
  There are some silver aliens here, inspecting and 
  supervising the machines. They immediately draw 
  their weapons and start ﬁ ring at you!
  The battleground is a rectangular area 18” by 14”. 
  There are two doors, one in the middle of the north wall, 
  and the other in the middle of the south. The doors are 
  3” wide.
  The room is crammed with machines and robotic 
  arms. 
  Place the heroes by the northern door. 
  The placement of the enemies changes whether they 
  have been alerted or not. If they were, they have set an 
  ambush for the party. They are all under cover, on Hold 
  and aiming their blaster weapons at the door.
  Otherwise, they are scattered randomly around in the 
  room.
  The silver aliens have a precise plan. They ﬁ ght until 
  reduced by half, and then they ﬂ ee through the southern 
  door. The heroes must hurry if they want to catch them!
   Enhanced Silver Alien (2):  See page 28.
   Silver Alien (1 per hero +2):  See page 30.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Workbenches: The droid-producing machines are 
  very big, 14” by 2”. Each of them grants Medium Cover 
  (–2), have Toughness 10 and count as difﬁ cult ground. 
  On the benches, there are numerous components that 
  can be useful as props for Tricks (see below). Place four 
  benches so that the room is split into four corridors 2” 
  wide.
  * Droid Legs: These can be used as improvised weap-
  ons (Str+d6).
  * Droid Heads: The silver aliens react with fear if a 
  hero does something particularly nasty to a head, for 
  example if he smashes it to pieces. Doing this grants +2 
  to Intimidation or Trick rolls.
  * Droid Hearts: These energized fuel cells explode 
  when thrown against a hard surface. They count as small 
  grenades (Range: 5/10/20; Damage 2d6; Small Burst 
  Template). A Notice roll is required to ﬁ nd one of these 
  among all the components.
  * Robotic Arms: A hero can try to catch a robotic 
  arm to be transported to another area of the room. This 
  requires an Agility or Smarts roll (player’s choice). In 
  case of success, the player can place his hero anywhere 
  within 6” from his current position. He can also land in a 
  square where an enemy is standing. In this case, consider 
  the previous roll as a Trick against the enemy. In case of 
  failure, roll 1d12 and 2d6. Read the ﬁ rst result clockwise 
  to check in which direction the hero has moved and the 
  second result to determine how many inches he has 
  moved. If the movement takes the hero out of the room, 
  he goes as far as he can and suffers 2d6 damage from an 
  Extra. Catching a robotic arm counts as movement. The 
  hero cannot run this round. 
  * Terrible Noise: No heroes can talk to one another 
  if they are more than 3” apart.
  SCENE 2: TRAPPED!
  SCENE 2: TRAPPED!
  This scene supposes that the party is chasing the 
  surviving aliens through the factory. If the events have 
  gone in a different direction, for example if the party has 
  eliminated all the enemies, alter the text accordingly.
  You run after the aliens in a maze of corridors 
  with your weapons ready, but there is always a 
  turn or a door that prevents you from shooting. 
  Finally, you rush through a doorway and enter 
  a big empty room. You see the goons leaving 
  through another door on the opposite side of the 
  room.
  Wait until all the heroes are in the room, then pro-
  ceed.
  Suddenly the two doors slam! With a feeling of 
  foreboding you run to the nearest one, but it is 
  locked. The other one is too.
  You are trapped!
  A tiny holoprojector slides out from the wall. It 
  displays a life-size image of your enemy, the dark 
  armored man you saw on Houlof. Behind him, 
  you see the fat ﬁ gure of Holo Both, the traitor, 
  with an evil grin on his porcine face.
   “So, in the end you fell into my little trap. You 
  are to be admired. So much dedication, but so 
  undeserved.”
  Hast, the evil mastermind, now speaks to the heroes 
  and reveals his mad plans. 
  Below, you will ﬁ nd some of the questions the players 
  are likely to ask. Hast’s mind is slipping deep into mad-
  ness. He does not clearly distinguish old Salandra, the 
  space heroine, from her granddaughter, the actress. You 
  can use the following hypothetical dialogue between 
  Hast and the heroes to give depth to Hast’s personality 
  and to ﬁ gure out answers to other questions the players 
  may ask. 
  Q: Where is Salandra?
  A: Salandra, the so-called heroine? Or that puny, 
  talentless actress? The ﬁ rst has been dead for a 
  century, the second will be dead soon! Both will 
  be dead soon!  
  Q: Who are you?
  A: I am Hast, last heir of the Rannite royal family. 
  We, the Rannites, are the true rulers of Khoras, not 
  those damned Khors!
  Q: Why do you hate Salandra so much?
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  24
  24
  A: Because she is a murderer! You don’t know 
  what terrible crimes she committed! “Queen Sa-
  landra, with her political and military skills uni-
  ﬁ ed Khoras,” so say the history books! It is false! 
  Salandra’s family has the inbred power of shaping 
  light. My family has the power of doing the same, 
  but with darkness. We have been opposing forces 
  since the very beginning of the evolution; but Sa-
  landra discovered the origin of these powers. It is 
  a peculiar radiation emitted by Gweo, Khoras’s 
  sun, which gives us this gift. So she constructed a 
  weapon in this very palace, a super beam cannon 
  that, when ﬁ red into the sun, changed its radia-
  tion matrix forever, making it deadly for my fam-
  ily. All the Rannite royals, my kin, died painfully 
  in the following decade. The medics said it was a 
  genetic disease, but that wasn’t true, they where 
  killed by Salandra herself! Only I, for a cruel trick 
  of fate, have survived. Thanks to some strange 
  mutation I did not die – even better, my lifespan 
  was increased, but this was the price I paid:
  At this point Host removes his helm showing the party 
  his horribly disﬁ gured face.
  Q: But her ancestor’s deeds are not young Sa-
  landra’s fault! Why did you kidnap her?
  A: She is the last heir of a foul race, and for that, 
  alone she deserves to die, but there is more... I 
  spent years in solitude preparing for a tremen-
  dous vendetta, and here I found the instruments 
  to accomplish it! I repaired the old super cannon 
  Salandra built and I modiﬁ ed it. Now it is no lon-
  ger an energy projector, it is an absorber. Using 
  Gweo’s radiation it can distil from Salandra’s 
  body an essence containing her power. With this 
  essence, I shall be young and healthy once again. I 
  will lay the foundations of a new Rannite dynasty. 
  And, of course, the process will kill Salandra, as 
  she deserves.
  Q: You are a madman! What will you do with us?
  A: You chose the wrong side in this conﬂ ict, so you 
  will die too. The room in which you now stand is 
  one of the compensation chambers used to make 
  the super cannon emerge from beneath the pal-
  ace. Soon it will be full of water, used to balance 
  the cannon. I will leave this projector on, so you 
  will see the cannon rise, though once the weapon 
  has completely emerged, I’m afraid you will all 
  be dead.
  Hast’s image disappears and the holoprojector 
  switches to an external view of the palace. The ground is 
  parting, revealing a huge subterranean cavity. A pointed 
  structure, the size of a skyscraper, slowly rises up. 
  Just then, a porthole, placed at the top of a wall, opens 
  and a huge gush of water starts crashing in. It is only a 
  matter of time before the entire room is ﬁ lled!
  The party must ﬁ nd a way to stop this death trap before 
  the worst happens. They have six rounds to complete 
  the following actions in the order described below. 
  1. 
  Locate the Water Level Sensor. The room 
  must have a sensor that signals when the cham-
  ber has reached maximum capacity. The ﬁ rst 
  step is ﬁ nding it, and this requires a Notice (–2) 
  roll. The sensor is on the same wall where the 
  water porthole is, at roughly the same height.
  2. 
  Reach the Sensor. The sensor is too high to 
  be reached by a single man and there are no 
  ladders in the room. A hero can reach it by 
  standing on the shoulders of a comrade. This 
  requires the character on the bottom to make 
  a Strength roll and the one above to make an 
  Agility roll. Both heroes must repeat their rolls 
  (with a +2 bonus) each round to maintain that 
  position. It counts as an extra action. From the 
  ﬁ fth round, this is no longer necessary — the 
  water is so high that the heroes can easily swim 
  to the sensor. 
  3. 
  Open the Panel. The sensor is protected by 
  a panel that must be removed. Normally this 
  would not require a roll, but the hero is in a 
  high stress situation, so an Agility or Repair roll 
  (player’s choice) must be made.
  4. 
  Fool the Sensor. The sensor must be hacked 
  in order to tell the balance system the room is 
  now full. It requires a Lockpicking or a Repair 
  (–4) roll. A hero with the McGyver or Thief 
  Edge gains +2 to the roll. Once the sensor is 
  deceived, the water stops ﬂ owing and, after a 
  few moments, starts draining through hidden 
  conduits in the ﬂ oor. When the room is empty, 
  the two doors open.
  An alternative way to get out of this situation is by 
  breaking through the doors. They are very strong (Tough-
  ness 10) and multilayered, so the party must deal three 
  Wounds to destroy one of them.
  If, at the end of the sixth round, the heroes have not 
  escaped, they start drowning. There is no air, so no Swim-
  ming roll is possible. Each hero must make a Vigor roll 
  each round or take a level of Fatigue. When Incapacitated, 
  a hero dies, but he can be revived with a Healing (–4) roll 
  if medical care is provided within three rounds. 
  Each round, draw a card from the action deck. If it is 
  a Diamond, Silon Guy and Rollan Gan open the doors 
  through which the party originally entered. They are 
  overwhelmed by so much water that they are useless in 
  the following scenes, but they have saved the heroes! 
  The two men are here because, ashamed of their 
  cowardice, they followed the heroes’ tracks through the 
  palace.
  Drowning Fatigue is recovered at a rate of one level 
  per scene.
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  24
  24
  A: Because she is a murderer! You don’t know 
  what terrible crimes she committed! “Queen Sa-
  landra, with her political and military skills uni-
  ﬁ ed Khoras,” so say the history books! It is false! 
  Salandra’s family has the inbred power of shaping 
  light. My family has the power of doing the same, 
  but with darkness. We have been opposing forces 
  since the very beginning of the evolution; but Sa-
  landra discovered the origin of these powers. It is 
  a peculiar radiation emitted by Gweo, Khoras’s 
  sun, which gives us this gift. So she constructed a 
  weapon in this very palace, a super beam cannon 
  that, when ﬁ red into the sun, changed its radia-
  tion matrix forever, making it deadly for my fam-
  ily. All the Rannite royals, my kin, died painfully 
  in the following decade. The medics said it was a 
  genetic disease, but that wasn’t true, they where 
  killed by Salandra herself! Only I, for a cruel trick 
  of fate, have survived. Thanks to some strange 
  mutation I did not die – even better, my lifespan 
  was increased, but this was the price I paid:
  At this point Host removes his helm showing the party 
  his horribly disﬁ gured face.
  Q: But her ancestor’s deeds are not young Sa-
  landra’s fault! Why did you kidnap her?
  A: She is the last heir of a foul race, and for that, 
  alone she deserves to die, but there is more... I 
  spent years in solitude preparing for a tremen-
  dous vendetta, and here I found the instruments 
  to accomplish it! I repaired the old super cannon 
  Salandra built and I modiﬁ ed it. Now it is no lon-
  ger an energy projector, it is an absorber. Using 
  Gweo’s radiation it can distil from Salandra’s 
  body an essence containing her power. With this 
  essence, I shall be young and healthy once again. I 
  will lay the foundations of a new Rannite dynasty. 
  And, of course, the process will kill Salandra, as 
  she deserves.
  Q: You are a madman! What will you do with us?
  A: You chose the wrong side in this conﬂ ict, so you 
  will die too. The room in which you now stand is 
  one of the compensation chambers used to make 
  the super cannon emerge from beneath the pal-
  ace. Soon it will be full of water, used to balance 
  the cannon. I will leave this projector on, so you 
  will see the cannon rise, though once the weapon 
  has completely emerged, I’m afraid you will all 
  be dead.
  Hast’s image disappears and the holoprojector 
  switches to an external view of the palace. The ground is 
  parting, revealing a huge subterranean cavity. A pointed 
  structure, the size of a skyscraper, slowly rises up. 
  Just then, a porthole, placed at the top of a wall, opens 
  and a huge gush of water starts crashing in. It is only a 
  matter of time before the entire room is ﬁ lled!
  The party must ﬁ nd a way to stop this death trap before 
  the worst happens. They have six rounds to complete 
  the following actions in the order described below. 
  1. 
  Locate the Water Level Sensor. The room 
  must have a sensor that signals when the cham-
  ber has reached maximum capacity. The ﬁ rst 
  step is ﬁ nding it, and this requires a Notice (–2) 
  roll. The sensor is on the same wall where the 
  water porthole is, at roughly the same height.
  2. 
  Reach the Sensor. The sensor is too high to 
  be reached by a single man and there are no 
  ladders in the room. A hero can reach it by 
  standing on the shoulders of a comrade. This 
  requires the character on the bottom to make 
  a Strength roll and the one above to make an 
  Agility roll. Both heroes must repeat their rolls 
  (with a +2 bonus) each round to maintain that 
  position. It counts as an extra action. From the 
  ﬁ fth round, this is no longer necessary — the 
  water is so high that the heroes can easily swim 
  to the sensor. 
  3. 
  Open the Panel. The sensor is protected by 
  a panel that must be removed. Normally this 
  would not require a roll, but the hero is in a 
  high stress situation, so an Agility or Repair roll 
  (player’s choice) must be made.
  4. 
  Fool the Sensor. The sensor must be hacked 
  in order to tell the balance system the room is 
  now full. It requires a Lockpicking or a Repair 
  (–4) roll. A hero with the McGyver or Thief 
  Edge gains +2 to the roll. Once the sensor is 
  deceived, the water stops ﬂ owing and, after a 
  few moments, starts draining through hidden 
  conduits in the ﬂ oor. When the room is empty, 
  the two doors open.
  An alternative way to get out of this situation is by 
  breaking through the doors. They are very strong (Tough-
  ness 10) and multilayered, so the party must deal three 
  Wounds to destroy one of them.
  If, at the end of the sixth round, the heroes have not 
  escaped, they start drowning. There is no air, so no Swim-
  ming roll is possible. Each hero must make a Vigor roll 
  each round or take a level of Fatigue. When Incapacitated, 
  a hero dies, but he can be revived with a Healing (–4) roll 
  if medical care is provided within three rounds. 
  Each round, draw a card from the action deck. If it is 
  a Diamond, Silon Guy and Rollan Gan open the doors 
  through which the party originally entered. They are 
  overwhelmed by so much water that they are useless in 
  the following scenes, but they have saved the heroes! 
  The two men are here because, ashamed of their 
  cowardice, they followed the heroes’ tracks through the 
  palace.
  Drowning Fatigue is recovered at a rate of one level 
  per scene.
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  25
  25
  Now the party must rush. The super cannon is now in 
  position and will soon be activated!
  SCENE 3: DEATH OF A PRINCE
  SCENE 3: DEATH OF A PRINCE
  You run down empty corridors. There is no one 
  around, all the enemies must be gathered in the 
  super cannon’s main control room. 
  You rush past many rooms and hallways. The 
  palace must have been amazingly beautiful once, 
  but now it is in ruins and you have no time to 
  explore it!
  In the end, you ﬁ nd the control room.
  It is a large hall, but it seems much smaller due 
  the huge technological devices crammed inside 
  it. A big, inverted electronic cusp points toward 
  the center of the room, where a single chair sits. 
  Chained here, in a very uncomfortable position, is 
  Salandra! The end of the cusp emits a ray of light 
  pointed directly at her head. This must be very 
  painful, because the girl is crying and groaning. 
  All around there are benches brimming with elab-
  orators and computers of strange manufacture, 
  tended by silver aliens. A huge holoprojection 
  placed above one of the benches shows the super 
  cannon outside. Its tip shimmers an intense white 
  light.
  Hast and Holo Both are shocked by your sudden 
  arrival.
  “It’s not possible! You again!” the evil mastermind 
  shouts. “Royal guards! Kill them all! The process is 
  nearly ﬁ nished!”
  At this command, a group of heavily armored sil-
  ver aliens draws their weapons and attacks. You 
  must save Salandra, and you must do it before 
  the terrible weapon sucks her life away!
  This is the ﬁ nal battle of the scenario!
  The room is quite large, 18” by 18”. There is a single 
  door, 4” wide, in the center of the southern wall, through 
  which the party entered.
  The seat where Salandra is chained sits in the very 
  center of the room. It is a 2” by 2” space. 
  Place the heroes within 3” of the door.
  Hast is beside one of the northern computer benches 
  (see below). He intently monitors the instruments and 
  does not join in the ﬁ ght until Salandra is set free. Until 
  then, he only shouts orders (making use of his Leader-
  ship Edges). Holo Both, cowardly as ever, hides behind 
  a computer bench until the end of the ﬁ ght. The clumsy 
  droid still has a part to play in this story.
  The Royal guards are placed at the four corners of the 
  room. They run as fast as they can toward the heroes to 
  engage them in melee.   
  The other aliens are evenly divided along the com-
  puter benches. They are not ready to ﬁ ght at this time, so 
  they start the round with weapons sheathed.
  Salandra. Freeing Salandra requires you to reach her 
  seat and spend two rounds untying her bonds (reduced 
  to one with a successful Agility (–2) roll). The party only 
  has seven rounds to free Salandra. To make this clear, 
  each round until set free, Salandra screams in pain and 
  Hast gloats, encouraging his followers to resist a little 
  more.
   If at the start of the seventh round Salandra is still 
  bound, she dies. At this point, even Hast joins the ﬁ ght. 
  Being galvanized by the success of his plan, he gains an 
  extra benny. 
  Otherwise, when Salandra freed, she takes a weapon 
  from a fallen enemy and joins the ﬁ ght! Maybe the effect 
  of being in her ancestors’ palace or the idea of facing such 
  a hated enemy rekindles her grandmother’s spirit within 
  her! She has the Command, Inspire and Hold the Line 
  Edges until the end of the ﬁ ght. Contrary to the standard 
  rules, even the heroes are affected by these Edges for the 
  duration of the battle. In addition, when she picks up a 
  weapon for the ﬁ rst time, all enemies within 6” of her 
  must make a Spirit roll or be panicked.
  The ﬁ ght ends when Hast is dispatched. At this point, 
  go to the last scene (Scene 4).
   Silver Alien (1 per hero):  See page 30.
   Enhanced Silver Alien (2):  See page 28.
   Rannite Royal Guards (1 per hero):  See page 
  29.
   Hast, Last Rannite Prince:  See page 28.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Computer Benches: These benches are full of tech-
  nological instruments and similar objects. They count as 
  Light Cover (–1), have Toughness 6, and are considered 
  difﬁ cult terrain. An energy attack hitting one of them is 
  very likely to produce a discharge. If a computer bench 
  is damaged, any character within 1” suffers 2d6 damage 
  from a voltaic arc. The damage is considered dealt by an 
  Extra. Each computer bench is 6” long and 2” wide. Place 
  eight of them on the map, to form a square perimeter 
  around Salandra’s seat. Leave a 2” gap between each 
  bench.
  * Salandra’s Seat: This uncomfortable seat has vari-
  ous constriction devices installed (handcuffs, straps and 
  similar things). It is sturdy (Toughness 10) and grants 
  Medium Cover (–2) to anyone near it. Place it at the cen-
  ter of the room.
  * Cusp: The cusp takes up almost the entire ceiling 
  of the room with its tip dropping almost to the ﬂ oor, so 
  it can hinder shooting trajectories. The cusp has Tough-
  ness 6 and three Wounds. A hero can willingly shoot it 
  (+2 due to its Large size) or it can be hit by stray shots. 
  For this ﬁ ght, tweak the Innocent Bystander rule so that 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  25
  25
  Now the party must rush. The super cannon is now in 
  position and will soon be activated!
  SCENE 3: DEATH OF A PRINCE
  SCENE 3: DEATH OF A PRINCE
  You run down empty corridors. There is no one 
  around, all the enemies must be gathered in the 
  super cannon’s main control room. 
  You rush past many rooms and hallways. The 
  palace must have been amazingly beautiful once, 
  but now it is in ruins and you have no time to 
  explore it!
  In the end, you ﬁ nd the control room.
  It is a large hall, but it seems much smaller due 
  the huge technological devices crammed inside 
  it. A big, inverted electronic cusp points toward 
  the center of the room, where a single chair sits. 
  Chained here, in a very uncomfortable position, is 
  Salandra! The end of the cusp emits a ray of light 
  pointed directly at her head. This must be very 
  painful, because the girl is crying and groaning. 
  All around there are benches brimming with elab-
  orators and computers of strange manufacture, 
  tended by silver aliens. A huge holoprojection 
  placed above one of the benches shows the super 
  cannon outside. Its tip shimmers an intense white 
  light.
  Hast and Holo Both are shocked by your sudden 
  arrival.
  “It’s not possible! You again!” the evil mastermind 
  shouts. “Royal guards! Kill them all! The process is 
  nearly ﬁ nished!”
  At this command, a group of heavily armored sil-
  ver aliens draws their weapons and attacks. You 
  must save Salandra, and you must do it before 
  the terrible weapon sucks her life away!
  This is the ﬁ nal battle of the scenario!
  The room is quite large, 18” by 18”. There is a single 
  door, 4” wide, in the center of the southern wall, through 
  which the party entered.
  The seat where Salandra is chained sits in the very 
  center of the room. It is a 2” by 2” space. 
  Place the heroes within 3” of the door.
  Hast is beside one of the northern computer benches 
  (see below). He intently monitors the instruments and 
  does not join in the ﬁ ght until Salandra is set free. Until 
  then, he only shouts orders (making use of his Leader-
  ship Edges). Holo Both, cowardly as ever, hides behind 
  a computer bench until the end of the ﬁ ght. The clumsy 
  droid still has a part to play in this story.
  The Royal guards are placed at the four corners of the 
  room. They run as fast as they can toward the heroes to 
  engage them in melee.   
  The other aliens are evenly divided along the com-
  puter benches. They are not ready to ﬁ ght at this time, so 
  they start the round with weapons sheathed.
  Salandra. Freeing Salandra requires you to reach her 
  seat and spend two rounds untying her bonds (reduced 
  to one with a successful Agility (–2) roll). The party only 
  has seven rounds to free Salandra. To make this clear, 
  each round until set free, Salandra screams in pain and 
  Hast gloats, encouraging his followers to resist a little 
  more.
   If at the start of the seventh round Salandra is still 
  bound, she dies. At this point, even Hast joins the ﬁ ght. 
  Being galvanized by the success of his plan, he gains an 
  extra benny. 
  Otherwise, when Salandra freed, she takes a weapon 
  from a fallen enemy and joins the ﬁ ght! Maybe the effect 
  of being in her ancestors’ palace or the idea of facing such 
  a hated enemy rekindles her grandmother’s spirit within 
  her! She has the Command, Inspire and Hold the Line 
  Edges until the end of the ﬁ ght. Contrary to the standard 
  rules, even the heroes are affected by these Edges for the 
  duration of the battle. In addition, when she picks up a 
  weapon for the ﬁ rst time, all enemies within 6” of her 
  must make a Spirit roll or be panicked.
  The ﬁ ght ends when Hast is dispatched. At this point, 
  go to the last scene (Scene 4).
   Silver Alien (1 per hero):  See page 30.
   Enhanced Silver Alien (2):  See page 28.
   Rannite Royal Guards (1 per hero):  See page 
  29.
   Hast, Last Rannite Prince:  See page 28.
  TERRAIN AND PROPS
  TERRAIN AND PROPS
  * Computer Benches: These benches are full of tech-
  nological instruments and similar objects. They count as 
  Light Cover (–1), have Toughness 6, and are considered 
  difﬁ cult terrain. An energy attack hitting one of them is 
  very likely to produce a discharge. If a computer bench 
  is damaged, any character within 1” suffers 2d6 damage 
  from a voltaic arc. The damage is considered dealt by an 
  Extra. Each computer bench is 6” long and 2” wide. Place 
  eight of them on the map, to form a square perimeter 
  around Salandra’s seat. Leave a 2” gap between each 
  bench.
  * Salandra’s Seat: This uncomfortable seat has vari-
  ous constriction devices installed (handcuffs, straps and 
  similar things). It is sturdy (Toughness 10) and grants 
  Medium Cover (–2) to anyone near it. Place it at the cen-
  ter of the room.
  * Cusp: The cusp takes up almost the entire ceiling 
  of the room with its tip dropping almost to the ﬂ oor, so 
  it can hinder shooting trajectories. The cusp has Tough-
  ness 6 and three Wounds. A hero can willingly shoot it 
  (+2 due to its Large size) or it can be hit by stray shots. 
  For this ﬁ ght, tweak the Innocent Bystander rule so that 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  26
  26
  a 1 scored on the Shooting die hits the Cusp instead 
  of the proper target. When the cusp has suffered three 
  Wounds, it breaks and falls to the ground. Place a Large 
  Burst Template centered on Salandra’s seat to represent 
  the impact area. Any character under the template must 
  make an Agility (–4) roll or suffer 2d8 damage dealt from 
  a Wild Card. Place the successful characters just outside 
  the template.
  SCENE 4: A FAITHFUL SERVANT
  SCENE 4: A FAITHFUL SERVANT
  Finally, when Hast (this mad, twisted creature) 
  falls, a terrible shout of pain echoes throughout 
  the room.
  “Nooo! Master!” Holo Both leaves the safe place 
  where he has been cowardly hiding during the 
  ﬁ ght and embraces his master’s dead body.
  Copious tears ﬂ ow down his fat droid face.
  “I was your ﬁ rst creation, master! You built me 
  so long ago! I have been at your side throughout 
  your life! I will do the same in death!”
  At this point, the clumsy droid points a ﬁ nger at 
  you.
  “You! You think you have won, but you are dead! 
  Dead!”
  Holo Both tears away his clothes revealing what 
  his potbelly contains —a huge bomb!
  “Yes,” The servant continues, “it is a graviton 
  bomb, powerful enough to destroy this whole ac-
  cursed palace! My prince placed it inside me when 
  he was only a boy, to spare us both the shame of 
  defeat!”
  “Now you are doomed! Doomed!” the droid 
  laughs hysterically. It seems madness has passed 
  from the master’s mind to the minion’s.
  There is a display on the droid’s belly. It ﬂ ashes 
  “00:05:00.” Very little time if you had to leave the 
  planet, but the droid doesn’t know that your ship 
  is very close to the palace. 
  “Come on!” Salandra encourages you “We can do 
  it!”
  “No! You will not leave! This palace will be your 
  tomb!” Holo Both runs to the computers and starts 
  frantically pushing buttons. 
  Disabling the bomb is impossible. Holo Both will 
  not ﬁ ght the heroes, if they try to hack into his gut. The 
  droid cannot interfere with the bomb’s timer (otherwise 
  the party would be reduced to particles by now) and a 
  security system built into the device will make it explode 
  immediately if damaged. Finding the device requires a 
  Lockpicking or Notice (–2) roll. Disarming the bomb 
  requires speciﬁ c tools the party does not have. Each at-
  tempt at inspecting or disarming the bomb costs a round. 
  It is precious time that must be counted in regards to the 
  imminent chase (see below).
  When the players finally decide to run away, the 
  chase begins.
  As there are no real pursuers, the situation varies 
  somewhat from the standard Chase rules. Place eight 
  tokens on the table to represent Range Increments. 
  Each Range Increment equates to 5” on the tabletop.
  Use a different color token for the eighth incre-
  ment to represent the Blazing Star. 
  Place the heroes and Salandra on the first Range 
  Increment. Salandra is still in the peculiar state of 
  mind of the previous scene so she encourages the he-
  roes to do their best. Salandra, and each hero within 
  two Range Increments of the actress, gain +1 to the 
  Chase roll.
  Take a d10 and place it near the chase markers, 
  with the top face showing a 9.  It represents the 
  countdown. At the end of each round, reduce the 
  die result by one until it reaches zero. At this point, 
  run another round, and then remove the die from 
  the table. The bomb then explodes. Consult the fol-
  lowing table to determine the outcome of the chase. 
  Check the Range Increment on which each hero is 
  standing to discover his fate.
  Range Increment 
  Result
  1st-4th  
  Caught by the explosion.The 
  hero is dead!
  5th  
  2d10 damage from an Extra. 
  Just outside the main blast 
  area! 
  6th  
  2d8 damage from an Extra. On 
  the limit of the palace area!
  7th 
  2d6 damage from an Extra. 
  Near the starship! 
  8th 
  Aboard the Blazing Star.  The 
  hero is safe!
  Do not use the standard obstacles rules, instead, 
  whenever a hero draws a Club card from the action 
  deck as his first card, run the mini-scene below.
  If the heroes survive the explosion and get onto 
  the Blazing Star, go to The End.
  OBSTACLES TABLE
  OBSTACLES TABLE
  Deuce (–4) Trap:  Prince Hast placed a deadly 
  trap in the corridor where the hero is now passing. It 
  is a death ray, scanning the corridor at fixed intervals. 
  The hero must make a Notice (–2) roll to spot the 
  danger and an Agility (–4) roll to avoid it. In case of 
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  26
  26
  a 1 scored on the Shooting die hits the Cusp instead 
  of the proper target. When the cusp has suffered three 
  Wounds, it breaks and falls to the ground. Place a Large 
  Burst Template centered on Salandra’s seat to represent 
  the impact area. Any character under the template must 
  make an Agility (–4) roll or suffer 2d8 damage dealt from 
  a Wild Card. Place the successful characters just outside 
  the template.
  SCENE 4: A FAITHFUL SERVANT
  SCENE 4: A FAITHFUL SERVANT
  Finally, when Hast (this mad, twisted creature) 
  falls, a terrible shout of pain echoes throughout 
  the room.
  “Nooo! Master!” Holo Both leaves the safe place 
  where he has been cowardly hiding during the 
  ﬁ ght and embraces his master’s dead body.
  Copious tears ﬂ ow down his fat droid face.
  “I was your ﬁ rst creation, master! You built me 
  so long ago! I have been at your side throughout 
  your life! I will do the same in death!”
  At this point, the clumsy droid points a ﬁ nger at 
  you.
  “You! You think you have won, but you are dead! 
  Dead!”
  Holo Both tears away his clothes revealing what 
  his potbelly contains —a huge bomb!
  “Yes,” The servant continues, “it is a graviton 
  bomb, powerful enough to destroy this whole ac-
  cursed palace! My prince placed it inside me when 
  he was only a boy, to spare us both the shame of 
  defeat!”
  “Now you are doomed! Doomed!” the droid 
  laughs hysterically. It seems madness has passed 
  from the master’s mind to the minion’s.
  There is a display on the droid’s belly. It ﬂ ashes 
  “00:05:00.” Very little time if you had to leave the 
  planet, but the droid doesn’t know that your ship 
  is very close to the palace. 
  “Come on!” Salandra encourages you “We can do 
  it!”
  “No! You will not leave! This palace will be your 
  tomb!” Holo Both runs to the computers and starts 
  frantically pushing buttons. 
  Disabling the bomb is impossible. Holo Both will 
  not ﬁ ght the heroes, if they try to hack into his gut. The 
  droid cannot interfere with the bomb’s timer (otherwise 
  the party would be reduced to particles by now) and a 
  security system built into the device will make it explode 
  immediately if damaged. Finding the device requires a 
  Lockpicking or Notice (–2) roll. Disarming the bomb 
  requires speciﬁ c tools the party does not have. Each at-
  tempt at inspecting or disarming the bomb costs a round. 
  It is precious time that must be counted in regards to the 
  imminent chase (see below).
  When the players finally decide to run away, the 
  chase begins.
  As there are no real pursuers, the situation varies 
  somewhat from the standard Chase rules. Place eight 
  tokens on the table to represent Range Increments. 
  Each Range Increment equates to 5” on the tabletop.
  Use a different color token for the eighth incre-
  ment to represent the Blazing Star. 
  Place the heroes and Salandra on the first Range 
  Increment. Salandra is still in the peculiar state of 
  mind of the previous scene so she encourages the he-
  roes to do their best. Salandra, and each hero within 
  two Range Increments of the actress, gain +1 to the 
  Chase roll.
  Take a d10 and place it near the chase markers, 
  with the top face showing a 9.  It represents the 
  countdown. At the end of each round, reduce the 
  die result by one until it reaches zero. At this point, 
  run another round, and then remove the die from 
  the table. The bomb then explodes. Consult the fol-
  lowing table to determine the outcome of the chase. 
  Check the Range Increment on which each hero is 
  standing to discover his fate.
  Range Increment 
  Result
  1st-4th  
  Caught by the explosion.The 
  hero is dead!
  5th  
  2d10 damage from an Extra. 
  Just outside the main blast 
  area! 
  6th  
  2d8 damage from an Extra. On 
  the limit of the palace area!
  7th 
  2d6 damage from an Extra. 
  Near the starship! 
  8th 
  Aboard the Blazing Star.  The 
  hero is safe!
  Do not use the standard obstacles rules, instead, 
  whenever a hero draws a Club card from the action 
  deck as his first card, run the mini-scene below.
  If the heroes survive the explosion and get onto 
  the Blazing Star, go to The End.
  OBSTACLES TABLE
  OBSTACLES TABLE
  Deuce (–4) Trap:  Prince Hast placed a deadly 
  trap in the corridor where the hero is now passing. It 
  is a death ray, scanning the corridor at fixed intervals. 
  The hero must make a Notice (–2) roll to spot the 
  danger and an Agility (–4) roll to avoid it. In case of 
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  27
  27
  failure, he suffers 2d8 damage from a Wildcard. The 
  Agility roll also counts as Chase roll.
  Three (–2) Droid Patrol:  A small group of silver 
  aliens (totally unaware of the bomb) spies the hero 
  running down a corridor and starts shooting! They 
  join in the chase, pursuing the party. Place them three 
  Range Increments behind the hero. The aliens move 
  as a whole group, using Agility (d6) and the Wild Die 
  for the Chase roll.  They shoot if within two Range 
  Increments of a character.
   Silver Alien (3):  See page 30.
  Four (–2) Blocked Door: Using the control 
  room’s computers, Holo Both remotely closes a door 
  right in front of the hero! The mad laughter of the 
  droid rings out over the loudspeakers. The door can 
  be opened with a Lockpicking (–2) roll or smashed 
  in with a Strength (–2) roll.  Place a counter on this 
  Range Increment. Until the door is opened (or de-
  stroyed), no one can advance further than this Range 
  Increment. Once the door is open, the hero can do a 
  standard Chase roll.
  Five (–2) Water Wave:  Holo Both deviates the wa-
  ter from another super cannon compensation room 
  to the hero’s location. A big wave of water is suddenly 
  crashing over him! This round he uses Strength for 
  the Chase roll. In case of failure, he is also Shaken.
  Six (–2) Wrong Turn:  The hero took a wrong 
  turn at the last crossroads and the others followed! 
  This round the hero uses Smarts for their Chase roll, 
  as does every other player that is behind him. 
  Seven (–1) Rollan Gan:  The absent-minded 
  movie director could not resist the desire to see old 
  Salandra’s ancient palace.  He got lost, of course. 
  Luckily, the hero finds him in time! Add another 
  counter to the Chase track to represent Rollan Gan. 
  He joins the Chase on the Range Increment where 
  the hero is currently. If Rollan Gan saved the party 
  from the compensation chamber (see Act 4, scene 
  2), he is Fatigued. Immediately give a benny to the 
  player for this display of heroism.
  Eight (–1) Slippery Stairs:  The old stairs are 
  slippery. If the hero fails an Agility roll, he falls. This 
  costs–2 to all rolls for the next round.
  Nine (–1) Poisonous Gas:  Colored smoke rises 
  out from under the floor. The hero starts coughing 
  as he hears Holo Both laughing through the speak-
  ers. The character must make a Vigor roll or suffer a 
  Fatigue level for the remainder of the Chase. Roll as 
  normal for the Chase. 
  Ten (–1) Fleeing Aliens!:  A large group of Ran-
  nite droids, somehow warned of the incoming dan-
  ger, is running away! They do not stop to bother the 
  hero; they only flee, blocking the character’s path. 
  The hero can stop for a round (he does not advance 
  this round) or he can try to move between them. This 
  round, the Chase roll is based on Strength. In case of 
  failure, the hero is knocked prone and is automati-
  cally Shaken.  
  Jack (0) Hidden Guns:  Holo Both activates 
  another secret defense system, a series of blasters 
  concealed in the very corridor the hero is currently 
  running down! The guns have Shooting d8, deal 2d8 
  damage from an Extra and count as suppressive fire. 
  Place a counter on this marker to remind you of the 
  position of the guns. Every hero moving through here 
  suffers that damage.  
  Queen (0) Hoverbike!:  Someone left a hoverbike 
  parked in a corridor! The hover vehicle can transport 
  up to two people. From now on, use Piloting for the 
  Chase roll with a +2 bonus due to the increased 
  speed. Getting onto the bike and starting it requires 
  a full round. Otherwise, run the Chase as usual.
  King (0) Shortcut:  The character finds a shortcut! 
  It can be a side passage, a safety door or something 
  else. This round he gains a Range Increment for each 
  success and raise. Otherwise, if the Chase roll fails, 
  he loses a Range Increment.
  Ace (0) Old Salandra’s Statue:  The hero finds 
  a huge statue of old Salandra. If young Salandra is 
  within a Range Increment of the hero, she asks him 
  to wait. The next round, Salandra examines the stat-
  ue driven by some strange instinct and finds a secret 
  passage! Roll a d4+1. This is the number of Range 
  Increments Salandra, and all the heroes with her, im-
  mediately advance. 
  THE END
  THE END
  The following text supposes that the heroes have 
  reached their ship in time. Otherwise, you will have to 
  tweak it to reﬂ ect the actual situation.
  You board the Blazing Star and take off just in 
  time to see Salandra’s old palace being destroyed 
  by a massive explosion. 
  Neither Khors nor Rannites will rule this planet 
  ever again.
  Young Salandra winces at the sight, and then relax-
  es, as if an external spirit has ﬁ nally released her.
  A few minutes later, she starts complaining about 
  the Blazing Star’s bathrooms and the smallness of 
  the staterooms.
  She is back to the old Salandra you all know.
  You jump into hyperspace, traveling on towards 
  better pastures.
  Months later, “The Space Adventures of Salandra 
  Sash” is released, becoming an immediate blockbuster. 
  Silon Guy pays for all the repairs to the Blazing Star and 
  gives the party a conspicuous sum of cash: $6,000.
  The heroes do appear in a couple scenes in the movie, 
  so they are now famous! 
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  27
  27
  failure, he suffers 2d8 damage from a Wildcard. The 
  Agility roll also counts as Chase roll.
  Three (–2) Droid Patrol:  A small group of silver 
  aliens (totally unaware of the bomb) spies the hero 
  running down a corridor and starts shooting! They 
  join in the chase, pursuing the party. Place them three 
  Range Increments behind the hero. The aliens move 
  as a whole group, using Agility (d6) and the Wild Die 
  for the Chase roll.  They shoot if within two Range 
  Increments of a character.
   Silver Alien (3):  See page 30.
  Four (–2) Blocked Door: Using the control 
  room’s computers, Holo Both remotely closes a door 
  right in front of the hero! The mad laughter of the 
  droid rings out over the loudspeakers. The door can 
  be opened with a Lockpicking (–2) roll or smashed 
  in with a Strength (–2) roll.  Place a counter on this 
  Range Increment. Until the door is opened (or de-
  stroyed), no one can advance further than this Range 
  Increment. Once the door is open, the hero can do a 
  standard Chase roll.
  Five (–2) Water Wave:  Holo Both deviates the wa-
  ter from another super cannon compensation room 
  to the hero’s location. A big wave of water is suddenly 
  crashing over him! This round he uses Strength for 
  the Chase roll. In case of failure, he is also Shaken.
  Six (–2) Wrong Turn:  The hero took a wrong 
  turn at the last crossroads and the others followed! 
  This round the hero uses Smarts for their Chase roll, 
  as does every other player that is behind him. 
  Seven (–1) Rollan Gan:  The absent-minded 
  movie director could not resist the desire to see old 
  Salandra’s ancient palace.  He got lost, of course. 
  Luckily, the hero finds him in time! Add another 
  counter to the Chase track to represent Rollan Gan. 
  He joins the Chase on the Range Increment where 
  the hero is currently. If Rollan Gan saved the party 
  from the compensation chamber (see Act 4, scene 
  2), he is Fatigued. Immediately give a benny to the 
  player for this display of heroism.
  Eight (–1) Slippery Stairs:  The old stairs are 
  slippery. If the hero fails an Agility roll, he falls. This 
  costs–2 to all rolls for the next round.
  Nine (–1) Poisonous Gas:  Colored smoke rises 
  out from under the floor. The hero starts coughing 
  as he hears Holo Both laughing through the speak-
  ers. The character must make a Vigor roll or suffer a 
  Fatigue level for the remainder of the Chase. Roll as 
  normal for the Chase. 
  Ten (–1) Fleeing Aliens!:  A large group of Ran-
  nite droids, somehow warned of the incoming dan-
  ger, is running away! They do not stop to bother the 
  hero; they only flee, blocking the character’s path. 
  The hero can stop for a round (he does not advance 
  this round) or he can try to move between them. This 
  round, the Chase roll is based on Strength. In case of 
  failure, the hero is knocked prone and is automati-
  cally Shaken.  
  Jack (0) Hidden Guns:  Holo Both activates 
  another secret defense system, a series of blasters 
  concealed in the very corridor the hero is currently 
  running down! The guns have Shooting d8, deal 2d8 
  damage from an Extra and count as suppressive fire. 
  Place a counter on this marker to remind you of the 
  position of the guns. Every hero moving through here 
  suffers that damage.  
  Queen (0) Hoverbike!:  Someone left a hoverbike 
  parked in a corridor! The hover vehicle can transport 
  up to two people. From now on, use Piloting for the 
  Chase roll with a +2 bonus due to the increased 
  speed. Getting onto the bike and starting it requires 
  a full round. Otherwise, run the Chase as usual.
  King (0) Shortcut:  The character finds a shortcut! 
  It can be a side passage, a safety door or something 
  else. This round he gains a Range Increment for each 
  success and raise. Otherwise, if the Chase roll fails, 
  he loses a Range Increment.
  Ace (0) Old Salandra’s Statue:  The hero finds 
  a huge statue of old Salandra. If young Salandra is 
  within a Range Increment of the hero, she asks him 
  to wait. The next round, Salandra examines the stat-
  ue driven by some strange instinct and finds a secret 
  passage! Roll a d4+1. This is the number of Range 
  Increments Salandra, and all the heroes with her, im-
  mediately advance. 
  THE END
  THE END
  The following text supposes that the heroes have 
  reached their ship in time. Otherwise, you will have to 
  tweak it to reﬂ ect the actual situation.
  You board the Blazing Star and take off just in 
  time to see Salandra’s old palace being destroyed 
  by a massive explosion. 
  Neither Khors nor Rannites will rule this planet 
  ever again.
  Young Salandra winces at the sight, and then relax-
  es, as if an external spirit has ﬁ nally released her.
  A few minutes later, she starts complaining about 
  the Blazing Star’s bathrooms and the smallness of 
  the staterooms.
  She is back to the old Salandra you all know.
  You jump into hyperspace, traveling on towards 
  better pastures.
  Months later, “The Space Adventures of Salandra 
  Sash” is released, becoming an immediate blockbuster. 
  Silon Guy pays for all the repairs to the Blazing Star and 
  gives the party a conspicuous sum of cash: $6,000.
  The heroes do appear in a couple scenes in the movie, 
  so they are now famous! 
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  28
  28
  Once in every future scenario, one of the players can 
  claim his hero is recognized for his participation in the 
  ﬁ lm, adding +2 to his Charisma for the remainder of the 
  scene.
  THE CAST
  THE CAST
  ENHANCED SILVER ALIEN (DROID)
  ENHANCED SILVER ALIEN (DROID)
  These droids are better versions of Hast’s standard 
  droids. The Rannite prince himself programmed each 
  unit of this model, making them truly unique. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d8, Piloting 
  d8, Shooting d8.
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 8
  Hindrances: Loyal.
  Edges: Block, Dodge.
  Gear: Blaster riﬂ e (Range: 15/30/60, Damage: 2d8, ROF 
  1, AP 1, semi-auto), blaster pistol (Range: 12/24/48, Dam-
  age: 2d6, semi-auto), Rannite energy mace (Str+d6, AP 
  2). 
  Special abilities:
  * Construct: It has +2 to Toughness and to recovering 
  from being Shaken. It is immune to called shots, poi-
  sons and psychological effects.
  HAST, LAST RANNITE PRINCE (WC)
  HAST, LAST RANNITE PRINCE (WC)
  Hast is the last surviving member of the Rannite royal 
  family. His relatives were all killed by old Salandra via a 
  lethal change to the radiation pattern of Khoras’s sun. He 
  survived thanks to a genetic mutation that also increased 
  his lifespan, but it left him hideously scarred.
  Hast is a genius in droid construction, an attitude 
  enhanced by his solipsistic nature (his belief that no in-
  telligence of note exists beyond his own mind). As there 
  were no true Rannites anymore, because all of them had 
  left the planet and abandoned their culture, Hast rebuilt 
  them: a legion of faithful sophisticated droids perfectly 
  rendered to resemble his former people.
  Hast is armed with the Fist of Power, an energy weap-
  on directly linked and powered by his armor. It works as 
  a melee weapon, producing a ﬁ st-sized forceﬁ eld, and as 
  a ranged one, shooting energy bolts. 
  Rannite Royal Family:  Like all the members of the 
  Rannite royal family, Hast possesses the psionic ability to 
  manipulate darkness. He has no Power Points; instead, 
  he can use his Powers a ﬁ xed number of times. Powers 
  with a standard duration of (3/1) last three rounds.  
  Attributes: Agility d6, Smarts d12, Spirit d10, Strength 
  d6, Vigor d6
  Skills: Fighting d10, Intimidation d10, Knowledge (Ro-
  botics) d12+2 Persuasion d8, Shooting d10, Taunt d10.
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 9(4)
  Edges: Arcane Background (Psionics), Command, Dead 
  shot, Level Headed, Master (Robotics), Trademark weap-
  on (Fist of Power).
  Hindrances: Delusional (major — sometimes he thinks 
  he is living in the times of old Salandra), Ugly, Vow (ma-
  jor — rebuild the Rannite dynasty and destroy the Khors 
  royal family).
  Gear: Black enhanced body armor (+4), Fist of power 
  (as melee weapon: Str+d10, ignores Strength require-
  ments; as energy weapon: Range: 15/30/60, Damage: 
  2d8, ROF 2, AP 2), long mantle.
  Powers: 1 x obscure (area of light negation), 1 x lower 
  trait (engulf a target in darkness), 1 x deﬂ ection (shroud 
  of darkness).
  HOLO BOTH
  HOLO BOTH
  Holo Both is the ﬁ rst creation of Hast, last prince of 
  the Rannites, who built him in his teenage years. This 
  droid is far from being perfect. He is fat, clumsy and not 
  very smart, but he makes up for these faults with his total 
  dedication. For the current mission, Hast has disguised 
  his synthetic nature with artiﬁ cial skin that renders him 
  indistinguishable from a human.
  Attributes: Agility d4, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Piloting d4, Persuasion 
  d8, Shooting d4, Stealth d8.
  Charisma: 0; Pace: 5; Parry: 4; Toughness: 8
  Hindrances: Loyal, Yellow, Obese.
  Gear: Vests. 
  Special abilities:
  * Construct: He has +2 to Toughness and to recover-
  ing from being Shaken. He is immune to called shots, 
  poisons and psychological effects.
  * Graviton bomb: Holo Both’s bloated appearance 
  is caused by a graviton bomb, capable of destroying 
  a rather vast area, hidden in his belly. Hast placed it 
  there to spare them both the shame of defeat, since 
  Holo will use the bomb only as a suicide weapon to 
  avenge his master’s death.
  HOULO SPAWN 
  HOULO SPAWN 
  A Houlo Spawn is a vegetable being of vaguely hu-
  manoid shape. It is almost mindless, and lives only to 
  eliminate any possible threat to the Houlo’s safety.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d10, Vigor d8
  Skills: Fighting d6, Notice d4, Throwing d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
  Special abilities:
  * Claws: Str+d4.
  * Construct: It has +2 to Toughness and to recovering 
  from being Shaken. It is immune to called shots, poi-
  sons and psychological effects.
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  28
  28
  Once in every future scenario, one of the players can 
  claim his hero is recognized for his participation in the 
  ﬁ lm, adding +2 to his Charisma for the remainder of the 
  scene.
  THE CAST
  THE CAST
  ENHANCED SILVER ALIEN (DROID)
  ENHANCED SILVER ALIEN (DROID)
  These droids are better versions of Hast’s standard 
  droids. The Rannite prince himself programmed each 
  unit of this model, making them truly unique. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d8, Piloting 
  d8, Shooting d8.
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 8
  Hindrances: Loyal.
  Edges: Block, Dodge.
  Gear: Blaster riﬂ e (Range: 15/30/60, Damage: 2d8, ROF 
  1, AP 1, semi-auto), blaster pistol (Range: 12/24/48, Dam-
  age: 2d6, semi-auto), Rannite energy mace (Str+d6, AP 
  2). 
  Special abilities:
  * Construct: It has +2 to Toughness and to recovering 
  from being Shaken. It is immune to called shots, poi-
  sons and psychological effects.
  HAST, LAST RANNITE PRINCE (WC)
  HAST, LAST RANNITE PRINCE (WC)
  Hast is the last surviving member of the Rannite royal 
  family. His relatives were all killed by old Salandra via a 
  lethal change to the radiation pattern of Khoras’s sun. He 
  survived thanks to a genetic mutation that also increased 
  his lifespan, but it left him hideously scarred.
  Hast is a genius in droid construction, an attitude 
  enhanced by his solipsistic nature (his belief that no in-
  telligence of note exists beyond his own mind). As there 
  were no true Rannites anymore, because all of them had 
  left the planet and abandoned their culture, Hast rebuilt 
  them: a legion of faithful sophisticated droids perfectly 
  rendered to resemble his former people.
  Hast is armed with the Fist of Power, an energy weap-
  on directly linked and powered by his armor. It works as 
  a melee weapon, producing a ﬁ st-sized forceﬁ eld, and as 
  a ranged one, shooting energy bolts. 
  Rannite Royal Family:  Like all the members of the 
  Rannite royal family, Hast possesses the psionic ability to 
  manipulate darkness. He has no Power Points; instead, 
  he can use his Powers a ﬁ xed number of times. Powers 
  with a standard duration of (3/1) last three rounds.  
  Attributes: Agility d6, Smarts d12, Spirit d10, Strength 
  d6, Vigor d6
  Skills: Fighting d10, Intimidation d10, Knowledge (Ro-
  botics) d12+2 Persuasion d8, Shooting d10, Taunt d10.
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 9(4)
  Edges: Arcane Background (Psionics), Command, Dead 
  shot, Level Headed, Master (Robotics), Trademark weap-
  on (Fist of Power).
  Hindrances: Delusional (major — sometimes he thinks 
  he is living in the times of old Salandra), Ugly, Vow (ma-
  jor — rebuild the Rannite dynasty and destroy the Khors 
  royal family).
  Gear: Black enhanced body armor (+4), Fist of power 
  (as melee weapon: Str+d10, ignores Strength require-
  ments; as energy weapon: Range: 15/30/60, Damage: 
  2d8, ROF 2, AP 2), long mantle.
  Powers: 1 x obscure (area of light negation), 1 x lower 
  trait (engulf a target in darkness), 1 x deﬂ ection (shroud 
  of darkness).
  HOLO BOTH
  HOLO BOTH
  Holo Both is the ﬁ rst creation of Hast, last prince of 
  the Rannites, who built him in his teenage years. This 
  droid is far from being perfect. He is fat, clumsy and not 
  very smart, but he makes up for these faults with his total 
  dedication. For the current mission, Hast has disguised 
  his synthetic nature with artiﬁ cial skin that renders him 
  indistinguishable from a human.
  Attributes: Agility d4, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Notice d6, Piloting d4, Persuasion 
  d8, Shooting d4, Stealth d8.
  Charisma: 0; Pace: 5; Parry: 4; Toughness: 8
  Hindrances: Loyal, Yellow, Obese.
  Gear: Vests. 
  Special abilities:
  * Construct: He has +2 to Toughness and to recover-
  ing from being Shaken. He is immune to called shots, 
  poisons and psychological effects.
  * Graviton bomb: Holo Both’s bloated appearance 
  is caused by a graviton bomb, capable of destroying 
  a rather vast area, hidden in his belly. Hast placed it 
  there to spare them both the shame of defeat, since 
  Holo will use the bomb only as a suicide weapon to 
  avenge his master’s death.
  HOULO SPAWN 
  HOULO SPAWN 
  A Houlo Spawn is a vegetable being of vaguely hu-
  manoid shape. It is almost mindless, and lives only to 
  eliminate any possible threat to the Houlo’s safety.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d10, Vigor d8
  Skills: Fighting d6, Notice d4, Throwing d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 8
  Special abilities:
  * Claws: Str+d4.
  * Construct: It has +2 to Toughness and to recovering 
  from being Shaken. It is immune to called shots, poi-
  sons and psychological effects.
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  29
  29
  * Improved Frenzy: The Houlo Spawn can make two 
  attacks each round without penalty.
  * Spitting: The Houlo Spawn spits a dangerous acidic 
  substance (Range: 6/12/18; Damage: 2d6).
  KANDAROON CENTURION (DROID) 
  KANDAROON CENTURION (DROID) 
  Kandaroon is a planet where the saurian races became 
  dominant. Savage and bloodthirsty, the Centurions are 
  bipedal lizards twice the size of a man, that act as leaders 
  and shock troops of Kandaroon’s inferior species. The 
  Kandaroon Wars ended a century ago with the defeat of 
  the saurians. From then on, they became isolationistic 
  and xenophobic. Salandra Sash, the popular heroine, 
  was the general of the Mercenary Guild who put an end 
  to the Kandaroon threat.
  This specimen is actually a droid, altered to be indis-
  tinguishable from a real Kandaroon Centurion.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength 
  d12+3, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d4, Shooting 
  d6, Throwing d6.
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 11
  Gear: Energy trident (as a melee weapon: Str+d8; as a 
  ranged weapon: range 10/20/40, damage: 2d6, ROF 1, 
  non-lethal damage), shield (+1 Parry), full helm (+3).
  Special abilities:
  * Construct: He has +2 to Toughness and to recover-
  ing from being Shaken. He is immune to called shots, 
  poisons and psychological effects.
  * Tail lash: The Centurion has a long, strong tail. He 
  can use this appendage to sweep all opponents be-
  hind him in a rectangle 3” wide and 6” long. This is a 
  standard Fighting attack that deals Str damage.
  * Size +3: The Centurion is over 9’ tall and of very 
  strong build.
  KANDAROON RAPTOR (DROID) 
  KANDAROON RAPTOR (DROID) 
  The Raptor is one of the smallest, but most cunning 
  species on Kandaroon. Nimble and very quick, it is 
  known for its excellent pack tactics.
  This specimen is only an animatronic puppet, but it 
  is very well made.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d4, Notice d6, Shooting 
  d6, Taunt d8.
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 6
  Gear: Energy whip (Str+d4, reach 2, non-lethal dam-
  age).
  Special abilities:
  * Construct: It has +2 to Toughness and to recovering 
  from being Shaken. It is immune to called shots, poi-
  sons and psychological effects.
  * Pack tactic: The Raptor is so good at ﬁ ghting in a 
  pack that it adds +1 to the Gang Up bonus up to a 
  maximum of +5.
  * Quick: It discards and redraws all initiative cards below 5.
  * Size -1: It is about the size of a dog.
  KAROAN KAN THE SMUGGLER
  KAROAN KAN THE SMUGGLER
  This strangely garbed fellow is one of the big-
  gest smartasses of the honored smuggler category. He is 
  perfectly capable of cheating his mother, but he respects 
  the unwritten rules of his work. He knows the heroes 
  fairly well. 
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d6, Persuasion d8, Piloting 
  d8, Knowledge (Shields) d6, Streetwise d8.
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 7 (1)
  Edges: Charismatic, Level Headed, First Strike.
  Hindrances: Code of Honor, Greedy.
  Gear: Kamoran rapier (Str+d4, AP 1), blaster pistol 
  (Range: 12/24/48, Damage: 2d6, ROF 1, semi-auto), fan-
  cy clothes, $ 2,000, starship (Bootlegger Reverse).
  RANNITE ROYAL GUARD (DROID)
  RANNITE ROYAL GUARD (DROID)
  This droid mimics the royal guards of the ancient Ran-
  nite nobility. In this case, its characteristic black ceremo-
  nial armor is mounted directly onto its body. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d8, Throw-
  ing d8.
  Charisma: 0; Pace: 5; Parry: 7; Toughness: 10 (2)
  Hindrances: Loyal.
  Edges: Frenzy.
  Gear: Rannite royal guard sword (Str+d8, AP 2), royal 
  guard armor (+2). 
  Special abilities:
  * Construct: He has +2 to Toughness and to recover-
  ing from being Shaken. He is immune to called shots 
  (except for his weakness described below), poisons 
  and psychological effects.
  * Built-In Energy Shield: The royal guard has a built-
  in energy shield in his left arm. It creates a ﬁ eld of 
  energy capable of stopping blaster weapons. It grants 
  +2 Toughness against this type of attack.
  * Fencer: The royal guard is expertly programmed in 
  sword ﬁ ghting and is able to assess and exploit any 
  gap in the defense of its enemies. Whenever an oppo-
  nent rolls a 1 on his Fighting die when attacking, the 
  royal guard gets an immediate free attack.
  * Weakness (Energy Projector): The energy shield 
  projector is quite fragile against melee weapon at-
  tacks. A Called Shot (-4) is required to hit this small 
  part, but the blow ignores the armor, deals +4 dam-
  age and eliminates the energy shield special ability 
  until the end of the scene.
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  29
  29
  * Improved Frenzy: The Houlo Spawn can make two 
  attacks each round without penalty.
  * Spitting: The Houlo Spawn spits a dangerous acidic 
  substance (Range: 6/12/18; Damage: 2d6).
  KANDAROON CENTURION (DROID) 
  KANDAROON CENTURION (DROID) 
  Kandaroon is a planet where the saurian races became 
  dominant. Savage and bloodthirsty, the Centurions are 
  bipedal lizards twice the size of a man, that act as leaders 
  and shock troops of Kandaroon’s inferior species. The 
  Kandaroon Wars ended a century ago with the defeat of 
  the saurians. From then on, they became isolationistic 
  and xenophobic. Salandra Sash, the popular heroine, 
  was the general of the Mercenary Guild who put an end 
  to the Kandaroon threat.
  This specimen is actually a droid, altered to be indis-
  tinguishable from a real Kandaroon Centurion.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength 
  d12+3, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d4, Shooting 
  d6, Throwing d6.
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 11
  Gear: Energy trident (as a melee weapon: Str+d8; as a 
  ranged weapon: range 10/20/40, damage: 2d6, ROF 1, 
  non-lethal damage), shield (+1 Parry), full helm (+3).
  Special abilities:
  * Construct: He has +2 to Toughness and to recover-
  ing from being Shaken. He is immune to called shots, 
  poisons and psychological effects.
  * Tail lash: The Centurion has a long, strong tail. He 
  can use this appendage to sweep all opponents be-
  hind him in a rectangle 3” wide and 6” long. This is a 
  standard Fighting attack that deals Str damage.
  * Size +3: The Centurion is over 9’ tall and of very 
  strong build.
  KANDAROON RAPTOR (DROID) 
  KANDAROON RAPTOR (DROID) 
  The Raptor is one of the smallest, but most cunning 
  species on Kandaroon. Nimble and very quick, it is 
  known for its excellent pack tactics.
  This specimen is only an animatronic puppet, but it 
  is very well made.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d4, Notice d6, Shooting 
  d6, Taunt d8.
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 6
  Gear: Energy whip (Str+d4, reach 2, non-lethal dam-
  age).
  Special abilities:
  * Construct: It has +2 to Toughness and to recovering 
  from being Shaken. It is immune to called shots, poi-
  sons and psychological effects.
  * Pack tactic: The Raptor is so good at ﬁ ghting in a 
  pack that it adds +1 to the Gang Up bonus up to a 
  maximum of +5.
  * Quick: It discards and redraws all initiative cards below 5.
  * Size -1: It is about the size of a dog.
  KAROAN KAN THE SMUGGLER
  KAROAN KAN THE SMUGGLER
  This strangely garbed fellow is one of the big-
  gest smartasses of the honored smuggler category. He is 
  perfectly capable of cheating his mother, but he respects 
  the unwritten rules of his work. He knows the heroes 
  fairly well. 
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d6, Persuasion d8, Piloting 
  d8, Knowledge (Shields) d6, Streetwise d8.
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 7 (1)
  Edges: Charismatic, Level Headed, First Strike.
  Hindrances: Code of Honor, Greedy.
  Gear: Kamoran rapier (Str+d4, AP 1), blaster pistol 
  (Range: 12/24/48, Damage: 2d6, ROF 1, semi-auto), fan-
  cy clothes, $ 2,000, starship (Bootlegger Reverse).
  RANNITE ROYAL GUARD (DROID)
  RANNITE ROYAL GUARD (DROID)
  This droid mimics the royal guards of the ancient Ran-
  nite nobility. In this case, its characteristic black ceremo-
  nial armor is mounted directly onto its body. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d8, Throw-
  ing d8.
  Charisma: 0; Pace: 5; Parry: 7; Toughness: 10 (2)
  Hindrances: Loyal.
  Edges: Frenzy.
  Gear: Rannite royal guard sword (Str+d8, AP 2), royal 
  guard armor (+2). 
  Special abilities:
  * Construct: He has +2 to Toughness and to recover-
  ing from being Shaken. He is immune to called shots 
  (except for his weakness described below), poisons 
  and psychological effects.
  * Built-In Energy Shield: The royal guard has a built-
  in energy shield in his left arm. It creates a ﬁ eld of 
  energy capable of stopping blaster weapons. It grants 
  +2 Toughness against this type of attack.
  * Fencer: The royal guard is expertly programmed in 
  sword ﬁ ghting and is able to assess and exploit any 
  gap in the defense of its enemies. Whenever an oppo-
  nent rolls a 1 on his Fighting die when attacking, the 
  royal guard gets an immediate free attack.
  * Weakness (Energy Projector): The energy shield 
  projector is quite fragile against melee weapon at-
  tacks. A Called Shot (-4) is required to hit this small 
  part, but the blow ignores the armor, deals +4 dam-
  age and eliminates the energy shield special ability 
  until the end of the scene.
  
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  30
  30
  ROLLAN GAN, 
  ROLLAN GAN, 
  HOLOMOVIE DIRECTOR
  HOLOMOVIE DIRECTOR
  This short man is one of the most talented holomovie 
  directors in this part of the galaxy. “The Space Adventures 
  of Salandra Sash” is his ﬁ fth ﬁ lm and will likely be an-
  other box-ofﬁ ce smash. Off-set, Rollan is absent-minded 
  and, being so immersed in his work, sometimes mistakes 
  real life for a movie scene.
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Knowledge (Film Production) d12, 
  Persuasion d6.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 4
  Edges: Luck.
  Hindrances: Bad Eyes (Minor — he wears a correcting 
  visor), Delusional (Minor — he sometimes mistakes real-
  ity for a movie), Small.
  Gear: Vests, correcting visor, datapad.
  SALANDRA SASH, 
  SALANDRA SASH, 
  HOLOMOVIE ACTRESS
  HOLOMOVIE ACTRESS
  Salandra Sash is a gorgeous girl with gold-bronze skin 
  and long blonde hair. She is quite popular as a holomovie 
  actress, but she is of noble origins, as well— her parents 
  once ruled Khoras, but they left her broke.
  Salandra is the granddaughter of the famous galaxy 
  heroine Salandra Sash, who fought in the Mercenary Guild 
  a century ago and later became a popular historical ﬁ gure. 
  Despite her young age, Salandra has used her con-
  nections and her appearance to build a rather impressive 
  acting career. She is known for having a very bad temper, 
  like many other movie stars.
  Khor’s Royal Family: Like all members of the Khors 
  royal family, Salandra possesses the psionic ability to 
  manipulate light. She has no Power Points; instead, she 
  can use her Powers a ﬁ xed number of times. Powers with 
  a standard duration of (3/1) last three rounds. The Light 
  Power lasts one hour.  
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor 
  d6
  Skills: Fighting d6, Intimidation d6, Persuasion d10, Taunt d6.
  Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
  Edges: Arcane Background (Psionics), Charismatic, Very 
  Attractive.
  Hindrances: Arrogant, Mean.
  Gear: Scant costume armor, prop lightsword (Str, breaks 
  on 1 on the Fighting die).
  Powers: 1 x light (light sphere), 1 x raise trait (light emanates 
  from Salandra, only on herself), 1 x stun (ﬂ ash of light).
  SECURITY GUARD 
  SECURITY GUARD 
  A hired guard. Very useful when the only threat is an 
  enthusiastic fan, but not a real soldier. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d6, Persua-
  sion d4, Shooting d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Blaster riﬂ e (Range: 15/30/60, Damage: 2d8, ROF 
  1, AP 1, semi-auto), armored vest (+1). 
  SILON GUY, 
  SILON GUY, 
  HOLOMOVIE PRODUCER
  HOLOMOVIE PRODUCER
  Tall, slender and attractive, Silon Guy uses his 
  money to do what he can do best: make more money! 
  He has invested a large portion of his personal funds to 
  ﬁ nance “The Space Adventures of Salandra Sash.”
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Piloting d6, Persuasion d8, Shooting 
  d4, Streetwise d6.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges: Charismatic, Connections (holomovie sector), 
  Rich.
  Hindrances: Arrogant.
  Gear: Expensive wardrobe, pocket blaster pistol (Range: 
  10/20/40, Damage: 2d6-1, ROF 1, semi-auto), space yacht 
  (Calypso).
  SILVER ALIEN (DROID)
  SILVER ALIEN (DROID)
  This droid is a product of the genius of Hast, 
  last prince of the Rannites. It is built with cutting edge 
  technology and it physically resembles a Rannite. Hast 
  made every droid look different depending on sex, ap-
  pearance and behavior. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Piloting 
  d6, Shooting d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Loyal.
  Gear: Blaster riﬂ e (Range: 15/30/60, Damage: 2d8, ROF 
  1, AP 1, semi-auto), blaster pistol (Range: 12/24/48, Dam-
  age: 2d6, ROF 1, semi-auto), Stun Grenades (5/10/20, 
  Damage: 3d6, MBT, non-lethal). 
  Special abilities:
  * Construct: It has a +2 to Toughness and to recover-
  ing from being Shaken. It is immune to called shots, 
  poisons and psychological effects.
  SKURA BEAST
  SKURA BEAST
  This ﬁ erce, cyclopean predator is a deep violet colored 
  bipedal saurian. Some specimens also sport pink stripes. 
  It has sharp teeth and claws, but it is feared mostly for its 
  single, green eye. Luckily, the beast is not very smart.
  DARING TALES OF THE SPACE LANES #06
  DARING TALES OF THE SPACE LANES #06
  30
  30
  ROLLAN GAN, 
  ROLLAN GAN, 
  HOLOMOVIE DIRECTOR
  HOLOMOVIE DIRECTOR
  This short man is one of the most talented holomovie 
  directors in this part of the galaxy. “The Space Adventures 
  of Salandra Sash” is his ﬁ fth ﬁ lm and will likely be an-
  other box-ofﬁ ce smash. Off-set, Rollan is absent-minded 
  and, being so immersed in his work, sometimes mistakes 
  real life for a movie scene.
  Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Knowledge (Film Production) d12, 
  Persuasion d6.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 4
  Edges: Luck.
  Hindrances: Bad Eyes (Minor — he wears a correcting 
  visor), Delusional (Minor — he sometimes mistakes real-
  ity for a movie), Small.
  Gear: Vests, correcting visor, datapad.
  SALANDRA SASH, 
  SALANDRA SASH, 
  HOLOMOVIE ACTRESS
  HOLOMOVIE ACTRESS
  Salandra Sash is a gorgeous girl with gold-bronze skin 
  and long blonde hair. She is quite popular as a holomovie 
  actress, but she is of noble origins, as well— her parents 
  once ruled Khoras, but they left her broke.
  Salandra is the granddaughter of the famous galaxy 
  heroine Salandra Sash, who fought in the Mercenary Guild 
  a century ago and later became a popular historical ﬁ gure. 
  Despite her young age, Salandra has used her con-
  nections and her appearance to build a rather impressive 
  acting career. She is known for having a very bad temper, 
  like many other movie stars.
  Khor’s Royal Family: Like all members of the Khors 
  royal family, Salandra possesses the psionic ability to 
  manipulate light. She has no Power Points; instead, she 
  can use her Powers a ﬁ xed number of times. Powers with 
  a standard duration of (3/1) last three rounds. The Light 
  Power lasts one hour.  
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor 
  d6
  Skills: Fighting d6, Intimidation d6, Persuasion d10, Taunt d6.
  Charisma: +4; Pace: 6; Parry: 5; Toughness: 5
  Edges: Arcane Background (Psionics), Charismatic, Very 
  Attractive.
  Hindrances: Arrogant, Mean.
  Gear: Scant costume armor, prop lightsword (Str, breaks 
  on 1 on the Fighting die).
  Powers: 1 x light (light sphere), 1 x raise trait (light emanates 
  from Salandra, only on herself), 1 x stun (ﬂ ash of light).
  SECURITY GUARD 
  SECURITY GUARD 
  A hired guard. Very useful when the only threat is an 
  enthusiastic fan, but not a real soldier. 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice d6, Persua-
  sion d4, Shooting d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Blaster riﬂ e (Range: 15/30/60, Damage: 2d8, ROF 
  1, AP 1, semi-auto), armored vest (+1). 
  SILON GUY, 
  SILON GUY, 
  HOLOMOVIE PRODUCER
  HOLOMOVIE PRODUCER
  Tall, slender and attractive, Silon Guy uses his 
  money to do what he can do best: make more money! 
  He has invested a large portion of his personal funds to 
  ﬁ nance “The Space Adventures of Salandra Sash.”
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Piloting d6, Persuasion d8, Shooting 
  d4, Streetwise d6.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Edges: Charismatic, Connections (holomovie sector), 
  Rich.
  Hindrances: Arrogant.
  Gear: Expensive wardrobe, pocket blaster pistol (Range: 
  10/20/40, Damage: 2d6-1, ROF 1, semi-auto), space yacht 
  (Calypso).
  SILVER ALIEN (DROID)
  SILVER ALIEN (DROID)
  This droid is a product of the genius of Hast, 
  last prince of the Rannites. It is built with cutting edge 
  technology and it physically resembles a Rannite. Hast 
  made every droid look different depending on sex, ap-
  pearance and behavior. 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Piloting 
  d6, Shooting d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Loyal.
  Gear: Blaster riﬂ e (Range: 15/30/60, Damage: 2d8, ROF 
  1, AP 1, semi-auto), blaster pistol (Range: 12/24/48, Dam-
  age: 2d6, ROF 1, semi-auto), Stun Grenades (5/10/20, 
  Damage: 3d6, MBT, non-lethal). 
  Special abilities:
  * Construct: It has a +2 to Toughness and to recover-
  ing from being Shaken. It is immune to called shots, 
  poisons and psychological effects.
  SKURA BEAST
  SKURA BEAST
  This ﬁ erce, cyclopean predator is a deep violet colored 
  bipedal saurian. Some specimens also sport pink stripes. 
  It has sharp teeth and claws, but it is feared mostly for its 
  single, green eye. Luckily, the beast is not very smart.
  
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  31
  31
  Psionic: The Skura Beast has the ability to deliver a 
  terrible blast of psionic energy from its eye. In gaming 
  terms, it is treated as a Power, and it is activated using 
  Vigor as its arcane skill. The creature has no Power 
  Points; instead, it can use the power a ﬁ xed number of 
  times in each scene.  
  Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength 
  d12+3, Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d6.
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 10 (2)
  Powers: 3 x blast (psionic energy ray – deals non-lethal 
  damage).
  Special Abilities:
  * Armor+2: Scaly hide.
  * Bite: Str+d6 damage.
  * Claws: Str+d4 damage.
  * Monocular Vision: Having a single eye, the Skura 
  Beast has -2 to any Trait roll for actions requiring 
  deep perception (this applies even to Tricks).
  * Frenzy: If the Skura Beast attacks with its claws, it can 
  perform two attacks each round without penalties.
  * Size +3: Skura Beasts are large creatures standing 
  over 8’ tall.
  SPACE PIRATE 
  SPACE PIRATE 
  A grizzled space buccaneer of the far future. He 
  is ready and willing to perform any act of savagery.  
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Piloting 
  d6, Shooting d6, Streetwise d4, Taunt d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Vibrocutlass (Str+d6, AP 1), space pirate armor 
  (+1), blaster pistol (Range: 12/24/48, Damage: 2d6, ROF 
  1, semi-auto). 
  VETERAN SPACE PIRATE 
  VETERAN SPACE PIRATE 
  One of the foulest scumbags among the pirate 
  crews in this sector of the galaxy. He is wanted by the 
  space forces of many planets, and he is proud of it.  
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Piloting 
  d6, Shooting d8, Streetwise d6, Taunt d8.
  Charisma: -4; Pace: 6; Parry: 5; Toughness: 7 (1)
  Edges: Combat reﬂ exes, Iron will.
  Hindrances: Mean, Ugly.
  Gear: Vibrocutlass (Str+d8, AP 1), space pirate armor 
  (+1), blaster pistol (Range: 12/24/48, Damage: 2d6, ROF 
  1, semi-auto).
  * Tricky Bastard: For a Veteran Space Pirate, there is 
  no such thing as a fair ﬁ ght. When using a Trick or a 
  Test of Will he gets the Wild Die, even if he is an Extra. 
  A Wild card pirate has his Wild Die raised to d8.
  THE SCRIPT
  THE SCRIPT
  Player 1: Commander Salandra, enemies incoming!
  Player 2: It is true, ma’am. There are twelve battalions ap-
  proaching. What are your orders?
  Salandra: Do not worry, my friends, I have a plan! Captain 
  Siros, Colonel Askeros! Are your troops ready?
  Player 3: Yes, milady. They are prepared to die for you!
  Player 4: As are mine!
  THE STEALER OF LIGHT
  THE STEALER OF LIGHT
  31
  31
  Psionic: The Skura Beast has the ability to deliver a 
  terrible blast of psionic energy from its eye. In gaming 
  terms, it is treated as a Power, and it is activated using 
  Vigor as its arcane skill. The creature has no Power 
  Points; instead, it can use the power a ﬁ xed number of 
  times in each scene.  
  Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength 
  d12+3, Vigor d8
  Skills: Fighting d6, Intimidation d6, Notice d6.
  Charisma: 0; Pace: 8; Parry: 5; Toughness: 10 (2)
  Powers: 3 x blast (psionic energy ray – deals non-lethal 
  damage).
  Special Abilities:
  * Armor+2: Scaly hide.
  * Bite: Str+d6 damage.
  * Claws: Str+d4 damage.
  * Monocular Vision: Having a single eye, the Skura 
  Beast has -2 to any Trait roll for actions requiring 
  deep perception (this applies even to Tricks).
  * Frenzy: If the Skura Beast attacks with its claws, it can 
  perform two attacks each round without penalties.
  * Size +3: Skura Beasts are large creatures standing 
  over 8’ tall.
  SPACE PIRATE 
  SPACE PIRATE 
  A grizzled space buccaneer of the far future. He 
  is ready and willing to perform any act of savagery.  
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Piloting 
  d6, Shooting d6, Streetwise d4, Taunt d6.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Vibrocutlass (Str+d6, AP 1), space pirate armor 
  (+1), blaster pistol (Range: 12/24/48, Damage: 2d6, ROF 
  1, semi-auto). 
  VETERAN SPACE PIRATE 
  VETERAN SPACE PIRATE 
  One of the foulest scumbags among the pirate 
  crews in this sector of the galaxy. He is wanted by the 
  space forces of many planets, and he is proud of it.  
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Piloting 
  d6, Shooting d8, Streetwise d6, Taunt d8.
  Charisma: -4; Pace: 6; Parry: 5; Toughness: 7 (1)
  Edges: Combat reﬂ exes, Iron will.
  Hindrances: Mean, Ugly.
  Gear: Vibrocutlass (Str+d8, AP 1), space pirate armor 
  (+1), blaster pistol (Range: 12/24/48, Damage: 2d6, ROF 
  1, semi-auto).
  * Tricky Bastard: For a Veteran Space Pirate, there is 
  no such thing as a fair ﬁ ght. When using a Trick or a 
  Test of Will he gets the Wild Die, even if he is an Extra. 
  A Wild card pirate has his Wild Die raised to d8.
  THE SCRIPT
  THE SCRIPT
  Player 1: Commander Salandra, enemies incoming!
  Player 2: It is true, ma’am. There are twelve battalions ap-
  proaching. What are your orders?
  Salandra: Do not worry, my friends, I have a plan! Captain 
  Siros, Colonel Askeros! Are your troops ready?
  Player 3: Yes, milady. They are prepared to die for you!
  Player 4: As are mine!
  
  SUMMER 2010
  SUMMER 2010
  $00.00
  00000
  © 2010Triple Ace Games. Hellfrost: Bestiary and all related marks and logos are trademarks of Triple Ace Games.
  All rights reserved. Used with permission. Produced under license by Cubicle 7 Ltd.The Cubicle 7 logo is a trademark of Cubicle 7 Ltd. © 2010.All Rights Reserved.
  00000
  00000
  00000
  PAUL “WIGGY” WADE-WILLIAMS
  ALL_FOR_ONE_PPC.indd 1
  06/01/2010 18:17:53
  UBIQUITY
  UBIQUITYTM
  TM MUSKETEER ADVENTURING
   MUSKETEER ADVENTURING
  www.tripleacegames.com
  © 2010 Triple Ace Games. All For One Régime Diabolique and all related marks and logos are trademarks of  Triple Ace Games.  
  All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  PREPARE TO FIGHT FOUL 
  PREPARE TO FIGHT FOUL 
  BEASTS OF THE NIGHT!
  BEASTS OF THE NIGHT!
  
  © 2010 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31056
  31056
  $8.99
  $8.99
  Triple Ace Games’ line of high-octane, two-ﬁ sted tales that launch the heroes 
  into space, where ﬁ ghting evil crime lords, evading bounty hunters, and 
  dodging asteroids (while blasting away at enemy ﬁ ghters) is all in a day’s 
  work!
  This issue contains a single, stand-alone adventure.
  The Stealer of Light: The party enters the glitzy and glamorous world of 
  intergalactic showbiz! The life of a famous holomovie actress is in danger, 
  and our heroes are hired to protect her during a crazy trip that will take 
  them to the most dangerous worlds in the galaxy to shoot the most 
  incredible movie they have ever seen! Who hates Salandra Sash so much and 
  why? Might it be that something dark hides behind the spotlights?   
  Space battles, chases, terrible enemies and new allies await the heroes in this 
  two-ﬁ sted adventure.
  STRAP IN AND PREPARE FOR LIFT OFF, 
  STRAP IN AND PREPARE FOR LIFT OFF, 
  WITH THE SIXTH ISSUE OF 
  WITH THE SIXTH ISSUE OF 
  DARING TALES OF THE SPACE LANES!
  DARING TALES OF THE SPACE LANES!
  
SOURCE: textdata/thevault/Savage Worlds/Pulp/Daring Tales of the Space Lanes/Savage Worlds - Daring Tales of the Space Lanes 06 - The Stealer of Light.pdf