Hutt of Steel
MISSION PACKET: THE UNDERCITY CLINIC
Nar Shaddaa | Kintan Stacks | Quarantined Sector
OBJECTIVE:
Retrieve an encrypted Server Core from a defunct medcenter overrun by nano-corruption, street prophets, and rogue machines. Navigate through its chambers to extract safely.
RECOMMENDED CREW:
Small squad or strike team. Stealth and negotiation encouraged over brute force. Force-sensitives may be affected by environmental anomalies.
NOTES:
Several factions (berserkers, scavengers, cultists) co-exist. Multiple paths and approaches supported.
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ROOM INDEX & NARRATIVE ENCOUNTERS
01. Loading Bay – Entry point. Two scavengers arguing over setting fire to the place. Leaking gas. Breath mask hidden in toolbox.
Exits: 02, 03, 04
02. Cryo-Surgery Theater – Gas-filled chamber. Lingering too long causes disorientation. Hidden vent. Cache of medical stims.
Exits: Vent to 10, Door to 06
03. Hall of Ghosts – Glitching holoprojections twist into Sith imagery. Prophet kneels, whispering to himself. Hidden keycard.
Exits: 01, 04, 08
04. Triage Corridor – Two berserkers arguing over food. Floor is unstable. Options: sneak, talk, provoke.
Exits: 01, 03, 05
05. Refugee Chapel – Makeshift temple. Prophet and followers chant. Sith holocron hidden inside altar. Secret tunnel in back.
Exits: 04, 06, Tunnel to 11
06. Surgery Hub – Mutated surgeon droid still operating on a corpse. Server Core present. Can be extracted.
Exits: 02 (vent), 05, 09 (locked), 13
07. Server Corridor – Magnetic interference disables comms. Slicer drone patrols. Hidden stash of bypass tools.
Exits: 09, 08, 10
08. Gallery Access Hall – Kanji Clan scout graffiti-tagging walls. May bargain, warn, or fight.
Exits: 03, 07, 10
09. Gamma Vault Hallway – Sealed with keycard. Houses Rakatan relic. Turret lies dormant unless provoked.
Exits: 06, 07
10. Maintenance Shafts – Tight crawlspaces. A refugee child watches silently from the dark.
Exits: 02, 07, 08, 11
11. Hydroponics Lab – Hiding survivor offers information in exchange for safety. Biotech stims present.
Exits: 10, Tunnel to 05
12. Rooftop Hatch – Locked from below. Can be sliced or opened with the Force. Offers extraction route.
Accessed from 13
13. Ascension Shaft – Broken lift. A rogue slicer is embedded in the wall—half-man, half-interface.
Exits: 06 or 12
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ADDITIONAL NOTES
• Primary Objective: Server Core in Room 06
• Optional Treasure: Rakatan Relic in Room 09
• Escape Options: Via Rooftop Hatch (12), Maintenance Shafts (10), or negotiated withdrawal
• Force Effects: Rooms 03, 05, 09 may affect Force-sensitive characters narratively (visions, temptations, echoes)
Use this layout to guide exploration, narrative choices, and faction storytelling.
No rolls or checks required—resolve all outcomes through collaborative fiction and character agency.
[MISSION THREAD]
OPERATION: SILENT CIRCUIT

Nar Shaddaa – Kintan Stacks | Quarantine Zone 3-B
The speeder touched down without ceremony—no lights, no beacon, no noise but the soft hydraulic hiss of its landing struts sinking into wet ferrocrete. The Kintan Stacks rose like the bones of a dead god all around them, twisting towers of half-collapsed medcenters, flooded rehab dens, and forgotten infrastructure. The stench of chemical runoff and nanite ash was thick in the air. This part of Nar Shaddaa wasn't just abandoned—it had been intentionally quarantined, choked off, and buried beneath bureaucracy and cartel silence.
Somewhere below, in the twisted maze of the old clinic, was the objective: a stolen data server filled with blackmail payloads, corporate espionage caches, and things even the HoloNet censors wouldn’t dare process. What mattered more was who wanted it gone—and what they were willing to pay to keep it quiet.
Ahead, the old Loading Bay yawns open like a rusted wound. Emergency lights flicker weakly through gaps in the siding. Distant voices echo within—two scavengers, maybe more. The gas leaking from a corroded pipe hisses like a serpent at rest.
You were briefed well enough to know that this place isn’t just derelict.
It’s infected. Not by plague, but by leftover experiments, Force-touched cults, and the kind of broken machines that dream in static.
The underworld paid for silence.
Now it’s time to earn it.
> All Operatives may now post their arrival and first impressions. You are approaching the Loading Bay and may choose to enter together or staggered. Feel free to interact with one another or the environment.
Remember: the mission pays in Underworld Credits. The less you spend... the more you split.
Mission Moderator will reply after all initial entries are posted or once momentum demands.
The optional use of [Mission Armory] items may be written freely. The cost will be deducted from your take - conversely, looted valuables may increase the final take.
MISSION ARMORY – THE UNDERCITY CLINIC
Items below can be optionally be introduced into the story to overcome an obstacle, avoid danger, or alter a scene - tools for narrative shortcuts inspired by roguelite consumables used in a single dungeon run.
No need to track or subtract anything —simply write the item into use. The cost will be deducted from your final UWC take.
CONSUMABLES & TACTICAL GEAR
• Breach Charge (250 UWC)
Blows open sealed blast doors, security panels, or vaults. Use for explosive entry or instant escape.
• Stims Pack (150 UWC)
Ignore the effects of gas, exhaustion, or Force distortion for the duration of one scene. Can also be used to stabilize an injured ally.
• Slicer Spike (200 UWC)
Bypass any terminal or electronic lock instantly. May also be used to erase security footage or loop surveillance.
• Grav Tether (300 UWC)
Recover a falling teammate, slow a deadly descent, or ascend a vertical shaft without effort.
• Holo-Decoy Projector (300 UWC)
Deploy a convincing illusion to confuse enemies, distract droids, or draw fire away from the team.
• Bribe Satchel (250 UWC)
Auto-succeed in bribing a minor NPC—be they scavenger, cultist, or slicer. One use per thread.
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SPECIALIST GEAR & STORY TOOLS
• Echo Crystal (250 UWC)
Momentarily quiets dark Force relics or Sith echoes.
• Forged Clinic Access Badge (200 UWC)
Lets you pass as a medtech, slicer, or Black Sun agent. Use once to avoid suspicion, delay combat, or skip security.
• Emergency Null-Field (400 UWC)
Negates one trap, curse, or area effect when used mid-scene. Can stabilize a relic, silence a turret, or disrupt a berserker’s implants.
• Encrypted Access Map (Free – One Use)
May be used once per mission to request a hidden connection, bypass route, or secret room from the DM. Write this as an “offscreen briefing” or intel update.
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These tools exist narratively—just describe them being used, with [Bracketed Bold]
text, no pre-approval required. Creative use encouraged. The final reward tally will reflect the cost.


