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THE NEW REPUBLIC ____

The Politics of Contraband


A Short-Adventure Supplement for use with Star Wars: The Roleplaying Game

— ----- \
Sm ugglers com e and sm ugglers go,
but the lu re o f easy p rofits rem ains the sam e ... im w E s r

V ___ ___ ) JG A M E S
STAR. W ART,
THE NEW REPUBLIC
The Politics of Contraband

Developm ent and Editing: Bill Smith


Graphics: John Paul Lona • Cover Art: Lucasfilm, Ltd
Interior Art: Tim Eldred
Publisher: Daniel Scott Palter • Associate Publisher/Sales Manager: Richard Hawran
Editors: Greg Farshtey, Bill Smith, Ed Stark • Art Director: Stephen Crane
Graphic Artists: Cathleen Hunter, John Paul Lona
Administrative Assistant: Jeff Dennis • Licensing Manager: Ron Seiden
Warehouse Manager: Ed Hill • Treasurer: Janet Rlcclo

V_____________________________________________________ )
Published by

W V iW E S T

i J g m e s *
RR 3 Box 2345
Honesdale PA 18431
40067
This and all other products that take place after the events of Return oftheJedi are the author’s vision of what may have happened.
The true fate of the heroes and villains of the Star Wars universe has yet to be revealed by George Lucas and Lucasfilm, Ltd.

® ,111 and © 1992 Lucasfilm Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization.
Introduction -STAR___
W A R*-

Introduction

The Politics o f Contraband is a collection of can drop the characters into an adventure before
short adventures revolving around smugglers in they even realize what’s happened.
the Star Wars universe.
Each adventure is designed for a typical smug­
gler crew — tw o player characters, with a highly
The Characters
m odified light freighter in tow. Smugglers are Here are som e sample smuggler characters
unique and ve ry different than typical Rebel Alli­ that you m ay ch oose to play. Use these templates
ance heroes. Th ey are exciting, interesting, and for the creation of beginning characters.
dangerous, all in one package. T h ey are heroes,
but with rough edges: free-spirits, w ho answer to
Brash Smuggler
no one but them selves. DEXTERITY 2D+2
The setting for the adventures is in the New KNOWLEDGE 3D+1
Republic era, som etim e after the Battle o f Endor, MECHANICAL 4D
but before the events in Heir to the Empire. It is a PERCEPTION 4D
time when the fledgling New Republic govern­ STRENGTH 2D
ment is trying to assert authority and get respect, TECHNICAL 2D
w hile the Empire is doing everything in its pow er Equipment: Heavy blaster pistol (5D), comlink,
to hold on to w hatever it can. In between, there is astromech Droid, m odified light freighter, 4,000
the fringe — all of the independent parties, from credits standard, 55,000 credits in debt to a
neutral worlds, to crim e lords, to huge corpora­ loanshark
tions. Background: “Th ere’s m oney to be made out
As a smuggler, any of these groups is a poten­ in space.” That’s all your father ever told you as
tial em ployer — and a potential adversary. a kid. Sure, he’d gone broke years ago, but he
wanted you to follow in his footsteps. He wanted
you to be the famous and successful freighter
U sin g These A d v en tu res
captain he never was.
Each adventure is a stand-alone game, de­ Now, several years and plenty of bad loans
signed to be long-enough for a standard session later, you ’v e found your niche. You certainly
of three to five hours of play. aren’t getting rich, but you ’re living the type of
T h ey shouldn’t be run one right after another, life you always wanted. Your ship is fast, your
but instead w ork best when sprinkled through­ smuggling compartments w ell hidden, and your
out the course of a campaign. trigger finger is quick. Y ou ’v e taken on the worst
Each adventure has a new section called “The the galaxy has to offer and com e out with your
Set-Up,” which is aimed directly at those people chin held high. Smuggling is the life for you.
w ho are playing a campaign. Th e Set-Up provides Personality: Brash, cocky and ready to take
hints on how to get the player characters to the on anything. Y ou ’re old enough to know better
first scene of the adventure without arbitrarily and daring enough to go for broke anyway. Some­
saying, “Y ou ’re at this spaceport, when this alien day, you ’ll make it rich for that kind of attitude—
approaches you and ...” or die trying!
Using the Set-Up, you can integrate these ad­ Quote: “Make it 20,000 credits and you have
ventures into the normal flow of your campaign yourselves a ship!”
and game sessions, giving them a kind of “real Connection With Other Characters: You could
life” quality. By using the Set-Up guidelines, you have met your co-pilot in any number of ways:

2 The Politics of Contraband


___ STAR. Introduction
“ W A RT

you worked together on a smuggling run, he’s a first place. Still, the tw o of you are a great team
friend from childhood, or you both happened to and best friends. You have a partnership that will
be backed into a corner by the same bad guys and last until the day you retire or strike it rich.
found that you made a great team. Neither of which seems to be happening anytime
soon.
Faithful Co-Pilot Quote: “If he’s willing to pay that much m oney
DEXTERITY 2D for a sim ple cargo run, there’s got to be strings
KNOWLEDGE 4D attached. Let’s at least ask for m ore credits ...”
MECHANICAL 3D+1 Connection With Other Characters: You and
PERCEPTION 1D+2 the brash smuggler joined up under unusual
STRENGTH 2D+1 conditions, but found that you made a great
TECHNICAL 4D+2 team. Your travels have introduced you to many
Equipment: Heavy blaster pistol (5D), tool other colorful personalities in your day.
kits, utility belt, flares, 500 credits, datapad.
Background: Space was all you ever dream ed The Ship
about. You wanted to explore the stars, and meet Type: M odified light freighter
unusual people. You wanted to have no home Scale: Starfighter
other than the ship beneath your feet, and no Crew: 2
allegiance beyond your captain. In tim e you Passengers: 6
learned that while you w ere a fair pilot — pretty Cargo Capacity: 80 m etric tons
good by most peop le’s standards — you r true Consumables: 1 month
abilities lie in fixing and tinkering with ships. You Hyperdrive Multiplier: x l
may not be able to fly full tilt through an asteroid Nav Computer: Yes
field, but when it com es to patching together a Backup Hyperdrive: Yes
busted hyperdrive with only tape and 20-year- Sublight Speed: 2D
old patch circuits, you ’re the best. Maneuverability: 1D+1
Personality: You are in many ways the op po­ Hull: 4D+1
site of your captain. He is flashy, bold, and over­ Weapons:
confident — you are reserved and m ore cau­ Two Laser Cannons (fire separately)
tious. He can always fly his w ay out of any trouble, Fire Control: 2D
and you specialize in keeping him out of it in the Damage: 3D+1
Shields: ID

The Politics of Contraband 3


The Politics of Contraband -STAR___
WARS'”

The Politics Of
Contraband

Smugglers come, and smugglers go, but the able to raise the needed credits by other means
really talented ones are able to keep their heads except through accepting the job offer in Episode
(and ships) when all around them lose theirs. One, “Sucker Play.”

A d v e n tu re B ack gro u n d R ead A lo u d


A fter the fall of the Empire, the New Republic Read this aloud to the players. Once this is
started the long process of contacting all of the com plete, have them read the beginning adven­
known planets, and establishing their place in ture script.
the new governm ent. Th e galaxy is a big place, You have just recently left Kalab, en route to
and the Republic cannot be everywhere. It is in Glova. On Kalab you took the commission of a
these places the Empire still flourishes, aided by “special” cargo, paid at the usual rates when
the corrupt governm ents they helped in the past. you return and confirm the delivery. The cargo
And som e would prefer it remain this way, as is typical contraband — exotic spices and
having the Empire as an ally, how ever distaste­ holotapes.
ful, has certain advantages to oppressive plan­ So as not to appear suspicious, you fill the
etary leaders. hold with the first thing that crosses your path,
Plasmaberries. The local market is flooded with
Recent Events them due to unusually good weather this year, -
Th e characters find them selves sent to just and they cost almost nothing.
such a planet. Not interested in the New Republic You land safely on Glova in the city of
or the Empire, the characters are m ore con­ Drepplin. Arrangements have been made for
cerned for their own skins, and their own profits. pick up of the special cargo, and you have even
Th ey have com e to Glova to deliver a “special” made some arrangements to sell that load of
mixed load of holotapes and exotic spices. “Spe­ Plasmaberries. Everything seems to be going
cial” due to prohibitive im port duties, and re­ quite well. Too well.
pressive local standards. T o cam ouflage the The moment you step from the ship, every­
merchandise, they took on a load of Plasmaberries thing M is apart. The receiver of the special
as dead weight. Unfortunately, no one checked cargo is late. But that is the least of your prob­
to s e e if th e lo c a ls had a p r o b le m w ith lems. A diminutive, balding man, with small
Plasmaberries ... glasses and a datapad steps up.

The Set-Up E pisode O n e: Sucker Play


• Th e characters should receive the contract to The characters now find them selves in an
take the spices and holotapes to Glova. Th ey are awkward situation. Unable to deliver the main
on the planet Kalab, and w ere given the cargo by cargo, they cannot get paid for that part of the
Garvan Spasso, an untrustworthy low-life trader trip. Unable to dispose of the phoney cargo, they
— in other w ords, a typical em ployer. may be forced to pay an incredible tax. And they
• Th e characters must be extrem ely short on have no money, so they face the confiscation of
cash for this adventure to work. T h ey shouldn’t their ship. It looks like this trip to Glova and the
have m ore than 1,000 credits, and shouldn’t be city of Drepplin is quickly becom ing a nightmare.

4 Th e Politics of Contraband
"AR. The Politics of Contraband
“ W ART

TH E P O LITIC S O F CO N TR A BA N D
A D V EN T U R E SCR IPT
Use the following script to start the adventure.
Your gamemaster will tell you what part (or parts) to read.

Gamemaster (as Inspector Smitken): “I am Inspec­ Gamemaster: “I’m very sorry, but the law is the law.
tor Smitken, Drepplin Port Import Inspector. May I What will be your m ethod of payment?”
please see your manifests? That will be a 50 credit 2nd Character: Umm, what happens if w e don’t pay?
filing surcharge, payable now.”
Gamemaster: “W e just confiscate your ship with a lien
1st Character (as he hands a datadisk and the against unpaid taxes. Th e ship is subsequently auctioned
credits over): What seems to be the problem ? o ff— the next election will be in 54 days. A re you indicating
Gamemaster: “No problem . W e just want to be the a reluctance to pay?”
most efficient w e can be in tax and tariff collection. 1st Character: Uh, no. W e w ere just w ondering ...
N ow , a c c o r d in g to th is, y o u h a v e a lo a d of
Plasmaberries in that ship?” Gamemaster: “ Fine. This tax must be paid within one
day of your initial planetfall, or the ship will be confiscated
2nd Character: Yeah, so? and taken to the governm ent compound. Nothing may be
Gamemaster: “Well, that cargo is subject to Plan­ off-loaded until the tariff has been paid.”
etary Tariff Code — Alternative Minimum Tax, Article 2nd Character (to other character): I need to go back into
7, section C, paragraph 3, subsection 4. ‘No native the ship for a minute. You want to help me for a minute?
grown protected or subsidized plants may be im­
ported without being subject to a minimum tax no less Gamemaster: “ Due to the possibility of your trying to
than 500% of current retail selling price.’ That’s a tax leave without paying the tax, which has been indicated by
levy o f ... 45,000 credits.” your earlier question, I’m afraid you can only enter your
ship when escorted by security. Any attempt to rem ove the
1st Character: But that’s five times what w e can sell cargo, or take off, will meet with the most severe penalties.”
’em for!
1st Character: Just what w e needed.

jo b n 'Ftp u B Lic

5
The Politics of Contraband -S T A R -
W ART""

\ Planetary Militia
Borke DEXTERITY 3D
V alk an h ay n Blaster 5D+1, dodge 4D+2
Tem plate Type: Crim inal KNOWLEDGE ID
Trader MECHANICAL 2D
Loyalty: T o himself PERCEPTION 2D
Height: 1.5 meters Command 4D
Species: Human STRENGTH 3D
Sex: Male TECHNICAL ID
DEXTERITY 3D Equipment: Blaster rifle (5D damage), blast
KNOWLEDGE 4D vest (+1 to Strength to resist damage), comlink,
Streetwise 6D red and blue uniform with gold trim
MECHANCIAL 3D+2 The characters can head into town or remain
PERCEPTION 3D+1 at their ship. As they leave the docking bay area,
Bargain 5D+1, con 4D+1, gam­ they encounter the recipient of the “special
bling 5D+1 cargo,” who is running toward them. He is Borke
STRENGTH 2D Valkanhayn.
TECHNICAL 2D Borke Valkanhayn is happy to see the charac­
ters. When informed of the problem with the
Physical Description: Borke
cargo, he will seem quite concerned, and offer to
is rou gh , u n s a v o ry , and
help — he says it will take him a couple of hours
scruffy-looking. His clothes
to arrange “something.” If the characters ask for
are the cheap, flashy type, money, he will inform them that he cannot get his
m ore the sort w orn by som e­ hands on sufficient credits for a couple of days.
one being pretentious, than He leaves, reminding the players of a “penalty”
by anyone with real power.
clause, making them liable for the cost of goods
His features are rough, and a
lost in the ship seizure — another 15,000 credits!
deep scar runs from his left
eye to below the right side of Good Help Is Hard To Find
his mouth. This side of his Disenchanted, the characters will most likely
mouth continually twitches. continue into town, and attempt to figure out
Equipment: Blaster pistol (4D dam age), how to get their ship back. Their options do seem
m on ey pou ch co n ta in in g 500 cre d its, limited.
comlink The local bars, described below, cater to a
rough crowd, and the possibility exists that the
Background: Borke grew up on Kalab with
characters could hire som e of them to help (al­
Garvan Spasso, his current partner. After a
though most of them will, naturally, demand up
piece of trouble on Kalab, Borke came to
front payment).
Glova. Within a few months, he had estab­
lished himself as the prem ier “im porter” on The Dive
the planet.
The Dive is just that. Fights break out here at
Personality: Borke is a double-dealing crimi­ least tw ice an hour, and five times an hour during
nal. If he thought he could make m oney weekends is not uncommon. Permanent, debili­
selling his m other into slavery, he would. tating injuries are part of the fun. All forms of
He has almost no shred of decency, nor is he gambling are also practiced here, with rigged
trustworthy. H ow ever, he tries v e ry hard to sabacc games being a favorite of the house.
appear as if he is trustworthy; this attempt
often fails miserably, and he com es off as a W rit Tsall
sleazy businessman. A m ercenary by trade, W rit has found his way
Quote: “But I could have gotten that for you to Glova through a variety of misadventures
wholesale.” which he’d rather not discuss. Capable with a
____________________________________ J blaster, he has a tendency to get what he wants.
He will demand 500 credits for his services, up­
No less than a dozen planetary militia guards ping it to 1,000 credits or 500 and off-planet
are stationed at their ship, and if any of the passage once he figures out that the mission
characters wish to board their ship, tw o security might be dangerous.
men will com e with them.

6 The Politics of Contraband


___ STAR. The Politics of Contraband
“ W ARJ

GAMEMASTER DIAGRAM
D rep p lin /N ew Republic Em bassy

\\ °
D Safe
Garrison
Room

O □ Garrison
Room Main
o Hall

Warehouse

John Paul Lona


________________________

r
Glova
System: Glova very short time. Eventually, Glova found its
Type: Terrestrial niche as a supplier o f foodstuffs to other plan­
Temperature: Tem perate ets in this area.
Atmosphere: Typ e I (Breathable)
Hydrosphere: Moist Drepplin
Gravity: Standard The town of Drepplin is a ve ry small port
Terrain: Jungle and Low Hills city (population 20,000), and as such, is a bit
Length of Day: 22.3 Standard Hours rough and tumble. It was founded when the
Length of Year: 375 Local Days colon y was established, and it has remained
Sapient Species: Human the capital of the planet. Due to the limited
Starport: Limited Services population on the planet, it also serves as the
Population: 100,000 (20,000 in Drepplin) planet’s only spaceport.
Planet Function: Agriculture The Government House was built out of an
Government: Appointed Governor old plantation house, built by one of the origi­
Tech Level: Space nal settlers.
Major Exports: Wine, grains Most of the buildings in the city are ram­
Major Imports: All levels of technology shackle constructs and the outer spaceport
area is also a low-budget affair — there are
Background sim ple marked lots for starships, with only
Glova was originally colonized m ore than refeuling and the most limited of repair ser­
200 Standard Years ago. Th e first boom in vices.
population came when a small amount of pre­ Drepplin Street is the main road, and it is a
cious metal, usable on som e planets as money, collection of various establishments, includ­
and on others for technological reasons, was ing bars, hotels, supply houses, and im port
found. The deposits turned out to be very companies. Products of every nature may be
small, and the mining craze played out after a found here, although at exorbitant prices.

The Politics of Contraband 7


The Politics of Contraband JTAI

DEXTERITY 3D+2
Captain Trask Blaster 6D, dodge 4D+2
KNOWLEDGE 2D+2
Lucan
Cultures 3D
Captain of a ship of his own, MECHANICAL 2D+2
Trask was m arooned here
PERCEPTION 2D+1
w h en his sh ip w as im ­
Bargain 3D+1
pounded under similar cir­
STRENGTH 3D+2
cu m stan ces. W h ile he is
TECHNICAL 3D
m ore than willing to help out,
Equipment: Blaster rifle (5D damage), vibroaxe
his outlook on the matter is
(STR+2D dam age), blast vest (+1 to Strength to
not ve ry good.
resist damage), comlink, bottle of expensive li­
Template Type: Brash New
quor, bottle of cheap liquor.
Republic Agent
Loyalty: T o his ship Borke's Cantina
Height: 1.7 meters
Borke’s Cantina caters m ore to the run-of-the-
Species: Human
mill citizen of Drepplin. Prices are average, and
Sex: Male
so is the food. Owned by Borke, he uses it prima­
DEXTERITY 3D
rily to launder m oney from his “im porting” busi­
Blaster 5D, dodge 5D
ness. There was initially a small danger from legal
KNOWLEDGE 2D
Streetwise 3D authorities, but Borke makes a small “contribu­
MECHANICAL 4D tion” to the operating funds of several important
Astrogation 6D, starship pi­ officials, and this hasn’t been a problem since.
loting 7D The characters will m eet Trask Lucan here.
PERCEPTION 3D
Bargain 4D, comm and 4D,
Koren Buck
gambling 5D A con man, Koren will play himself up as the
STRENGTH 3D galaxy’s greatest warrior. He will demand only
Stamina 4D 200 credits up front, with 800 upon com pletion of
TECHNICAL 3D a successful assault. H owever, he will simply
Starship repair 5D take the 200 credits and run.
Physical Description: Tall with an athletic DEXTERITY 3D+2
build, Trask has brown hair in a shaggy Blaster 4D+1, dodge 4D+2
mop, and grey eyes. W hatever the circum­ KNOWLEDGE 3D
stances, Trask w ill always be found dressed MECHANICAL 2D+1
as a tramp freighter pilot. PERCEPTION 4D
Con 6D+2, gambling 7D
Equipment: Heavy blaster pistol (5D dam­
STRENGTH 2D+2
age), vacuum suit
TECHNICAL 2D+1
Background: Born on Hyder, Trask was Equipment: Blaster pistol (4D damage), blast
raised to fly a ship. His father had been a helmet (+1 to Strength to resist dam age)
pilot, and it was obvious from v e ry early on
that Trask would follow in his father’s foot­ Th e Orchid
steps. At a very young age, he soloed for the
The Orchid is a hotel attached to Aramand’s,
first time, and thereafter was always at the
the highest-class establishment in Drepplin. It is
controls. After his father was shot down by
the only hotel in the city, and thus attracts a wide-
the Empire after being suspected of smug­
ranging clientele. The service is excellent, and for
gling, Trask sw ore vengeance upon them.
those with good contacts in the government,
He has been fighting ever since.
fares are as low as 25 credits per night; the
Personality: Trask is an eternal optimist. average citizen will have to pay 75-100 credits per
His talent for acting has allowed him to play night.
the part of the extrem ely down-on-his-luck
Aram and’s is an expensive restaurant, cater­
ship captain, but he is really quite happy
ing to the upper crust. The average tramp pilot
with the w ay things have gone. His enthusi­
will find it difficult to gain access. There are,
asm for the New Republic is matched only
however, advantages to this kind of place. The
by his enthusiasm for strong drink.
most corrupt individuals in the governm ent fre­
Quote: “T h ere’s plenty of time! Have an­ quent the establishment, and anything done
other!”
V____________________________________ /

8 The Politics of Contraband


■MBB^TARi The Politics of Contraband
“ W ART

within its walls remains a secret as part of an Starship repair 5D


“old, corrupt politicians” network. Equipment: Blaster rifle (5D dam age), long,
Meals at Aram and’s are v e ry expensive (p rob ­ flowing cloak, comlink, 250 credits
ably 50 credits per person), but definitely worth
it. The chefs are all trained as gourmets, familiar A Job Offer
with the most exquisite dishes of m ore than 50 After the characters have spent som e time
races. All in all, not exactly the kind of restaurant m eeting the local personalities, and possibly re­
you would expect to find on a dreary frontier cruiting som e hired muscle, Borke will find the
world. characters. He will explain that he has deter­
The com plex is owned and operated by Glova’s mined how they can get their ship back and pay
governor, Tegist Byrg, so characters must be the fine. After m oving to a m ore secluded booth,
careful in their behavior or they will attract un­ he continues. Read aloud, taking the role of Borke
wanted attention. — act shifty and untrustworthy:
“Down the street, there is a big warehouse. In
Alistay Vaganon
this warehouse is some merchandise I need
She has com e to Glova in answer to Byrg’s recovered. The man that purchased it from me
invitation, and is unhappy with the facilities. She has not paid. If I can get it back, I can sell it to
is looking for a change of setting, and will most someone that will pay fair market value, and
likely seek out the characters before they find then I can loan the money to you to get your ship
her. out of impound.”
DEXTERITY 3D+2
Blaster 6D+2, dodge 5D+1 When the characters ask which warehouse,
KNOWLEDGE 2D Borke replies, “Th e last one on the street, on the
Alien species 4D, streetw ise 3D+2 right. W ill you take the job?” If the characters
MECHANICAL 3D+2 accept, he continues. “Th e merchandise is a rare
Starship gunnery 4D+2, starship piloting collection of antique holotapes, not unlike that
5D which you have brought on your ship. Th ey are
PERCEPTION 3D kept in a small safe, in the main office. Here is a
Con 4D+2, hide/sneak 5D+1, search 4D+2 rough map.” At this point, the characters receive
STRENGTH 2D+2 a rough sketch of the city (se e map on page 7) and
TECHNICAL 3D the map of the room on page 5.

GAMEMASTER DIAGRAM
G overn m en t C om poun d

Governor's House
Import
Warehouse

Garrison
Buildings
John Paul Lona

The Politics of Contraband 9


The Politics of Contraband -STAR—
W A RT“

E pisode Tw o: Sucker Play,


R o bet M akina, Part T w o
N e w Republic If the characters bother to check out the “ware­
A m bassador house” before nightfall, they will see that it is
Template Type: Ambassador obviously the New Republic Embassy. The char­
Loyalty: T o the N ew Repub­ acters may opt to infiltrate the embassy or de­
lic cide to go track down Borke for an explanation.
Height: 1.9 meters If confronted, Borke will only grin sheepishly,
Species: Human and explain, “It’s not my fault if the New Republic
Sex: Male ambassador is a thief!” Borke actually wants the
DEXTERITY 3D characters arrested and simply put away — he
Blaster 3D+2, dodge 4D figures that Robet Makina, the New Republic am­
KNOWLEDGE 4D bassador, will have the characters jailed for sev­
Alien races 5D, bureaucracy eral years, ignoring any explanations. Then, he will
6D, cultures 5D simply buy out their ship by paying the import tax.
MECHANICAL 3D
The N e w Republic Embassy
PERCEPTION 4D
Command 6D, con 6D Built from an office building/warehouse, this
STRENGTH 2D turned out to be the only building available when
Stamina 4D the N ew Republic officials arrived. That it is
TECHNICAL 2D riddled with listening devices is certain; that
Computer programming/re- these devices are reliable is uncertain.
pair 4D, security 5D
Th e Main Hall
Physical Description: Tall Serving as both the entry hall for the Embassy,
and dashing, he is clean cut and the main ballroom for official functions, this
and b lon de haired. He is room is quite large. The appointments are quite
suave and dashing, and has an air of author­ lavish, as the am bassador refused to go without
ity and wealth about him. certain “luxuries.” Expensive tapestries adorn
Equipment: Holdout blaster (3D+2 damage), the walls, and fine art objects are displayed in
comlink alcoves. All the appointments com e from the
am bassador’s personal fortune.
Background: Makina is the archetypical New
Republic man. Born to a good family, Makina Ambassador's Office
used this to his advantage. When he wit­
Also appointed in a lush and regal fashion, this
nessed atrocities perform ed by the Empire,
room really shows the taste of the ambassador.
whom he had supported, he was shocked.
Art from 50 w orlds decorates the office, and none
He sw ore to overth row the Empire, what­
of it is cheap. The safe is indicated on the map.
ever it took. He joined the Rebellion almost
immediately, and brought his fam ily’s re­ Th e W arehouse Area
sources with him.
Originally used as a warehouse, this space has
Personality: Always willing to take a chance been converted into an operations center for this
on som eone who seems sincere, Makina sector. Th ere are rows and rows of computers
will trust most people upon first meeting. for com piling data about the sector.
However, if his trust is betrayed, it is never In the back corner of the warehouse room are
regained. several crates filled with em ergency supplies for
Quote: “Th ose Imperials will pay for what the sector, including weapons, comlinks, sur­
they have done!” vival gear, office supplies and anything else that
V y a bustling governm ent’s representatives might
need.
Borke does not seem to have any knowledge of
any security systems, but says, “Not to worry, Garrison Rooms
this guy isn’t that sophisticated.” He recommends These room s house the New Republic troops.
the infiltration occur late at night as this will Th ere are 65 armed troops stationed at the em­
attract the least attention. He will then excuse bassy, although many of them also perform ware­
himself to arrange the purchase of these tapes house work since duty shifts are so easy.
with another gentleman.

10 The Politics of Contraband


The Politics of Contraband
“ W ART

N e w Republic Soldiers E pisode Three: Turnabout


DEXTERITY 3D+1 The characters are being held in the office,
Blaster 6D, dodge 5D+1, m elee 4D+2, and in walks the ambassador. Standing nearly
m elee parry 5D tw o meters tall, Robet Makina is the new breed of
KNOWLEDGE 2D New Republic man. He is dressed in business
MECHANICAL 2D clothes, and was obviously already awake, ap­
PERCEPTION 2D parently waiting for them.
Command 4D+2 Being a fair man, Makina w ill listen to the
STRENGTH 3D+2 characters as they try to explain them selves. If
Brawling 4D+2 they try to pass off a lie as the truth, he will know.
TECHNICAL 2D He is aware of the disposition of their ship, and
Equipment: Blaster rifle (5D damage), blast the activities of the local governm ent. If they tell
vest (+2 to Strength to resist dam age), club the truth, including the part that includes Borke
(STR+1D damage), comlink, standard N ew Re­ Valkanhayn, Makina will exclaim “I knew it! That
public uniform two-faced, son-of-a-rancor!”
A fter he calms down, Makina will explain. The
Infiltration
N ew Republic is slow ly trying to contact the
Once the characters put their plans into m o­
w orlds that made up the Old Republic and the
tion, they will be able to make their w ay to the
Empire. Glova was but one world, yet its position
Ambassador’s office quite easily. The building
in the sector is vital: if the Empire stops the New
seems to be deserted at night, with only an
Republic here, adding the rest of the sector will
occasional maintenance Droid humming by.
be next to im possible due to a lack of reliable
The room ’s layout will give them a rough turn,
trade routes.
as Borke did not have the location of the safe
The Republic was aware that the Empire se­
right. With a M oderate search total the safe can
cretly controlled one of the planets in this sector,
be found. Just as they are opening the safe, the
but they w ere unsure as to which it was. The
lights com e on, and m ore guns than they have
connection of Valkanhayn with a plot to steal
ever seen will be pointed at them by loyal New
from the Embassy gives the final link they needed.
Republic troops.
Th ey can now m ove against the planetary gover­
Cut to Episode Three, “Turnabout.”
nor, Tegist Byrg.

The Politics of Contraband


The Politics of Contraband JTTAI
W AR

the governm ent on Glova, and could probably


Tegist Byrg, get their cargo from the confiscated ship without
any problem . Th ey will certainly get a cut from
Planetary
the sale of the ship.
G o vern o r The governm ent on Glova is still strongly tied
Template Type: Crimelord to the Empire and they are reluctant to cut their
Turned Diplomat ties. The advantages of having the Empire’s “pro­
Loyalty: T o himself tection” are enormous, and Byrg, the governor,
Height: 1.5 meters has hopes of riding on the coat tails of any
Species: Human Imperials in the sector when they return to abso­
Sex: Male lute power.
Homeworld: Malo VI
DEXTERITY 3D The Resolution
Blaster 3D+2, dodge 4D Makina offers the assistance of the New Re­
KNOWLEDGE 4D public governm ent in the retrieval of their ship.
Bureaucracy 5D Makina feels that this is sufficient justification to
MECHANICAL 3D+2 go after Byrg, since he is officially an ally of the
PERCEPTION 3D+1 New Republic, but secretly an Imperial sympa­
Command 6D thizer.
STRENGTH 2D He decides to launch an attack on the plan­
TECHNICAL 2D etary governm ent compound for the purpose of
Security 4D capturing Byrg and finding evidence linking Byrg
Physical Description: Byrg with organized criminal elements. The soldiers,
is a large, s lo v e n ly man, excited at the prospect of action after months of
weighing m ore than 250 ki­ endless patrol duty, quickly begin picking out
los. His fa ce has severa l their weapons for the assault — there is defi­
chins, and he has a tendency nitely a festive atm osphere with Makina’s an­
to drool when he is excited. nouncement of the attack.
The characters will be invited to participate,
Equipment: Holdout blaster (3D+2 damage), and even offered additional weapons for the
comlink battle. Just before the raid is set to start, Captain
Background: Born the son of a street beg­ Trask Lucan arrives to take part. It is revealed
gar, he decided early on that this was not that he was an advance scout for the New Repub­
the life for him. Byrg apprenticed himself to lic, and was “set up” by Byrg, who wanted to
a local thief, and his career was off — an capture his ship. He has since been stranded on
early fencing operation led to the creation the planet without the chance to reclaim his ship.
of his own personal empire. Eventually, one
of his well-positioned associates gave him E pisode Four: The Raid
the governorship of Glova. The raid will begin late at night, hopefully
Personality: Greedy, pow er hungry and un­ when the governm ent soldiers are asleep. Makina
pleasant. He often likes to sit in his office expresses his hope that the battle goes quickly,
looking out over the slums — the squalor without a lot of needless casualties. He assures
amuses him. the smugglers that this is the only w ay of resolv­
ing the situation, since Byrg would definitely go
Quote: “I don’t care if its som eone else’s
down fighting if he learned that the N ew Republic
ship, I want it!”
troops w ere going to try to arrest him.
____________________________________ J
Th e Truth The Governm ent Com pound
Th e characters, when asked, will reveal that This compound is the hom e of Glova’s govern­
Borke’s partner back on Kalab, Garvan Spasso, ment. The compound is surrounded by a two-
m eter tall stone fence, although no other secu­
was the one that suggested the Plasmaberries in
rity precautions are evident. The govern or’s
the first place. Makina says that Spasso must
house was the original building, and all other
have known that an im port tax existed and was
buildings in the compound w ere haphazardly
probably trying to get the character’s ship con­
added, giving the w hole area a disjointed, unor­
fiscated.
ganized appearance.
Both Spasso and Borke have connections in

12 The Politics of Contraband


— STAR. The Politics of Contraband
"W A R T

The Governor s House


The govern or’s house is a large plantation
house built by the original settlers. Th ere is a
m odified speeder bike just outside the house. Its
speed code is 4D, its body is 2D and its maneuver­
ability is 3D. Th ere is also a landspeeder (speed
code 2D, body 3D, m anueverability 2D).

The Docking Bays


These w ere built a few years ago when the
traffic in and out of the port area required the
addition of impound yards. Th e bays are capable
of holding three small, light freighters.
If the characters waste too much time, their
ship will be m oved to these bays to await its sale
at auction. Currently, the bays are only holding
Captain Lucan’s freighter.
Lucan's Nightm are
Craft: Lucan’s Nightmare
Type: M odified Arden Industries M odel 47
Light Freighter
Length: 30 meters
Scale: Starfighter
Crew: 2
Passengers: 6
Cargo Capacity: 100 m etric tons
Consumables: 2 months
Hyperdrive Multiplier: x2
Nav Computer: Yes
Hyperdrive Backup: None
Sublight Speed: 3D
Maneuverability: ID
Hull: 4D
Weapons:
Two Single Laser Cannons
(fire separately)
Fire Control: 2D
Damage: 4D
Shields: 2D Th e Action Begins
Th e raid begins with an explosion at the front
im port W arehouse gates of the compound, as the N ew Republic
This warehouse holds all impounded cargo. troops pour in through the gates, blasters firing.
There is one guard on duty (sam e stats as the Makina will charge the characters with tracking
militia troops in the first episode). down Byrg while the N ew Republic troops mop
up the planetary militia.
Garrison If the characters take a few seconds to ob­
These are the bunk room s and living quarters serve, they will see that it is not much of a battle,
for the small garrison of planetary troops (their as the militia troops are surrendering at the first
stats are given in the first episode). Th ere are opportunity.
more than 100 men in the detail, but it is hard to
find m ore than 50 in residence at one time. M o­ Finding Byrg
rale of the unit is low, and they are as likely to run Byrg, being a shallow and disloyal man, has
from combat as fight. Inspector Smitken uses decided that this situation smacks too much of
these troops to help enforce the made-up im port his abrupt departure from Malo VI. He has gath­
taxes he levies against unsuspecting trader cap­ ered a quantity of cash, his blaster, a pouch of
tains. conveniently incriminating evidence, and is cur­

The Politics of Contraband 13


The Politics of Contraband JTAI

rently attem pting to get away. the sector. It also has a list of potential safe
Byrg is in the govern or’s house when the havens for Byrg, and Makina is considering raid­
battle begins, and as soon as he hears blaster fire, ing several of them to help bring down the Em­
he will head for the front door, and hopefully pire in this sector.
Lucan’s Nightmare , the landspeeder, or the The characters will have their ship returned
speeder bike. He will summon 12 guards to act as by a humbled Inspector Smitken. Award the char­
his personal guard as he tries to get to a vehicle, acters 1 to 2 Skill Points for com pleting this
but if m ore than three of the guards are killed or adventure, and give them an extra point if Byrg is
incapacitated through gun fire he will surrender, captured alive.
while shouting at his troops, “W orthless fools! I If Byrg was able to leave in the Lucan’s Night­
will have you put in my venom -dog cages for mare, Am bassador Makina will be angry with his
this!” troops for allowing Byrg to get away, and will hire
the characters to go after Byrg and take Lucan
R ew ards with him. He will pay them 10,000 credits for the
After the attack, Ambassador Makina will thank capture of Byrg and the safe return of the ship,
the characters for their help. If they w ere able to preferably undamaged.
capture Byrg alive, he will inform them that Byrg If a co n certed search is m ade for Borke
Valkanhayn, it will be discovered that he disap­
will stand trial on various charges. If the pouch
peared during the conflict. It is suspected that he
Byrg was carrying is not destroyed, the Ambas­
was able to slip aboard a ship that left just before
sador will be ve ry happy indeed, as it provides
information on the status of the Imperial forces in the raid occurred. A check of ship logs will reveal
the ship was headed for Kalab.

14 The Politics of Contraband


___ STAR. TfteArtofBetra^al
“ WARS'

The Art of Betrayal

A d v e n tu re B ack gro u n d auctioned off in an effort to raise funds. Sard has


contacted several black market organizations
The Tamarin Sector is in chaos. The period
that would be keenly interested in buying this
since the Battle of Endor has been dem oralizing
innovation from her.
for the remaining Imperial forces. Imperial gover­
The private auction is scheduled to be con­
nor Lobax Resuiin has struggled to maintain
ducted aboard the Stellar Mermaid, a luxury liner
peace and order in his sector. He is challenged by
famous throughout the galaxy for its com fort
fledgling planetary governm ents, their hopes
(w ith prices to match).
raised boundlessly by the death of the dreaded
Emperor. Organized crim e has grown from small
time gun-runners and spice smugglers to a pow ­ The Set-Up
erful econom ic and military force throughout the • If the characters are travelling in Imperial space
sector. or m eet anyone w ho has been travelling in Impe­
Undaunted, Governor Resuun has maintained rial space, they should hear mention that the
enough pow er and influence to avoid any open Tamarin Sector has seen a recent upswing in anti­
revolution against the N ew Order. Until now ... governm ent activity, led by various crim elords.
• The characters may overhear that a relatively
Recent Events minor crim e lord in Imperial space has uncov­
Sard Nightbringer, a crim elord in the Tamarin ered a fantastic new technology and she is trying
sector, has taken it upon herself to rid her terri­ to sell it off the highest bidder. No one really
tory of the N ew Order and put her organization in seems to know exactly what she is selling.
charge of a new governm ent. After months of
building forces and saving money, she finally has E pisod e O n e: Shoten L o u n g e
made her first strike. The Shoten Lounge is a bar and recreation
Nightbringer’s forces invaded Imperial Re­ area in the Rantine Space Station, Tamarin Sec­
search and Developm ent Station T-1583. Sard tor. The character have just delivered a cargo of
hoped to find weapons and equipment to aid her som e kind to the station. The lounge is large and
in raids against stronger m ilitary outposts. What plush, rather extravagant for a spacers’ bar.
she found instead w ere plans for a brand new Th e characters may be between jobs, or just
personal shield generator, small enough to hook looking for som e time to relax away from the
to a belt and providing excellent protection in boredom and pressures o f earning a living. The
combat. After cleaning out the base, she hired characters have several things that they can
several scientists to finish building the first work­ explore. Have the players read the adventure
ing models of this revolutionary personal com ­ script.
bat armor.
Nightbringer found herself in a difficult posi­ The Dance Sphere
tion — she had one of the greatest modern mili­ Here patrons may bounce off the “walls” of
tary technological developm ent in her posses­ this spherical section of the building, where grav­
sion, yet no funding with which to mass produce ity is countered and altered by repulsorfields.
the devices. She needs cold, hard credits to make This is the place for attractive beings to show off
these ideas a reality. their grace, and for obese patrons to take som e
She has only the prototype, which will be weight off their feet for awhile.

The Politics of Contraband 15


TheArt^ofJBetra^al^

T H E A R T O F B ETR A YA L
A D V EN T U R E SCRIPT
Use the following script to start the adventure.
Your gamemaster will tell you what part (or parts) to read.

Gamemaster: Y et another successful cargo 1st Character: No, let’s wait — there are hun­
run, and after refeuling and maintenance, you are dreds of “honest traders” like us around here. No
left with about 400 credits each to spend. You one will even look tw ice at us.
find yourselves aboard Rantine Space Station, on 2nd Character: W hile w e ’re here, w e should at
the edge of the Tamarin Sector. least check out the local hotspots. Let’s check
1st Character: W e’v e really earned this break. the directory.
I think w e should go kick back a few beverages Gamemasten As you march up to a Droid
and plot our next actions. seated behind the desk, it turns its head to you,
2nd Character: W hy don’t w e just wait for fate and in a politely feminine vo ice asks, “What may
to rear its ugly head again. Seems to happen all of I help you with?”
the time to us. 1st Character: The spacers’ tavern please.
1st Character: You know, you ’re right. Any­ Gamemaster. (as directory Droid) That would
way, time for a drink or two. be Shoten Lounge, just down the hall, take the
Gamemaster: The bustling crowds in the space­ turbolift to level 27.
port hallways are abuzz with various conversa­ 2nd Character: Let’s g o ... those Corellian ales
tions. A young Human with a flowing green cloak are calling to me now.
tumbles into you, intent on his conversation and
Gamemaster: As you wait patiently for the
not what is going on around him.
turbolift, you overhear another smattering of
1st Character: Hey buddy, watch it. A guy conversation. A Sullustan is listening intently to
could get hurt not watching himself. a Mon Calamari, who is explaining that he has
Gamemaster: (as Human) Yeah, sure ... no heard that the Imperial forces in the sector have
problem . (Turning back to conversation with com­ suffered many raids at the hands of pirates and
panion) So anyway, I understand that this Gover­ criminal gangs. A Human interjects that those
nor Resuun is really cracking down on piracy in rumors are false, but neither alien seems con­
this sector ... vinced. Finally, you reach your destination ...
2nd Character: Great. Maybe w e should get and a few minutes later, find yourself with your
first beverage, while observing the walls of Shoten
out of here now — you know, w e ’re not the most
Lounge’s dance sphere ...
respectable people around here.

16 The Politics of Contraband


— STAR. The Art of Betrayal
—WART

Characters entering the sphere must make


Very Easy Dexterity checks every round inside
rM arg Sonat
the sphere to avoid embarrassing tumbles or
T em plate Type: Ith orian
collisions. The characters may also m eet som e­
Gangster
one who is rom antically attracted to them for an
Loyalty: T o himself
interesting subplot.
Height: 1.9 meters
The Bar Species: Ithorian
Sex: Male
The bartender Droids here are courteous and
Hom eworld: Ithor
efficient. Th ey are capable of speaking thou­
Age: 78
sands of com m on languages, and mix drinks to
DEXTERITY 3D
order. Th ey are programm ed to keep com pany
Blaster 3D+2, brawling parry
with talkative or depressed patrons, but know
4D, dodge 4D, grenade 4D+2
nothing of any real value.
KNOWLEDGE 2D+1
Patrons MECHANICAL 2D
Repulsorlift O peration 3D,
If the characters listen to the conversations
starship piloting 3D
around them, they will here som e ve ry interest­
PERCEPTION 2D+2
ing news snippets. Ask for one Perception roll
Bargain 4D, con 6D, hide/
from each character to represent how much they
sneak 4D, search 3D+1
overhear; find the result on the table below.
STRENGTH 4D
Very Easy: Th e characters learn that the Em­ TECHNICAL 2D
pire is really cracking down on illegal shipping Demolition 4D, security 4D
and smuggling. Surprise inspections are becom ­
Equipment: Blaster pistol
ing m ore frequent.
(4D d a m a g e ), e x p e n s iv e
Easy: The heroes learn what is above, but also clothing, 2 thermal detona­
hear that piracy and criminal activity is skyrock­ tors (10D dam age)
eting. Tamarin Sector’s Imperial Governor, Lobax
Physical Description: This
Resuun, has his w ork cut out for him.
y o u n g h a m m e rh e a d , is
Moderate: T h ey learn the above information, brown, leathery, and strong looking.
plus an Imperial station in that sector was at­
Background: Sonat has worked for Sard
tacked and ransacked in the past few weeks.
Nightbringer for many years.
Difficult: They learn everything above, plus the
Objectives: Sonat wants to get sole posses­
station was allegedly attacked by pirates and de­
sion of the new shield technology and if that
stroyed. Imperial governor Resuun is sending
takes Nightbringer’s death — well, that’s
troops throughout the sector to find the attackers.
business.
Very Difficult: Th ey learn everything above,
Personality: Sonat is smooth, slow and cal­
plus Resuun may soon place a substantial re­
culating.
ward for information leading to the capture of the
perpetrators. Quote: “Do you not find 5000 credits appro­
priate for such a small task?”
If the traders try to converse with any of the
patrons, they can get the next higher level of
inform ation from them o n ly w ith su p erior Once the characters have gotten away from
roleplaying. T h e patrons w ill be w ary and the com m otion of the lounge, Sonat tells the
untrusting of eavesdroppers or people who ask a traders that he wants them to carry one large
lot of questions. crate, weighing about half a m etric ton, to Kwenn
Space Station, which is six days (at hyperdrive
The Job x l ) away from the station they are currently
After the heroes have had a chance to wander visiting.
around a bit, a well dressed Ithorian approaches Once there, he would like them to register the
the characters. This somewhat young-looking cargo on board th e Stellar Mermaid, in his name.
“hammerhead” greets the group and introduces Th e cargo will be ready in eight days; he has to
himself as Marg Sonat. He needs to hire a freighter, leave the next day. Sonat will offer 3,500 credits
and would like to discuss the matter in a quiet to begin with, and may be haggled up to 5,000
corner.

The Politics of Contraband 17


The Art of Betrayal -TTA R ___
W A «—

\ credits. He specifically dictates that the cargo is


S ergean t Tenric not to be tam pered with, or damaged in anyway.
He would also prefer not to have any “Imperial
Template Type: Spaceport
entanglements.”
Security Inspector
Loyalty: T o G overnor Lobax He will give them 1,000 credits when the cargo
Resuun is loaded; the rest will be sent to them once the
Height: 1.7 meters cargo is safely checked in on the Mermaid. When
Species: Human the negotiations are through, Marg will leave the
Sex: Male table and disappear.
Age: 34
DEXTERITY 3D E pisode Tw o:
Blaster 4D, brawling parry
4D, dodge 3D+2
A D an gero u s C argo
KNOWLEDGE 2D+2 The day that the cargo is due to be loaded, the
Alien races 4D, bureaucracy characters find three labor Droids waiting to
3D+2, tech nology 3D+1 load a crate onto their ship. There is a packet
MECHANICAL 2D+1 with 1,000 credits attached to the top of the crate,
PERCEPTION 3D and a data disk for the characters which can be
Bargain 3D+2, command 4D, read on any datapad. Read aloud:
con 4D, search 5D
Thank you for taking on this cargo. Here is
STRENGTH 2D
the initial payment as promised; the rest will be
Brawling 3D+2, stamina 3D
given to you upon delivery of this crate to
TECHNICAL 3D+2
Kwenn Space Station. As a reminder, please do
Demolitions 4D+1, security
not open this crate, lest you jeopardize your
5D, starship repair 4D+1
contract. I will be in contact with you when you
Equipment: B laster Pistol arrive at Kwenn.
(4D dam age), datapad
— Marg Sonat
Physical Description: Middle
If the characters decide to look inside the
aged and slightly chubby.
crate, there is no one to prevent them. However,
Background: Tenric is un­ there are tw o obstacles to be overcom e. The first
happy with his position. He is going no­ is obvious — the crate must be opened without
w here fast. Any opportunity for prom otion any signs of tampering. This will require an Easy
will be seized immediately. security roll.
Personality: Impatient. Has nothing beyond The second problem becom es apparent after
his work. it is opened. Have the opening character make a
Quote: “Do you have a permit for that side- M oderate Perception total — if he succeeds, he
arm, friend?” notices a small amount of a light blue gel is along
the edges of the crate. If any characters touch the
gel, they learn what it is the hard w ay — it is a
Spaceport Security G uards potent neuro-toxin which does 6D damage for
( 6) five rounds. It is absorbed through the skin, and
DEXTERITY 2D is as fluid as w ater — if characters try to scoop it
Blaster 4D, brawling parry 4D, dodge 3D, up with anything not fully insulated, the toxin will
m elee parry 3D+2 affect them.
KNOWLEDGE 2D The crate’s contents are:
Alien races 3D • Expensive clothing
MEHCANICAL 2D
• Th ree bottles of Alderaan Ruge Liqueur (ve ry
PERCEPTON 2D
rare and valued at about 350 credits each)
STRENGTH 2D
TECHNICAL 2D • A variety of spices and exotic packaged foods
Security 3D • An expensive digital holodisc player and selec­
Equipment: Blaster rifle (4D dam age), club tions of entertainment chips and discs
(STR+1 dam age), p rotective vest (+2 to • Five blaster pistols (4D dam age)
Strength to resist dam age), protective hel­
The pistols are placed underneath everything
met (+2 to Strength to resist dam age)
else and arranged so as to appear to be what is

18 The Politics of Contraband


fTftp The Art of Betrayal
--W ARS-------------------------------------------------------------------------------------------------------- *—

being smuggled. not already done so, Tenric has one of his guards
H ow ever the true treasure is an article of open the crate — since the guard isn’t being
“clothing” — a large and gaudy-looking belt, which particularly careful, he smears his hand in the
seems rather unfashionable. It is a dem onstra­ neuro-toxin gel and subsequently keels over
tion model of the new personal shields. screaming and dies. If the characters warn som e­
one about the gel, the guards will take a sample,
A n Imperial Inspection Team run it through a datapad scanner the sergeant
Once the characters are preparing to leave, a has, and it will reveal that it is indeed a potent
space station repulsorsled arrives, carrying six neuro-toxin.
Imperial security guards and one officer, Ser­
geant Tenric, the port authority inspector. He is Guests o f th e G o vern o r
perceptive, officious, and almost courteous. Read
If the guard dies, the other guards will draw
aloud or paraphrase:
their weapons and arrest the characters. Tenric
The sergeant leaps off the sled, followed by will ask them w ho hired them, the destination of
his guards. They all seem at ease, since this is a the cargo and other matters. The characters will
common inspection. More than anything, they be taken to the space station govern or’s flagship
just seem to want to get this over with and get on for extensive questioning.
to their next task. The sergeant steps up to you If the guards are warned about the toxin, the
and speaks. characters will still be taken in for questioning,
“All right, open her up, if you please. I am but they will receive much better treatment.
here to inspect this ship from top to bottom and Tenric has the heroes’ ship secured, the cargo
I have five more to do this morning. So please collected, and asks the characters to accom pany
keep the conversation down to answering my him to the ISD Retribution , the govern or’s flag­
questions.” ship, which is docked with the space station. If
He will find the crate im m ediately and demand the players even suggest refusing, Tenric says
that it be opened up for inspection. The only w ay ve ry calm ly that they may accom pany him as
the smugglers can avoid a thorough search is to guests, or prisoners — it’s their choice.
bribe the sergeant (about 300 credits should do, A fter a short ride in Imperial shuttle, the char­
but the characters will have to convince him to acters are brought to the Imperial Star Destroyer
send the guards away since he w on’t accept a Retribution. G overnor Resuun runs his govern­
bribe in front of them ). ment from here, because he can m ove himself
Otherwise, the Imperials will search the entire and his troops quickly to any area of his sector.
ship, including the crate. If the characters have En route, Tenric may be convinced to explain his

The Politics of Contraband 19


TheArtof^Betra^al^ JTAI

Cut-Aw ay
These incidents occur between Episode Tw o of life and death. That is something worth
and Episode Three. seizing, a w orthy expenditure of wealth.”
Read aloud: FADE TO BLACK.
FADE IN: A large stateroom, richly decorated FADE IN TO A DARKENED ROOM.
with expensive furniture. A short, attractive Hu­ Marg Sonat sits down in a large, padded
man woman, probably in her mid-20s, sits in a chair, obviously agitated. A Gotal, o f middle
large, comfortable chair. The door slides open age, is seated across from him. The Gotal speaks.
and an Ithorian — Marg Sonat — enters the “Marg, here w e are again, after all those
room. He takes a chair and waits for the woman’s years. Y ou ’v e com e crawling back. I like som e­
attention. She turns and smiles wickedly. one w h o’s not above a little self-humiliation. I
“W ell?” thought I’d never see you again after what
“The cargo has been placed aboard a smug­ happened on DeGerrillion. Either that, or I
gling ship and will arrive at Kwenn Space thought you ’d try to kill me in m y sleep.”
Station and the Stellar Mermaid on schedule. Marg clearly grimaces, his brown face flush­
Th ere is no cause for concern.” ing with embarrassment.
“Excellent. With the m oney from this we “W hy are you here?”
w ill be able to buy the weapons to oust those “It’s Nightbringer — she’s insane. She’s tak­
Imperial buffoons in no time at all.” ing on the Empire. But she’s got something
The Ithorian hesitates for a second. The that could make us rich! A personal shield
woman stares harshly at him. device!”
“What is it Marg? You have been m y second “Us?”
for many years — tell me what you are think­ “You and I! She will earn millions from this
ing. Is it your nagging w orry that the Empire is sale. Once the credits have been exchanged,
too dangerous? Th ey are powerless. Trust me w e kill her and the customers, and steal the
— when this backwater sector falls, the good shield device and the credits. V ery simple,
commanders of the Imperial N avy w on’t even ve ry profitable.”
bother to send reinforcements. T h ey have too “What do you need me for?”
many other things to w orry about — like the “W e have to get rid of Morgotou, from Kessel
New Republic.” Spice Corporation. He knows me and knows
“Mistress Nightbringer, this is foolish. W hy you. Once aboard the Mermaid, you are needed
don’t w e sim ply take the m oney from the sale to put the plan into motion. W e can cover our
and use it to m ore ... profitable enterprises. own tracks. You can pose as a representative
W e could all be rich beyond our w ildest from the N ew Republic. During the auction,
dreams.” you should bid up the price. Then, when the
The woman sighs loudly. Anger creeps over deal is set, w e can act.”
her features. The Gotal considers the offer. After a few
“Sarg, you have no vision. Th ere is m ore to seconds he smiles.
life than just wealth. Absolute power, pow er “When do w e begin ... partner."
over the lives of millions of people, the power

actions. He will tell the characters that, if his Order. He speaks softly and with confidence. He
suspicions are correct, they are about to help the tells the characters the following:
Empire destroy the most dangerous criminal “This officer has told me all about about the
elements in the sector, resulting in his prom o­ neuro-toxin on your ship. You were also smug­
tion, and probably benefits for them as well. gling very expensive goods without the proper
Once docked aboard the Retribution, the he­ permits. This is a very serious incident, and
roes are led to a reception room. Tenric goes could result in your summary execution. It is
ahead into the next room , and returns a few clear that you acted of your own accord, is it
minutes later. He indicates to the characters that not? W hat reason do w e have to believe in your
they should follow him. innocence?”
The com fortable but stoic office beyond is
occupied by Imperial Governor Resuun. He is He looks expectantly at the characters. The
dressed im peccably as an officer of the New governor knows that the characters are inno­
cent, and also knows that they are headed for the

20 Th e Politics of Contraband
— STA R. The Art of Betrayal
“ W ART

Stellar Mermaid; he sim ply wants the satisfaction Kwenn Space Station, the ship’s hyperdrive cuts
of forcing them to grovel and plead for their lives. out after detecting a weak distress signal nearby.
If they say anything indicating that they are An Easy Mechanical roll can pinpoint the location
innocent and w ere set-up or that the neuro-toxin — an escape pod. If Tenric is aboard, he will insist
was placed there by their em ployer, read aloud: on follow ing legal p rotocol and investigating.
“In light of these events, I am going to make The lifepod is floating m otionless in space. If it
you an offer. You are to deliver your cargo on is hailed, there will be no response except for the
schedule, and then you are going to discover constantly repeating distress signal. The charac­
everything you can about your employer. Ser­ ters can either dock with it directly, certainly the
geant Tenric will accompany you, and you will safest procedure, or leave their ship in space
report in to him regularly. suits to check it out. Docking with the escape pod
“In return, you will be absolved of any charges requires an Easy starship piloting roll; failure
regarding this matter. You can save yourselves means the ship knocked the life pod into a spin,
from an Imperial death camp. Since you are increasing further attempts to Difficult. Using
scheduled to dock with the Stellar Mermaid, I space suits and the extendable crawl tube re­
will grant you each 1,000 credits spending money quires a m oderate Technical roll. Once connected,
for this trip to cover reasonable expenses. the characters may travel freely between the pod
“Should you refuse, your current records and their own ship without spacesuits. When
stand, and I shall be forced to sentence you they open the escape pod hatch, read aloud:
immediately.” A s you open the hatch, you are immediately
Cut to Episode Three, “The Silent Informant.” overwhelmed by the smell of charred metal
and fresh ozone. The interior of the pod is
smoky, though the pod seems to be relatively
E pisode Three: The Silent
undamaged. Sprawled on the floor is a motion­
Inform ant less body and blood stains the floor around it.
The characters set their coordinates and en­
The body is that of a Rodian; his name is
ter into hyperspace for a six day journey. If
M orgotou. He is quite dead. A search of his body
Tenric is aboard he treats the smugglers m ore
yields a heavy blaster pistol (5D dam age), two
like soldiers under his command, than outlaws,
knives (STR + 1D damage), a damaged protective
as he did earlier.
vest, now useless, an equally damaged protec­
Midway through the characters’ journey, about
tive helmet, also useless, and 500 credits. There
three days away from the Stellar Mermaid and

The Politics of Contraband 21


The Art of Betrayal
--------------------------------------------------- W A R S —

\ is also an ornate scripted plaque — give the


C aptain Glaucus players a co p y of “An Invitation.”
An Easy search total reveals that the Rodian
Template Type: Retired
apparently died from shrapnel from exploding
Imperial Captain
computers and sensor arrays.
Loyalty: T o his ship
A search of the pod reveals that it belongs to
Height: 1.7 meters
the Platinum Mist, a space yacht owned and reg­
Species: Human
istered to the Kessel Spice Corporation. Copies
Sex: Male
of the log say the yacht was attacked and de­
Age: 72
stroyed approxim ately tw o hours ago — after
DEXTERITY 1D+2
M orgotou escaped in the escape pod, it too was
KNOWLEDGE 2D
attacked. There is no mention of what the attack­
A lie n s p e c ie s 3D+2, lan ­
ing ship was.
guages 4D, planetary systems
Cut to Episode Four, “The Stellar Mermaid."
3D+1
MECHANICAL 2D+2
Astrogation 3D+2, starship E pisode Four: The Stellar
piloting 4D M erm aid
PERCEPTION 2D+1 Th e traders land at Kwenn Space Station. A
Command 5D large docking bay is taken up by the Stellar Mer­
STRENGTH 2D+1 maid. The Mermaid is a Corellian luxury liner
TECHNICAL 3D measuring 500 m eters in length and nearly 200
Equipment: Outdated Impe­ m eters wide.
rial Navy uniform, monocle. The smugglers should have realized that the
best w ay to accomplish their goal is to assume
Physical Description: Old
the identity of M orgotou and his retainers; if they
and greying, but still physi­
haven’t, Tenric will suggest this as a course of
cally im pressive.
action.
Background: Unknown, but The heroes have no trouble transferring their
he has several medals on his cargo over to the Mermaid’s holds. Once the
uniform. crate is delivered, spaceport control will give the
Personality: He is direct and to the point. characters a small box, which contains a packet
His ship com es before himself, or anybody holding the rest of their credits.
else. He seems slightly senile at first, but T o gain passage on board the Mermaid, all the
those around him soon realize that there is characters need do is present the invitation to
a strong intelligence and a keen wit hiding the receptionist at the boarding airlock. The
underneath that guise. characters will be provided with boarding passes,
code keys to suite 118 in the fore section of the
Quote: “Not on this voyage, Mister!”
ship, and an expense account card, and a data
disk with an image of Sard Nightbringer person­
S h ip board Security G uards ally thanking M orgotou for coming. The message
DEXTERITY 2D also explains that the auction and demonstration
Blaster 4D, brawling parry 4D, dodge 3D, of the new device will take place at 1650 hours on
m elee parry 3D+2 the next day. The characters have a full day and
| KNOWLEDGE 2D a half to explore to their hearts’ c o n te n t...
Alien races 3D
Living The Good Life
MECHANICAL 2D
PERCEPTION 2D Th e cruise liner is plush. The room s are spa­
STRENGTH 2D cious and the paneling is real borl w ood. There
TECHNICAL 2D are crew and service people everyw h ere and the
Security 3D restaurant boasts culinary delights from all arms
of the galaxy. The dance hall is lit by crystalline
Equipment: Blaster pistol (4D damage), blast chandeliers that stretch endlessly across ceil­
vest (+1 to Strength to resist dam age) ings of m irrored silver.
_______________ _________________ J

22 Th e Politics of Contraband
___STAR, The Art of Betrayal


Th e Stellar Mermaid Pari' N o tg o th
Craft: Corellian ZD-8000 cruise ship T em plate T y p e: Gotal Crime
Type: Luxury liner Lord
Length: 500 m eters Loyalty: T o himself
Scale: Capital ship H eight: 1.7 m eters
Crew: 350 Species: Gotal
Passengers: 2200 Sex: Male
Cargo Capacity: 20,000 m etric tons H om ew orld : Unknown
Consumables: 6 months A ge: 55
H y p e rd rive M u ltiplier: x2 DEXTERITY 3D+2
H y p erd rive Backup: Yes
Blaster 4D+1, brawling parry
Sublight Speed: 2D
4D, m elee 4D+1, m elee parry
M aneuverability: 0D
4D
Hull: 6D
KNOWLEDGE 2D+1
W eapons: None
Alien races 3D, bureaucracy
Shields: 2D
3D+2, languages 4D, survival
3D, tech nology 3D
The Stellar Mermaid is comm anded b y Captain M ECH ANICAL 3D
Glaucus. He is an aging human, w ho still wears Astrogation 4D, starship gun­
his (slightly outdated) Imperial captain’s uni­ nery 5D, starship piloting 6D,
form. He appears slightly senile, but he is much starship shields 5D
m ore perceptive than he looks. Th e entire crew PERCEPTION 3D+1
respects him and all ship security officers an­ Bargain 4D, con 6D, hide/
swer directly to him. sneak 4D+1, search 4D
Let the characters wander about the ship for a STRENGTH 3D+2
short time. Tenric will go off on his own to conduct Brawling 4D+2, stamina, 4D+1
an investigation, independent of the smugglers. TECHNICAL 2D
Give the characters a chance to meet some of the Demolitions 4D, security 4D
personalities on the ship, including Natja the Hutt. Equipm ent: H eavy blaster pistol (5D dam­
They will not see Marg, because if he learned that age), p rotective vest (+2 to Strength to resist
they w ere aboard the ship, he would wonder how dam age), vial of vernelian parasites, flashy
they got aboard and if he learned that they w ere clothing
posing as Morgotou and his servants, he would act
against them immediately. P h y s ic a l D e s c rip tio n : N o tg o th is w ell
groom ed and expensively dressed.
Show Tim e Background: Notgoth is posing as a repre­
Th e initial dem onstration takes place in a pri­ sentative o f the N ew Republic, but is se­
vate conference room in the interior o f the cruise cretly working with Marg Sonat. Both of
liner. When the characters arrive, Saz Tyrson, them will kill the buyer after the auction.
Yerkeys ne Dago, and Pari’ N otgoth are already
Personality: Quiet, and dem onically evil.
there and waiting. Soon after th ey arrive, Natja
the Hutt is escorted in b y her entourage of Jawas, Quote: “It’s time, I believe, to bring this
who skillfully maneuver her hoverpad into the discussion to an end.”
room and anchor it w here she bids them.
Let the characters m ingle if they wish. The V. J
other buyers w ill be visibly untrusting of each H eight: 1.8 meters
other, and will glare openly at the traders, if they Species: T w i’lek
ask a lot o f questions. N otgoth w ill be especially Sex: Male
unhelpful to the characters. H om ew orld : Unknown
A ge : 31
Yerkeys ne Dago
DEXTERITY 2D
Tem plate T yp e: T w i’lek Loanshark KNOWLEDGE 4D
Loyalty: T o himself Alien races 6D, bureaucracy 5D+1, cultures
5D+2, languages 7D, planetarysystem s4D+l

The Politics of Contraband 23


The Art of Betrayal JTAI

---------------------------------------- \ Computer programming/repair 3D+1, Droid


N a tja The Hutt programming/repair 4D
Equipment: E xpensive clothing, datapad,
Template Type: Hutt Crime
blaster rifle (5D dam age), comlink
Lord
Loyalty: T o herself Saz Tyrson
Length: 4.2 meters
Species: Hutt Template Type: Former Imperial
Commander
Sex: Female
Homeworld: Varl Loyalty: T o himself
Age: Unknown Height: 1.6 meters
DEXTERITY ID Species: Human
KNOWLEDGE 3D Sex: Male
Streetwise 6D Homeworld: Corellia
MECHANICAL ID Age: 55
DEXTERITY 2D
PERCEPTION 2D+1
Blaster 5D, dodge 4D+2
B argain 7D+1, com m an d
KNOWLEDGE 2D+2
6D+2, con 5D+2
MECHANICAL 1D+1
STRENGTH 3D
TECHNICAL 1D+2 PERCEPTION 2D
Command 4D
E q u ip m en t: H overp a d , STRENGTH 2D+1
waterpipe, jew elry TECHNICAL 1D+2
Physical Description: Con­ Equipment: Slightly altered Imperial uniform,
sistent with that of her spe­ blaster pistol (4D dam age), comlink
cies. Physical Description: Slightly aging and rough­
looking.
Background: She is a wealthy
Background: Tyrson took the forces under his
crim elord and slave trader
command and left the Empire after the Battle of
from the outer territories.
Endor. He now controls over tw o dozen systems,
She is familiar with both the
and m ilitary strength is the only w ay he is going
late M orgotou, and Yerkeys ne Dago.
to keep it.
Personality: She is untrusting, but polite, Personality: Dangerous, hot-tempered, and
even when angered. However, she is clearly forceful.
as bloodthirsty as typical members of her Quote: “I did not say ‘soon.’ I said now!”
species.
Quote: “W on ’t you clarify this matter for
Th e Action Begins
me?” Before long, an attractive woman in her middle
20s enters the room . She is expensively dressed;
th e ch ara cters w ill re c o g n ize h er as Sard
J a w a H enchm en (1 0 ) Nightbringer, from their invitation. Ask for an
Natja has 10 Jawa henchmen with her as Easy Perception check to notice that she is wear­
personal escorts and aides. ing a belt just like those they w ere transporting
DEXTERITY 2D earlier. She is accom panied by tw o Human assis­
KNOWLEDGE 2D tants, who are armed with clubs. Read aloud:
MECHANICAL 3D
The dark-haired woman approaches the po­
PERCEPTION ID
dium at the front of the room and begins to
STRENGTH ID
speak. “Welcome, all of you. And thank you for
TECHNICAL 3D
accepting my invitation tojoin me on this cruise.
Equipment: Clean, shiny, gold robes, hold­ I am your host, Sard Nightbringer, and I am
out blaster (3D+2 dam age) prepared to demonstrate, at this time, a revolu­
V __________________I ________________ / tionary device. Its secrets will be sold only to
the highest bidder. At this time I need someone
MECHANICAL 2D+2
to help me demonstrate the product.”
PERCEPTION 4D+1
“H ow about you, gentlebeing?”
Bargain 7D, command 10D, con 8D+1
STRENGTH 2D She m otions to the ch ara cter p osin g as
TECHNICAL 3D M orgotou. She tosses a blaster pistol at him and

24 The Politics of Contraband


The Art of Betrayal
"W A R T

asks him to inspect it to make sure that it is a Sard N ightbringer


working model.
Template Type: Outlaw
An Easy Dexterity roll is required to catch the
Loyalty: T o herself
blaster and avoid snickers from the other bidders. Height: 1.6 meters
A Very Easy blaster roll will determine that it is Species: Human
really a blaster pistol, not a fake, set to kill. After the Sex: Female
inspection, Sard asks for the blaster to be handed Homeworld: Unknown
to Commander Tyrson. She then steps from be­ Age: 26
hind the podium, touches something on the side of DEXTERITY 3D
her belt (the characters recognize it now if they did KNOWLEDGE 2D
not previously). She says, “And now, my dear MECHANICAL 1D+2
Commander, would you kindly shoot me before I PERCEPTION ID
cross the room and strangle you!” STRENGTH 2D+1
Without further warning, Nightbringer bounds TECHNICAL 2D
across the room toward Tyrson. He reflexively Equipment: Expensive clothes, blaster pistol
fires three shots directly into Sard’s midsection. (4D dam age), shield belt (describ ed below )
However, all three bolts appear to dissipate a Physical Description: Somewhat short, attrac­
matter of centimeters from her body. She contin­ tive woman in her m iddle 20s.
ues unhindered across the room, until she reaches Personality: Businesslike, verging on abra­
the confused Imperial, and snatches the blaster sive. V ery greedy.
out of his hand. “Thankyou, commander. Now that N ightbringers Thugs (5)
the demonstration is over I will explain.”
Nightbringer describes the personal shield, DEXTERITY 3D
explaining that it resists all kinds of energy at­ KNOWLEDGE ID
MECHANICAL ID
tacks, including radiation, plasma, and blaster
PERCEPTION 2D
bolts. The energy field is transparent and does
STRENGTH 4D
not limit any physical action. It is perm eable
TECHNICAL ID
physical objects and fine dexterity is not lost to
Equipment: Tunics, leggings, steel batons
the wearer. The major design limitation is that it
(STR+1D dam age)
needs a new pow er pack after 10 seconds of use.

The Politics of Contraband 25


The Art of Betrayal JTi
WAI

Shield Belt “Welcome, Morgotou from the Kessel Spice


Type: W earable energy blast shield Corporation. I have heard much about you
Scale: Character since you joined the company. However, I re­
Effect: Adds +4D to character’s Strength to m em ber you looking very different the last time
resist damage from energy attacks. If w earer I saw you — body sculpting surgery perhaps?
suffers any damage, belt is overloaded and shorts ((E vil lau gh ))
out. This shield com pletely drains a pow er pack “I have many questions I would love to ask
in ten seconds (tw o rounds). you. It would be a shame if, in my misunder­
standing, I accidentally told someone you are
Nightbringer begins the auction immediately,
an impostor. If you would, please join me this
explaining only that actual credits or certified
evening in my suite. Bring your guards and
credit vouchers will be accepted. She explains
retainers, of course. I am in room 221, one deck
that the purchaser will receive the shield tech­
above you.
nology and the belt itself at the end of the cruise.
“Salutations. Natja.”
She opens the bidding at five million credits,
and after a few anxious moments Pari’ Notgoth Natja is genuinely interested in what the he­
accepts the bid. Soon Natja the Hutt ups it to six, roes are doing — she has met M orgotou before,
follow ed by Saz Tyrson upping it to seven mil­ and knows he was a Rodian. She suspects them of
lion, and then Yerkeys ne Dago brings it to ten. being in league with Nightbringer to con the rest
Tyrson ups it to tw elve, ne Dago ups it to an even of the group out of a great deal of money.
fifteen. Nightbringer starts to ask for anymore When the characters arrive, Natja’s door is
bidders, when Pari’ ups it to twenty. open and pleasant gurgling sounds can be heard
By this time, Nightbringer has glared at the within. Natja is presently munching on a delicacy
characters at least once and asked them if they most favored by Hutts, a large bowl of live frog­
came to watch or participate. Saz ups his bid to like amphibians. Both she and her bow l of
twenty-five million, follow ed by ne Dago increas­ “munchies” are on separate repulsor pads, hov­
ing his bid to thirty. Natja remains suspiciously ering about half a m eter in the air.
silent. Pari’ ups the bid to thirty-five million, and Natja looks at the characters for a moment.
then Saz goes to forty. She then begins, without prelude, to ask ques­
A fter that, Natja chuckles, her hideous laugh tions about w ho they work for, have they had
echoing through the room . She then bids an even previous dealings with Nightbringer, and other
one hundred million credits. Everyone else pales, issues that concern her.
and Nightbringer, after a few tense seconds, de­ Sometime during the characters’ reply, her
clares the item sold. eyes go wide, she stops talking, and she begins to
If the characters decide to participate in the convulse. Within seconds she is dead, thick blu­
bidding, it is important that Natja wins, and she ish-green blood trickling from her mouth and
will go as high as is necessary to outbid the nostrils.
characters or demand to see proof that the char­ The Jawa henchmen panic. One hits the alarm
acters have access to the sums they are bidding. on the room comlink, tw o m ore climb over to the
As the rest of the bidders are ushered out by body of their em ployer, two begin to sob, and the
Marg Sonat (w h o entered through the back door rest brandish their weapons at the characters
during the action), any character making a M od­ and jabber angrily.
erate Perception total will notice Marg nodding The Jawas will not attack the characters un­
and smiling evilly at Pari’. less they shoot first. Before long, security men
answer the signal. T ry to arrange it so the secu­
E pisod e Five: D esp erate rity men arrive just as the characters are doing
something suspicious, such as examining the
M easures
body, brandishing weapons, or searching the
The characters are free to do as they please. If
room. Th e security men will arrest the charac­
they report to Tenric, he will be pleased with the
ters on suspicion of murder and march them to
names and information they provide. Otherwise
the brig.
they may drink, gamble, dance, sleep, or what­
ever they wish. The next time they return to their U nder Suspicion
room, the m essage light on the room comlink is O ver the next couple of hours, they will face a
flashing. When they playback the message, they battery of questions from Captain Glaucus. He
see the smiling face of Natja the Hutt and hear her will seem convinced of their innocence — after
deep, rumbling voice. Read aloud: all, killing som eone in front of a room full of

26 The Politics of Contraband


— STA R Jhe^rt^ofBetra^al
"W A R T

witnesses and then waiting around to the ar­ “I have reason to believe w e are all in great
rested isn’t particularly clever. danger. I think the imperial, Tyrson, is out to
Just as the questioning is winding down, the kill us so that only he knows that the new
ship’s surgeon enters and explains how the Hutt shielding device exists. I represent the New
died. One o f the creatures she ate had a verneilan Republic, and 1 know how these people work.
parasite placed in it. Th e creature is nearly mi­ They are power-hungry and without conscience.
croscopic at first, but it lodged itself in the back It would be just his style to kill the Hutt in that
of Natja’s throat, and drank her blood, growing manner.”
until it nearly filled her throat. Then, when it Let the characters say w hatever they wish to
exploded, it coated the inside of her throat with N otgoth — he knows that they are imposters,
a rare neuro-toxin. At this point, the characters and Marg Sonat has told him that they are the
may ask for a chemical analysis of the toxin, and smugglers he hired to bring the belts to the
have Tenric vouch that the crate they w ere haul­ Mermaid. Sonat has told N otgoth to kill the smug­
ing was also coated with a neuro-toxin— a chemi­ glers, quickly and without incident, if possible.
cal analysis confirms that it was the same toxin! He pretends to accept any lies w hile leading them
along. As soon as they are alone, he pulls out a
A M urderer Strikes
blaster rifle and tries to kill them quickly and
Once they are released from the brig, the
quietly. Of course, som ething should distract
Captain asks them to tell him if they think of
Notgoth so that one of his shots m isses— he fails
anything else that will help him investigate the
in his mission to kill the characters, but he gets
murder. Sometime in the next few minutes, they
away, ducking back toward the crow ded halls.
are approached by Notgoth (posing as the New
Cut to Episode Six, “A Game Of Tag.”
Republic representative), and asked to accom ­
pany him.
The area, whether it is a hallway or lounge, is
E pisod e Six: A G am e O f Tag
very crowded, filled with rich patrons of the Mer­ Th e characters are pursuing Notgoth, w ho
maid. He will try to lure them to an isolated area of has attem pted to kill them, and thereby implied
the ship, such as a maintenance hallway or a cargo (at the least!) his involvem ent in the m urder plot.
hold. He claims to have information to offer, and The chase through the ship should be com pli­
would like to ask the characters some questions. cated by several factors — w henever they get a
He entices them by explaining the following: clear shot at Notgoth, he ducks into a side room,
The Art of Betrayal -STAI
W AR

or a crow d of innocent civilians gets in the way, Stopping Sonat


forcing the characters to hold their fire. The The characters return to the upper decks of
chase should continue through the ship, as the cruise ship and should have figured out that
Notgoth leads them to the cargo bay, where he Nightbringer is in grave danger. Th ey should also
expects to be able to win with ease since he has know that Nightbringer’s suite is w here best to
such a w ell-developed ability to sense targets find the Ithorian. When they reach her wing and
even without the benefit of sight (see Galaxy get within sight of her door, read aloud:
Guide 4: Alien Races for m ore information).
A s yo u ro u n d the c o rn e r le a d in g to
The characters can organize a search of the ship
N ightbringer’s room , you are tem porarily
with the captain, but Notgoth has headed for the
blinded by a brief flash of light from some­
cargo hold and any clues the characters find should
where down the hall. A few seconds afterwards,
lead them there (if the players exhibit a reluctance
you see and hear an explosion, which sends the
to go, Captain Glaucus will ask the characters to
door to Nightbringer’s room sailing across the
help in the search of the cargo hold).
hall and impacting on the opposite wall. Smoke
H u n t In Th e Dark begins to fill the passageway, while alarms
N otgoth has disabled the circuitry which pow ­ begin to sound all around you.
ers the lights in the cargo hold; therefore, the Marg Sonat has played his final gambit. He has
characters will have to fight Notgoth in the dark, killed Nightbringer, and intentionally damaged
or use huge spotlights, exposing their position. the ship in the hopes that it will be destroyed,
Because of N otgoth’s Gotal radiation and energy­ eliminating all evidence connecting him with the
sensing abilities, he can sense targets in dark­ crime. The explosion has caused a m icroscopic
ness as w ell as Humans see in normal light. breach in the hull. Read aloud:
The cargo bay is an expansive maze of stacked
Automated voices begin blaring, “Warning!
trunks and crates — a perfect place for a battle.
Warning! Passengers are advised to brace them­
Characters wishing to be hidden must make a selves for emergency drop to realspace! Follow
hide/sneak roll, and N otgoth gets a +5 bonus instructions as indicated in your ‘Emergency
m odifier to his roll due to the fact that he can see Evacuation Procedures’ packet. Paths to escape
perfectly well in the darkness. W henever the
pods are lighted; please follow holographic
characters m ove, they must make a new roll to arrows to the escape pods.”
see how well they hid themselves. Then, the ship lurches, sickeningly, as lights
If a character wishes to spot a target, they
dim and darken. Most passengers are thrown to
must make a search roll; if it beats anyone’s hide/ the floor, as emergency red lights begin flashing.
sneak roll, they can see that person. Notgoth
makes his roll normally, but all characters who Have each character make a M oderate Dexter­
can’t see in the dark suffer a +10 penalty to the ity roll to avoid being thrown to the floor when
difficulty. the ship drops to realspace. Read aloud:
This battle should be tense and dramatic, but The automated voice returns, this time more
for purposes of continuing the story, the charac­ urgent. “Hull breach in this area. Please report
ters should eventually corner and stop Notgoth. to another section of the ship before compart-
Notgoth will fight until m ortally wounded (if he is mentalization walls seal this area off.”
incapacitated in the battle, count it as m ortally
Th e characters will see warning lights at each
w ounded) — when so grievously injured, he
end of the hall, as large blast-doors begin to slide
manages to give the players a little m ore informa­
down to seal off the hallway. Any character mak­
tion before he dies. Read aloud:
ing an Easy Perception check will see that the
I am beaten, but I am not your real enemy. doors will com pletely seal off the hall in one
The hammerhead, Marg Sonat, is the one who minute.
involved you. He is Nightbringer’s second. Th e characters are rushed out of the passage­
((c o u g h )) He has turned on her and will kill w ay by a half-panicked mob fleeing the area. Ask
everyone ... to escape with the shield. He will the characters for V ery Easy Dexterity checks to
kill her next, ((c o u g h )) Your vengeance is mine avoid being trampled; failure results in 3D tram­
when you catch him. pling damage to the character, and they must
N otgoth dies. make a M oderate Dexterity check to stand up.

28 Th e Politics of Contraband
___STA R . The Art of Betrayal
“ W ART

After four rounds of facing the panicked crowd, If the characters throw Sonat into the life pod,
ask any standing characters for M oderate Per­ you may decide w hether he dies in a magnificent
ception checks. If successful, the characters will fireball, or manages to escape, to haunt the char­
notice a familiar hammerhead m oving along with acters som e other time.
the crowd.
The characters can chase him if they succeed Resolution
at Easy Dexterity checks every round. After seven Shortly after Sonat is defeated, the ship’s auto­
or eight rounds of chase, read aloud: mated warning system will com e on and inform
passengers that disaster has been averted and
Your prey flees with the crowd. He stops at a
crews will begin repairing the hull so that the
rapidly Ailing lifepod and is motioned onward
Mermaid can limp to the nearest starport.
by crew members, counting the passengers as
If the shield belt is destroyed with Sonat, the
they enter the pods. Sonat moves onward up the
characters can conduct a com plete search of
hall, and stops at an unopened life pod hatch.
Nightbringer’s quarters, and learn that all techni­
Have each character make an Easy Perception cal information on the belt was taken by Sonat —
check — if successful, they will notice that he is the secret of the belt died with him.
wearing the shield belt that Nightbringer dem on­ If the belt is saved, anyone making an Easy
strated earlier. Technical roll w ill realize that when the pow er
If the characters attack Sonat he will use the pack was drained, it fused the circuits of the belt,
shield, but after tw o rounds a warning light will rendering it useless and making it im possible to
flash because the pow er pack is drained. If he is figure out the technological underpinnings of the
seriously injured in combat, he will pull out a device. If they find the datadisk containing the
thermal detonator, set the timer for a few sec­ plans, the first tim e they put it into a datapad, a
onds and brag that if he is going to lose the shield, holographic projection of Nightbringer comes
at least he will take a few petty smugglers with up, explaining, “If you are seeing this image, then
him. this disk was obviously stolen. Because it has
The heroes have one round to do one of the w rongfully fallen into your hands, you don’t have
following three things: the appropriate access codes, known only by me,
• W rest the device from Sonat and switch it off to the data on this disk. This disk has now been
(this requires a M oderate brawling total follow ed erased. You have lost you r chance to get the
by a M oderate Technical roll). shield.”
If the characters attempt to find Nightbringer’s
• Knock the detonator from Sonat’s hand and
bases som ew here in the sector, they will learn
send it into space via the life pod (this requires a
that no one seems to know w here her headquar­
M oderate brawling roll follow ed by a M oderate
ters were, and it’s a big galaxy, so it will be som e
Dexterity roll)
time before the base is ever discovered. The
• Knock Sonat himself into the life pod and send shield tech nology is apparently l o s t ...
him out with the detonator (this requires a Very
Difficult brawling total, but tw o characters may R ew ard s
com bine).
Give the players 6-9 Skill Points. If the charac­
If the characters fail to do any o f these things, ters report back to G overnor Resuun, he clears
the detonator explodes, causing the normal dam­ their record and gives them 10,000 credits for the
age for a thermal detonator. elimination of Nightbringer.

The Politics of Contraband 29


Free Time JTAI
........................... ....................... .......................... ............... ............................. W AR T "

Free Time

A d v e n tu re B ack gro u n d Lfs'an and Antiquity


Th e adventure begins at the spaceport of the The city of Lis’an is a “dead sp ot” on this
“city” Lis’an, on the planet Antiquity. Th e charac­ world, which is a pretty amazing concept. This
ters have accepted a com m ission to fly four planet is even m ore lifeless than Tatooine. It’s a
individuals to the planet and wait until they quiet spaceport town on the edge of the huge
return, eight hours after landing. Th e em ployers South Mudflats, which extend for hundreds of
made it clear that the mission would involve no kilometers. Th e tow n’s w hole econom y is based
personal danger, but it was a “no questions asked” upon the growth o f teggi fungal roots, one of the
situation. Th e 3000 credits they dropped on the main ingredients o f bantha fodder.
table, with a prom ise of 3000 m ore when the Th e city has about 5,000 permanent residents,
returned to the ship, was enough to buy off the m ostly farmers and spaceport hired help. The
characters’ curiosity. only tavern is a disgusting hovel that reeks with
Upon landing on the planet, the em ployers last w eek’s garbage and the characters would
sim ply disembarked and ordered the characters rather spend their time aboard their ship (w here
to keep a comlink channel open at all times. they are when the adventure begins). Most of the
Unless they hear otherwise, the characters have buildings are tem porary plasticrete shelters
nothing to do but wait around for their custom­ w h ic h a re s e c u r e d to th e m u d fla ts w ith
ers to return. magnigrapple poles.
Th e rest o f Antiquity is remarkably similar to
Recent Events the conditions found in Lis’an — virtually the
w hole planet is either mudflats, shallow seas or
T w o hours after landing in Lis’an, they w ere
sheer rock mountains. W hile there are several
contacted by their em ployers. T h ey explained
other cities, all of them are just larger, more
that their mission would take about tw o hours
grandiose collections of plasticrete shelters.
longer than they expected, so the characters
would have to wait around, although they would Th e Story Behind the Story
throw an extra 1000 credits into the fined pay­
Th e em ployers are an elite New Republic com ­
ment to make up for the inconvenience. Well,
mando squad that has been sent here to capture
time is money, and leaving tw o hours later with an Imperial Colonel that has been in hiding since
an extra 1000 credits, rather than with nothing at the destruction of the second Death Star, at the
all, is a good deal. Battle of Endor. Th ey are actually a back-up
H ow ever, that means that the characters are team; a larger, m ore experienced squad has been
stuck in a rundown city for eight m ore hours with sent to the city of Karren with their own ship to
nothing to d o ... also track down the colonel. Not even the Repub­
Start the adventure by handing each player a lic soldiers know the colon el’s importance, nor
co p y of the script, assigning parts one and two. his appearance or identity.
As far as the commandos are concerned, their
The Set-Up mission is none of the characters’ business. The
• One o f the characters (w h oever reads the “ 1st reason for the character’s involvem ent is that
Character” role in the script) should lose about the Republic comm andos wanted to arrive on
1500 credits to W oetar, a Zarian con man, while the planet without the colon el’s notice so he
visiting the industrial w orld o f Tekurr’k. w ouldn’t have the chance to flee. T h ey arrived in

30 Th e Politics of Contraband
Free Time
""W A R *

/ ; \ E pisod e O n e: T he H o o k
Antiquity W oetar has w orked himself into an odd pre­
System: Antiquity dicament. He has agreed to m eet a courier in the
Type: Terrestrial I city of Karren and deliver a package to a ship that
Temperature: Tem perate will be arriving in six hours. T h e ship cannot land
Atmosphere: Typ e I (Breathable) on the planet due to its size.
Hydrosphere: Most T o pick up the package W oetar must travel to
Gravity: Standard Karren (h e w on’t tell the characters exactly w here
Terrain: Mudflats, low seas, mountains in Karren so that they have a reason to keep him
Length of Day: 23 Standard Hours around). Th ere he will accept the package, ren­
Length of Year: 372 Local Days dezvous with the orbiting ship, deliver the pack­
Sapient Species: Human age and collect his fare. If the characters want to
Starport: Landing Field know w hy he doesn’t do this himself, W oetar will
Population: 92,000 tell them that his ship suffered a minor system
Government: Loose confederation of town­ breakdown while making planetfall, and he needs
ships the m oney from the job to purchase the appro­
Tech Level: Space priate software to make his ship flight-worthy.
Major Imports: Foodstuffs, low tech, mid What really happened is that on the w ay back
tech, high tech to his ship, W oetar was greeted by a disgruntled
Major Exports: Teggi fungal roots ex-customer. A fter a m erry chase, W oetar re­
turned to his ship only to find that a few uninvited
guests w ere keeping an eye on it.
Lis’an and met their contact to find out the
W oetar wasn’t quite sure what to do. That was
colonel’s identity and location.
when he happened to see the character’s ship.
Unfortunately, they learn that the colonel has
Rem em bering that he and one of the characters
fled. This explains w hy they told the characters
w ere old acquaintances (s o what if it cost the
they would need a couple of extra hours.
character 1500 credits the last time they met?),

The Politics of Contraband 31


Free Time JTAI

F R E E TIM E
A D V EN T U R E SCRIPT
Use the following script to start the adventure.
Your gamemaster will tell you what part (or parts) to read.

1st Character: So, what do w e do for the next 2nd Character: What in the three rings of
eight hours? ( look at your wrist chronometer) Anstares is goin’ on and who is t h a t ...
2nd Character: ( sarcastically) I don’t know, 1st Character: W ould this be one short, dull,
what do you want to do? green-skinned, hairless, low-life, cheating Zarian
named Woetar?
1st Character: M aybe w e can watch that holo-
tape of you again. You know, the one w here the 2nd Character: W ho the heck is ...
w aitress’ boyfriend com es in ... Gamemaster: Same nasal voice. “So you do
2nd Character: (irritated) “I don’t want to talk remember, eh! Well, if you ’ll allow me to come
about that. W e knew this would be a slow job aboard, I think I have a proposition for you that
when w e started. But w e have to wait for them you just can’t refuse.”
until they get back. Besides they paid us 3000 1st Character: Another scam, Woetar?
credits up front, and they’re giving us another
Gamemaster: “Not this time. This time it’s
4000 when they get back. That’s almost three
perfectly legit. And the best part is it pays 500
times what the trip is worth.
credits for about six hours of your time.”
1st Character: Yeah, yeah, yeah, I know. But I
2nd Character: Well, here’s our chance to do
wish som ething would happen to take our minds
off of all of this ... ( ( Gesture toward where you something ... provided w e ’re done by the time
our customers show up. But, can w e trust this
think the town would b e )) ... these people can’t
guy?
even build anything. I’d hate to see what they do
for entertainment around here. 1st Character: Not in the least ... that’s why
I’m interested. I say w e at least hear him out. Who
Gamemaster: Almost on cue, the comm board
knows, m aybe this will be just another milk run.
comes to life. In a strangely nasal voice you hear,
By the red seas of Knores, w e sure could use one
“Hey you! Up there in the (sh ip ’s name)! Is your
to fill up the next several hours.
captain aboard, and is his name (p ilo t’s nam e)?”
The voice sounds familiar but you cannot place it. Gamemaster: You activate the exterior door
1st Character: Yeah, w ho wants to know?
controls.
1st Character: W e are opening the hatch. W e
Gamemaster: In the same nasal voice. “Oh, I
will hear your ‘proposition’ and it better be good
was just wondering if you wanted to sit down and
or you may find yourself in the torpedo tube.
try to win back the 1500 credits you lost at sabacc
on Tekurr’k a few months back.” Gamemaster: “ Oh, it’s good alright. I’m com ­
ing aboard.”

32 The Politics of Contraband


— STA R . Free Time
"W A R T

he decided that a small fare is better than no fare


at all. Therefore, he is willing to give up a percent­
rW o e ta r
age of the fare if they will help him out.
Template Type: Zarian
W oetar is getting paid about 2000 credits for
Con Man
his help; he’s willing to offer the players 500
Loyalty: T o himself and
credits up front, although if pressed he will nego­
the almighty credit
tiate up to 750 credits (m ake opposed bargain
Height: 1.3 meters
rolls, but give the characters a +5 bonus to their
Species: Zarian
roll). If the characters w on ’t drop to 750 credits
Sex: Male
or less, he will withdraw his offer, although he
DEXTERITY 1D+2
will want to stay on the ship for as long as
Blaster 2D+2, dodge 3D+1,
possible. Any character making a M oderate Per­
running 5D
ception roll will notice that W oetar seem s very
KNOWLEDGE 2D
nervous.
Planetary systems 3D+2,
W oetar would like to get the characters going
streetw ise 4D+1
as soon as possible, since his ‘friends’ (th e dis­
MECHANICAL 1D+1
gruntled ex-custom ers) may be showing up at
Astrogation 2D+1,
any time. He will not tell the characters w hy he
starship piloting 3D
can’t do the job himself, only saying that, “Well,
PERCEPTION 4D+1
if you can’t accept a favor graciously, I w ill find
Bargain 6D, con 6D+2
som eone who can.”
STRENGTH ID+2
If the characters don’t leave for Karren within
TECHNICAL ID
half an hour, the goons will indeed show up and
Starship repair ID+2
the character’s ship will be attacked (the goons
care only about getting W oetar, and are con­ Physical Description: W oetar is indeed a
vinced that they can handle anyone w ho is help­ short hairless creature, with thick, tough
ing the pesky con artist). When the goons show green skin. His physical presence is humor­
up, if asked about them, W oetar will only remark, ous, and he seems quite harmless — he
“W ho knows, maybe they heard about m y deal uses this impression to run quite a number
and wanted a piece of it. You know how these of scams, most of them successful. He has a
locals can be som etim es!” high pitched nasal vo ice and a tendency to
Obviously, if the characters give W oetar up, complain and whine so he can get his way.
the adventure is over, since only he knows w here Equipment: Comlink, sporting blaster (3D+2
to meet the contact in Karren. dam age), loose fitting tunic, 1800 credits.
Quote: “It is a good day to make a credit.”
The G o o n s
The goons are the victim s of one of W oetar’s
notorious scams. T h ey are local hired hands on KNOWLEDGE 2D
the teggi farms who w ere talked into buying fake Teggi botany 4D
Droid diognostic software at a “great price.” MECHANICAL 2D
W oetar figured he’d be on another planet by the PERCEPTION ID
time they figured out that they’d been scammed. STRENGTH 2D+2
So much for timing ... Brawling 4D
The goons are out for their m oney back, and TECHNICAL 2D+1
wouldn’t mind breaking a few of W oetar’s bones Droid repair 3D+2
while getting a refund. T h ey assume that anyone Physical Description: Tough Humans or one
who W oetar is talking to is a friend of his and of the near-Human races, they are dull-witted and
must be in on the scam, so it’s fine to blast them ve ry angry with W oetar.
too. Equipment: Slug throw er (uses firearms skill,
They will flee once tw o o f them have been 3D+1 damage, ranges: 3-5/10/15, ammo: 6, fire
injured. rate: once per round), one spare clip each,
comlink, tool belts and Droid maintenance tools,
Goons (5) m oisture-proof thick trousers (fo r working in the
DEXTERITY 2D mudflats).
Firearms 4D+2, dodge 3D A fter the battle, cut to Episode Tw o, “ Karren.”

The Politics of Contraband 33


Free Time JT A I
W AR

E pisode Tw o: Karren sim ply spacers or travellers on their w ay to


som ew here else — anywhere else.
T h e flight betw een Lis’an and Karren takes 25
W oetar’s instructions are simple: enter the
minutes and the character’s ship is allowed to
bar at about 1400 hours, order a drink, then
land at the “spaceport” without a problem .
proceed to the sabacc table closest the rear
Karren door. Ask for 50 credits worth of chips and begin
T h e spaceport is v e ry unimpressive — a large playing. An individual will then com e to you and
stretch o f mudflat with only one building; three ask, “A re you from Ansek?” Th e reply is sup­
transports, all decrepit and clearly held together posed to be, “No, never been and never want to
with little m ore than m olecular Instant Adhesive, go there!”
are haphazardly placed around the control build­ If the characters wish to gamble, have them
ing. Th e control building is hexagonal and about make gambling rolls: if they make a Moderate
30 m eters across, with a 10 m eter tall navigation total, they win 5 credits, a Difficult total gets them
beacon. 10 credits and a V ery Difficult total gets them 25
Th e city o f Karren is a bigger version of Lis’an credits.
— mud everyw here, tem porary buildings, and a If the characters win one hand, there will be
perpetually overcast and dreary sky. Aside from som e obvious grumbling and several openly hos­
the residences, the characters will notice that tile glares. If the characters win tw o hands in a
there are about three dozen larger buildings — row, the locals will mention how rude it is of
they are also tem porary structures, but they strangers to com e in and take their money. If the
might be stores or other businesses. W oetar characters win m ore than 50 credits or win m ore
informs you that this “ city” has about 35,000 than tw o hands in a row, one of the locals will get
people and is the nominal capital o f the planet. upset and heave a chair in the character’s gen­
eral direction. Give the upset local the same stats
Into The City as the goons in Episode One, but he has no
After landing, W oetar will now give the direc­ weapons, instead having to rely on chairs (dam ­
tions to the “Twin Scales,” the tavern where the age STR+1D) and ceram ic mugs (dam age STR+2)
characters are to m eet the courier. for weapons.
W oetar will explain that he should remain on A fter tw o rounds of combat, the other locals
the ship until they get back, in case any goons will break up the fight, sending the local home
have follow ed him to the city. W hile he w on ’t and advising the characters that they should
mention this, W oetar is also a little uneasy about stick to the bar.
the job. If the characters don’t get into a fight, a tall,
If pressed, W oetar will go with them, but he skinny human with a toothpick in his mouth will
will mention that he is afraid that m ore goons will join the game. A fter three or four hands, he will
notice him. use the passwords — he is the messenger.
If W oetar stays on the ship, the characters’ If the characters did get in a fight, he will
journey to the Twin Scales is an uneventful fif­ approach them, ask how they are doing, and use
teen minute walk. If W oetar is with the charac­ the passwords.
ters, have each character make one V ery Difficult Then, the m essenger will tell w hoever gave
Perception total — anyone w ho succeeds notices the correct reply, “Th ere’s som eone I think you
that one of the locals, dressed like a typical farm should m eet.” He leads the characters to a booth
hand, is trying to keep watch on the characters. on the other side of the bar, close to the front
If the characters try to investigate, the worker door.
will disappear into the shadows and not be seen
Th e Courier
again.
The courier is clearly humanoid, dressed in a
Th e T w in Scales long, dark cloak w hich reveals none of the
The Twin Scales is a run-down tavern only a person’s features. When she speaks, the clearly
few minutes walk from the spaceport. In addition feminine v o ic e identifies her as a woman, and her
to a low bar and several tables, it has four sabacc hands are those of a normal Human. She says, “I
tables, one of which has been w arped by water am the co u rier— are you ready to com plete your
which constantly drips from the ceiling. agreem ent?”
Th ere are about tw enty patrons currently in If W oetar isn’t with the characters, she will
the bar. About half of them are dressed as farm ask, “So w here is the amphibian?”
hands or spaceport workers, and the rest are She then passes a small pouch to the Human

34 The Politics of Contraband


'A R Free Time

who brought the characters over. He opens it,


checks its contents, and quickly vanishes out the The Courier
front door, leaving the characters and the cou­
Th e “courier” is actually
rier alone. She will ask them if they have a ship
the Im perial Colonel in
ready for transport and that she is in a hurry.
disguise — the very same
During the course of their conversation, a half-
one that the characters’
filled drink mug will bounce off the table, splat­
em ployers, the N ew Re­
tering the characters with thick, g o o e y red liquid
public com m andos, are
with a strong, acrid odor — another fight has
try in g to captu re. T h e
broken out at one of the sabacc tables (this
colonel has no desire to
incident is purely for co lor and flavor, although
reveal her true identity,
some characters may decide to join in the fight).
and will always talk as if
If asked, she will give no name or other infor­
she’s “just follow ing or­
mation. She will say, “I’m not an information
ders.”
broker, just a courier w h o’s patience is being
stretched. My boss’ business isn’t mine. I just do Template Type: Imperial
what I’m told. Let’s go.” Colonel
She will then rise, and leave the bar, expecting Loyalty: T o the Empire
the characters to lead her to their ship. If the Height: 1.6 meters
characters ask for payment, she will say that they Species: Human
will get their m oney once they have left the Sex: Female
spaceport. Age: 30+
DEXTERITY 4D
E pisode Three: The Problem Blaster 6D+1, dodge 6D+1,
heavy weapons 5D
The characters can make it back to the space­
KNOWLEDGE 2D+1
port without any problems. But once at the space­
Streetwise 4D+2
port the problem s will begin to escalate.
MECHANICAL 2D+1
First, the characters will find that there are six
PERCEPTION 4D
local police officers waiting for them upon their
Bargain 6D, command 6D+2,
return. If W oetar is with the characters, he will
con 5D+2
see them just as he turns a corner, and duck back
STRENGTH 3D+1
around. He will refuse to go to the ship unless the
Brawling 5D, martial arts 6D
characters lure the police away.
TECHNICAL 2D
If the characters want to know w hat’s going
on, the police will inform them that they have Special Abilities: Pressure points: The colo­
been instructed to detain the ship until the next nel knows a special form of martial arts
day. Th ey are looking for W oetar (th ey describe designed to inflict great pain without per­
him as a “green, hairless alien con man”), w ho is manent injury. When rolling damage, add
wanted for the scams he has run in Lis’an. The +2D to the colon el’s Strength, but treat it as
police know that W oetar came to Karren on stun damage.
board the characters’ ship and it will be held until Physical Description: The colonel is dis­
W oetar is captured. guising her identity with a long, dark green
If W oetar remained on board and the charac­ cloak. If she pulls it back, she is a very
ters decide to hand him over to the authorities, attractive woman in her early thirties, with
the characters will find that he has disappeared. dark brown hair and brown eyes. She has a
The police will allow one character to board the m aliciously evil smile. Her speech is cold,
ship, but one officer will accom pany him on lacking warmth and em otion - she clearly
board. expresses that she has m ore important
If W oetar was with the characters, w hile they things to do than bother with a few petty
are learning what the story is, W oetar will try to smugglers, even though she desperately
slip away if at all possible. needs them to get off the planet.
The courier will not find any of this amusing
Equipment: Blaster rifle (5D dam age), 1000
and will vo ice her annoyance.
credits.

The Politics of Contraband 35


Free Time
W ARS"

Karren Police (6) com p licated— they have to find W oetar and turn
DEXTERITY 3D him o ver to the police before the courier’s dead­
Blaster 4D+2, dodge 4D line. Turn to “Hunting Down W oetar.”
KNOWLEDGE ID
MECHANICAL 2D H unting D o w n W oetar
PERCEPTION 2D W oetar has learned that the law is after him
STRENGTH 3D and has taken flight. He has headed into the city,
Brawling 4D and is trying to keep a low profile while contact­
TECHNICAL ID ing the captains of the other tramp freighters for
Physical Description: Th e police clearly look a ride off the planet. The characters should sim­
the part, with shiny new uniforms and weapons ply ask around, and the hunt for him can take as
to match. Th ey are young (ea rly 20s) and eager to long or as short as you wish — give the players
do their job well. just enough of a chase to keep them interested,
Equipment: Blaster rifle (5D), comlink, black and not so much that they get bored.
and tan uniform (+1 to Strength to resist dam age). If the characters capture W oetar and turn him
Personality: Curt and to the point. Th ey will be over to the police, they are allowed to leave
polite and explain to the characters that they are without incident. Turn to Episode Four, “The
being detained, and will be helpful if the characters Chase.”
are pleasant. If the characters are belligerent, all of If the characters blast out of the spaceport
them will be locked up overnight. because they refuse to turn W oetar over to the
authorities, turn to “Blasting Out.”
G etting O u t O f This M ess If the characters have to hunt through the city
for W oetar, they may have a chance encounter
If the characters sim ply turn W oetar over to
with their em ployers, the Rebel commandos.
the authorities, they can leave any time. This is
Since this adventure is dependent upon the play­
fine with the courier. Cut to Episode Four, “The
ers not knowing that they are “saving” the Impe­
Chase.”
rial colonel from the Rebel commandos, this
The character’s also have the option of blast­
must be staged so that the characters don’t
ing out of the spaceport, although there will be
im m ediately find out what is going on — the
com plications to that. See “ Blasting Out.”
courier, for som e reason, cannot be with the
If W oetar has disappeared and the players
characters when they meet their em ployers. The
decide to hunt him down, things get a little m ore

36 The Politics of Contraband


___ STA R . Free Time
"W A R T

characters may mention that they w ere sim ply Blasting O u t


hired to pick up a cargo, and the Rebel comman­ Th e characters decide to leave the spaceport
dos w on’t discuss their business in the city. in typical smuggler fashion — guns blazing! If
The characters may also run into the main they go out fighting, after they have been in flight
team of commandos, six in all (th ey ’re all Hu­ for about half a minute, they find that the city of
mans), who are dressed as comm on spacer ruffi­ Karren has sent four cloud cars after them.
ans. These comm andos will open fire on the Th e pilots have operation codes of 4D and
characters im m ediately if the colonel is with gunnery codes of 3D.
them. If not, they may sim ply have a chance
meeting with the characters, and there will be no
Cloud Cars
Scale: Speeder
direct conflict until Episode Four, “The Chase.”
Speed Code: 3D
Elite N e w Republic Commandos Maneuverability: 2D
DEXTERITY 2D+2 Body Strength: 3D+1
Blaster 4D, brawling parry 5D, dodge 3D, Weapons:
m elee 4D, m elee parry 3D+2 Double Laser Cannon (fire-linked)
KNOWLEDGE 2D Fire Control: 2D
Streetwise 3D+1, survival 2D+2 Damage: 4D
MECHANICAL 1D+2
Repulsorlift operation 2D, starship E pisode Four: The Chase
piloting 3D, starship gunnery 3D+2
With the courier safely on board, the charac­
PERCEPTION 2D
ters can now make their w ay to the rendezvous
Con 3D, hide/sneak 4D+1, search 5D+1
point.
STRENGTH 2D
If W oetar is aboard and any o f the characters
Brawling 3D
make a m oderate Perception roll, they will notice
TECHNICAL 1D+2
W oetar talking to the courier in an attem pt to be
Demolitions 2D+2, security 2D+2
discreet. W oetar is trying to get the courier to
Equipment: B laster p isto l (4D da m age),
give him the 1500 credits now without the char­
comlink, protective vest (+1 to Strength to reduce
acters noticing what is going on. Th e courier will
damage)
refuse, only offering payment upon the rendez-

The Politics of Contraband 37


Free Time JTTAI
W AR

vous with the other ship. W oetar will get very Weapons:
upset with the courier and if the character’s Four Laser Cannons (fire-linked)
didn’t notice before, they will definitely notice Fire Control: 3D
W oetar’s sudden change of m ood with an Easy Damage: 5D
Perception roll. Double Laser Cannon Turret
If W oetar isn’t aboard the ship, the courier will (fire-linked)
sim ply retreat to the passenger section and will Fire Control: 2D
refuse to discuss or otherw ise fraternize with the Damage: 4D+1
crew. She will only pay upon rendezvous with the Shields: ID
ship. If the characters survive long enough for the
Imperial ship to arrive, the freighter will veer off,
The Final S how dow n and blast into hyperspace before the star de­
Just as the characters notice W oetar’s m ood stroyer can shoot it down. As far as the main
or begin to seriously pester the courier for money, team of commandos is concerned, the colonel
their sensors will pick up tw o ships on an inter­ got away, so they should leave the system before
cept course with theirs. their ship is identified by the Imperials.
With an Easy Mechanical check they can use
Carrack-class Cruiser
their sensors to determ ine that one ship took off
Scale: Capital
from near Karren, while the other has just ar­
Speed Code: 4D
rived in system from hyperspace. The first ship
Maneuverability: 2D
will catch up to the characters’ ship in about five
Body Strength: 5D
rounds, while the other ship will take at least tw o
Weapons:
minutes to catch up to the characters’ ship.
10 Heavy Turbolasers
If the characters make an Easy Mechanical
(fire separately)
total, their ship’s sensors will tell them that the
Fire Control: ID
first ship’s guns and shields are being charged
Damage: 7D
and readied for combat; the ship itself is a highly
20 Laser Cannons
m odified freighter. With a M oderate Mechanical
(fire separately)
total, the character will be able to figure out that
Fire Control: 3D
the second ship is an Imperial Carrack-class
Damage: 2D
Cruiser.
5 Tractor Beam Projectors
A Challenge Fire Control: 2D
The first ship will close in, hailing the charac­ Damage: 4D
ters’ ship, demanding that it return to Karren to Shields: 2D+2
land and turn over the courier. As soon as the attacking freighter disappears,
If the characters don’t cooperate by the time the cruiser will order the characters’ ship to
the ship closes the gap, it will open fire and prepare for docking. If the players are worried
attempt to shoot down, but not destroy, the (w hich they should be), the courier will reassure
characters’ ship. At this point, the ship’s sensors them that this is what is supposed to happen.
will tell the characters that the other ship is a As soon as the tractor beams have brought the
Carrack-class Cruiser if they didn’t already know ship in close and a docking tube is extended near
what it was. the exit hatch, the courier will exit and set a
If the characters turn around they will miss pouch near the exit hatch. It contains 1500 cred­
their rendezvous and therefore forfeit their fare. its. She will then tell them, in a sarcastic tone of
If the characters attem pt to do this, the courier voice, “Thank you for your services. You may
will draw her weapon and threaten to kill anyone leave now.”
w ho doesn’t do as she says. She will demand that If W oetar is on board, he will attempt to grab
the characters continue on to rendezvous with the pouch first, and then take his cut before
the larger ship. giving the rest to the characters.
The characters will see five individuals dressed
Modified Attack Freighter in black uniforms near the airlock and make their
This is the main Rebel com m ando ship. w ay to the courier, w ho is now walking toward
Scale: Starfighter them. M oderate Perception rolls will allow the
Speed Code: 3D+1 characters to hear keyw ords like “Colonel,” “Em­
Maneuverability: 1D+2 pire,” “Grand Adm iral.”
Body Strength: 4D If the characters don’t leave as instructed, the

38 The Politics of Contraband


— STA R. Free Time
“ W AR F

Imperial officers will at first give them a warning, mando team, and that team fled the system be­
and then imprison them for their sheer stupidity. fore they could get a clear identification of the
freighter that rescued the colonel.
Conclusion If the courier was not delivered to the cruiser,
If no conflict was caused on the cruiser, the for w hatever reason, the em ployers show up on
characters will arrive back at the Lis’an space­ time, with the colonel bound and gagged. With­
port with plenty of time to spare. W oetar, if with out any explanation, the em ployers will ask the
the characters, will take his leave and the charac­ smugglers to take o ff— quickly— before som e of
ters are on their own until their em ployers re­ her friends show up. Upon seeing the characters,
turn. the colonel will recognize the characters from
If the courier was delivered safely to the cruiser, the bar and go into a fit of delirium thinking that
the passengers will return disgruntled and upset. the entire ordeal was a setup by the Rebel and the
Th ey will pay the characters, nonetheless, but characters.
seem quite upset. During the course of their trip
back, one of the player characters should over­ R ew ard s
hear one of the em ployers complaining that an Aside from the credits due them, award the
Imperial colonel, aided by som e “no good spac­ characters one to three Skill Points based on
ers,” got away from the main New Republic com ­ their performance.

The Politics of Contraband 39


The Right Place ... JT A R .
W ART-

The Right Place ...

A d v e n tu re B ack grou n d • For m ore information on Celanon, refer to


Planets o f the Galaxy, Volume One.
Vohrkrewel had a problem . He was a wanted
man — wanted throughout this entire sector.
Th e Imperials had every law enforcem ent officer E pisode O n e: The W rong
on the planet of Celanon looking for him, and all Time
because he had been selling information to both Read aloud or paraphrase.
the N ew Republic and the Empire. Some people
You find yourselves once again nearly broke
have no sense of humor.
and without the prospect of employment. You’ve
Vohrkrewel had one thing going for him though
landed on Celanon, a major commerce planet
— n ob ody on the planet knew what he looked
and you’ve heard that you can get anything you
like. That had its advantages.
want in Celanon City, provided you’re gutsy
His first priority was to find som e w ay off this
enough.
trade planet. That required a patsy— som eone to
W hen you docked at the space port, you were
draw Imperial attention away from him while he
told that the best place in town to find employ­
did his next job for the crim e boss Jorkat the
ment is Gularg’s Libation Emporium, over in
Render. Finding a suitable candidate w ouldn’t be
the old city section of town. Gularg’s is nearly
too hard. He needed som eone gullible, easily
legendary for being the rowdiest, seediest and
manipulated, and cocky. Typical smugglers.
most dangerous tavern this side of Ka’Dedus.
Vohrkrewel toyed w ith his drink, and glanced
Y ou’ll fit right in.
around the dim interior of Gularg’s Libation Em­
porium. A milling crow d of drunken refuse met At this point have the players read the script.
his gaze. Som ewhere in the sm okey depths a Gularg’s is located in the center of a maze of
chair smashed over what passed for a head and alleyways and winding streets. A huge neon sign
a w et squishy sound issued forth. Just a normal blinks feeb ly above the massive airlock leading
afternoon at Gularg’s. within.
The airlock opened and in stepped a small Once the characters enter the bar, read the
group of newcom ers. Vohrkrewel could tell from follow ing description:
their expressions that they w ere new to the Gularg’s Libation Emporium looks like an
planet. “I may have found my decoys,” thought enormous cavern. Dank stairs lead down into
Vohrkrewel, “and from the looks of them, this will dark depths, where the sounds of drunken
be easier than I thought.” revelry can be heard. Inhuman wailing can be
heard within, or is that the local music? As you
The Set-Up descend the stairs, a repulsive stench wafts up
• The characters have safely delivered a cargo or to greet you. Smoky air hangs heavy in the foul
for som e other reason are visiting the trade cavern below.
planet of Celanon. The characters are just look­ Upon stools and at countless tables rest doz­
ing for a sim ple tavern, som e place to get a cold ens of inhabitants, some human, most not. As
drink ... you make your w ay forward to the bar, several
sets of sensory organs scan you from various

40 The Politics of Contraband


___ S TA R . The Right P la c e ...
“ W ART

T H E R IG H T P LA C E ...
A D V EN T U R E SCRIPT
Use the following script to start the adventure.
Your gamemaster will tell you what part (or parts} to read.

1st Character: So here w e are ... Gularg’s. 1st Character: Just in tim e for the party.
2nd Character: Look at this place. It’s a dive. 2nd Character: I’ll look for a table, you get the
This is almost as bad as that place on Antiquity. drinks.
I bet you that som eone will die from food poison­ Gamemaster: As soon as you step inside, chairs
ing before we leave tonight. begin flying in every direction, amidst screams
1st Character: Y ou ’re really letting your imagi­ and shouts. A bottle goes flying over your heads
nation get the best of you. I’m sure it’s a charming and smashes into the frame of the airlock. A
place ... you go down the stairs first. Gamorrean bouncer turns his attention from the
2nd Character: W hatever you say. street outside toward you. Drool slides from his
mouth to his stained neon-yellow tuxedo. He
Gamemaster: Th e stairs leading dow n to
grabs what’s left o f the bottle and points at you.
Gularg’s are covered with brown, w atery muck,
and as you step on them, there is a certain “g ive” 1st Character: Hey pal, wasn’t me.
to them, as if they w ere about to collapse. As you 2nd Character: Just what w e need ... a bar
reach the bottom stair, you see the airlock ahead. fight.
2nd Character: An airlock? What do they need Gamemaster: The Gamorrean grunts tw ice
an airlock for? and roughly shoves his w ay past you into the
1st Character: Atm osphere. melee. Seconds later, a pair of Jawas go flying
o ver the tables to the left of you, to land on a
2nd Character: I know that. I mean, what kind steaming plate o f ... something. Soon, the ruckus
of atmosphere?
dies down, as no less than a dozen aliens and
1st Character: No! No! M ood, you know, ambi­ Humans are roughly led by several bouncers to
ence. W e know that if w e ’re going to get a cargo the front door. O ver it all, you can hear the deep
out of this lousy city, w e have to go here. pitched laugh of a Hutt. Then, you see the crea­
2nd Character: I guess. I just didn’t trust that ture sitting upon a platform behind the bar. He
Nalroni. He looked like he was trying to con us. has several scars on his face and an eye patch.
With a hearty laugh he m otions to you. Then, in
1st Character: He’s a Nalroni. T h ey all give strongly accented Basic he tells you, “W elcom e
people that impression. N ow relax ... and go
to m y place ... Gularg at your service. A great
through the door first. fight, wasn’t it? Now, what will you have?”
Gamemaster: As you open the door, loud wail­ 2nd Character: I’v e got a bad feeling about
ing greets your ears. The sights are amazing, this.
even to your jaded eyes. A drunken Rodian
stumbles toward the airlock, and topples over in 1st Character: Be quiet and order a drink from
a heap. Before anyone else can react, a W ookiee the nice H u tt... (whispering) before he has us fed
grabs him, and hurls him toward the back of the to something.
bar, with a savage war cry.

The Politics of Contraband 41


The Right Place ... JTAI

parts of the room. ment that running this sort of bar brings. He
On a raised platform near the rear of the loves a good brawl and will not usually break up
room are five beings providing the ... music. A the ones that start in his establishment until
w ildly flashing sign proclaims that they are weapons com e out. When that happens, Gularg
“Bartru and the Blaster Rays.” The apparent will throw himself into the fray with a gleeful
leader of the group, a Devaronian, is currently chortle and begin to crack skulls.
smashing his oboe-like instrument through a Quote: “Please, no blasters in my bar ... here,
bank of speakers, much to the approval of the hit him with this chair.”
crowd. Jezzable
Behind the bar is a one-eyed Hutt. He smiles Template Type: Floozie
at you and croaks, “Can I get you somethin’?”
Loyalty: Huh?
A llow the players to wander around the bar Height: 2 meters
and interact with the various personalities de­ Species: Human
scribed below. When the action wanes, use the Sex: Female
random bar happenings to liven things up. When Homeworld: Celanon
you think your players have had enough fun, go Age: 27
on to Episode Tw o, “A Chance Meeting.” DEXTERITY 3D+2
Gularg Blaster 4D+2
KNOWLEDGE 3D
Template Type: Hutt Bartender
Streetwise 5D
Loyalty: T o himself
MECHANICAL 2D+1
Length: 4.7 meters
PERCEPTION 4D
Species: Hutt
Bargain 5D, con 5D, seduction 6D
Sex: Herm aphrodite
STRENGTH 2D+2
Homeworld: Varl
TECHNICAL 2D+1
Age: 597
Equipment: Makeup bag, clutch purse, hold­
DEXTERITY 2D
out blaster (3D+2 dam age)
Blaster 4D, dodge 3D
Physical Description: Jezzable is a gorgeous
KNOWLEDGE 2D
but naive creature. She has long flowing red hair
Alien races 5D, cultures 4D, streetw ise 4D,
and green eyes. With her flawless complexion
xeno-m ixology 4D
MECHANICAL ID and her knock-out figure, it’s no wonder her
boyfriend is so jealous.
PERCEPTION 2D
Personality: Jezzable is a horrible flirt and
Bargain 3D, con 3D, gambling 4D
loves to have men of all species fight over her.
STRENGTH 3D
Quote: “ Oh! Y ou ’re a freighter pilot ... that
Brawling 3D, stamina 4D
must be terribly interesting! I’ll just snuggle close
TECHNICAL 2D
to you and you can tell me all about it.”
Security 3D
Equipment: Blaster pistol (4D dam age), 2 gre­ Brooser
nades (5D dam age), datapad with “The Orgil Template Type: Tough Native
Guide to Bartending.” Loyalty: T o himself
Physical Description: Gularg is a fairly normal Height: 2.2 meters
Hutt in that he is p h ysically repulsive. His Species: Human
splotched, m ottled com plexion is broken by oc­ Sex: Male
casional patches of a bluish fungal growth. He Homeworld: Celanon
has several scars across his flabby face and Age: 37
wears a patch over his left eye. DEXTERITY 3D+2
Background: Gularg left his hom e planet at an Brawling parry 5D+2, m elee 6D+2, m elee
early age for the thrill of exploration. He soon parry 4D+2
found himself enthralled by the vast number of KNOWLEDGE 2D
other life forms in the galaxy. Gularg’s great jo y in Streetwise 3D
life was meeting and speaking with new beings. MECHANICAL 2D+1
He found the best place to meet people was in PERCEPTION 3D+2
bars. The rest is now history. Gambling 4D+2
Personality: Gulargis an anomaly amongHutt’s STRENGTH 4D
as he is a ve ry jovial and pleasant fellow. Gularg Brawling 6D, lifting 5D, stamina 5D
enjoys serving his clientele and all the excite­ TECHNICAL 2D+1

42 The Politics of Contraband


■The Right Place ...

The Politics of Contraband 43


The Right Place ... -STAR___
W ARS—

Equipment: Work clothes, brass knuckles (STR talk to the tw o is likely to find himself in battle
+ ID damage; V ery Easy difficulty) with both. This encounter could be built up to by
Physical Description: B rooser is a huge man making casual references to the tw o creatures
... actually man may not be the best word, as he sharing a few drinks at first, and then seeming to
appears m ore simian than anything else. Brooser get argumentative a few minutes later, and then
weighs in at over 150 kilos, all o f it muscle save for really nasty, until the fight finally does break out.
the Jargridian Brandy belly around his waist. • Flirtatious advance. One of the characters (roll
Jorgan Blech, captain of the freighter Bold Dove, random ly or pick your favorite) is sent a drink. If
m ade the m istake o f likening B rooser to a the character inquires as to w ho bought it for
W ookiee. What was left of Jorgan after Brooser him, Gularg points out Jezzable at a nearby table.
was done was then beaten b y a W ookiee for the Regardless of their reaction, Jezzable will join the
insult to his people. character a few moments later. She will make
Personality: Brooser enjoys fighting and gam­ pleasant small talk with the character until
bling, in that order. The only thing he loves m ore B rooser notices. When this happens, go to the
than a good fight is his steady girl, Jezzable. next encounter.
B rooser is insanely jealous and w ill fly off the
handle at the smallest provocation. Jezzable pro­ • Punched out! Brooser (o r another random
vides lots of provocation. gamemaster character) has decided “he doesn’t
Quote: “ GHHHRRRRRR!” dn sert the sounds of like your face.” He goes out of his w ay to provoke
breaking furniture> a confrontation, starting with pushing and name
calling; he quickly works up to full-fledged physi­
Random Bar Happenings cal violence. Every round o f actual combat, there
• Raid! A squad from the Celanonian Organized is a 2 in 6 chance of m ore bar inhabitants becom ­
Protectorate raids the establishment to check ing involved. Gularg will not lift a finger to stop
for legal identification and to do a spot check for the fight until any kind of blaster weapon is used.
criminals — anyone with a criminal record on When this happens, he will tumble and slither
Celanon will be arrested unless the character can into the fray and attempt to disarm and chastise
make a Difficult con. The troops, all Nalroni, are the offender.
also looking for Vohrkrewel. • Challenged. A random character is challenged
Celanon Organized Protectorate by a bar inhabitant to a game of skill. This game
Troops (8) is of the sort played in bars, something like zero-
DEXTERITY 2D gravity fuse-balls. Give the challenging character
Blaster 5D, dodge 5D+1, m elee 5D, m elee a gambling skill of 5D. This is a good w ay for
parry 4D+2 characters to befriend possible contacts.
KNOWLEDGE 4D • Mistaken Order. Th e w rong food or drink is
Streetwise 5D+1 delivered to the characters. This effects can vary
TECHNICAL 2D from humorous (like a drink which turns the
PERCEPTION 5D character’s skin blue for 48 hours) to deadly (like
Bargain 6D+2, command 6D+1, con 7D+2 being delivered a dish of live and angry Forntarch).
STRENGTH 3D
• Job offer. Th e characters are contacted and
MECHANICAL 2D
offered employment. This can be used to lead the
Equipment: Blaster pistol (4D dam age), gold-
characters into another short adventure, or to
trimmed blast vest (+2 to Strength to resist dam­
divert them from their true goals. Unless you
age), blast helmet (+1 to Strength to resist dam­ have another encounter in mind, use this en­
age) with attached comlink and light-sensor counter to go to Episode Tw o, “A Chance Meet-
scopes (+1D to hit with ranged weapons in dark­
mg.
ness)
• Mistaken Identity. The characters are once
• A fight erupts! Chairs and tables fly! If the again in trouble, but this time it’s not their fault.
characters do not get involved, the fight will end Really. This encounter can be good or bad. Per­
in 2D rounds. Th e fight is between a W ookiee (use
haps they are mistaken for the stars of “Marl
the character tem plate on page 137 of Star Wars:
Blazestar: M ercenary For Hire” , a local holo-vid
The Roleplaying Game) and a Defel (se e page 29 show. Maybe the players are thought to be a
of Galaxy Guide 4: Alien Races). Th e argument
group of bounty hunters that are here to kidnap
started o v er who could drink more, and quickly the leader of Bartru and the Blaster Rays.
degenerated over w ho has the nicer fur. A peace­
ful settlem ent is unlikely and anyone trying to • Befriended. Roll random ly for the characters

44 The Politics of Contraband


AR The Right Place ...

— one of them has gained a friend. A drunken bar weapons tech nology and are nearly four years
inhabitant has taken a liking to him and wants to away from actual release. The introduction of
follow him around until he is threatened. He will these chips into the pirate fleet could cripple
be fanatically loyal to the character and will shipping in the surrounding systems, but don’t
shout his praises to all around. This can have tell the players this unless they ask.
both good and bad effects — nearly all informa­ “Krovas” will continue to refer to one of the
tion the drunk has can be gotten by the player; characters as Vohrkrewel throughout their deal­
how much he knows is at the gam em aster’s ings with him. If the players insist that there is no
discretion. one named Vohrkrewel among them, “Krovas”
• Hustled. One of the characters is asked to join in w ill slyly wink at them and tell them he under­
a local game of chance, but this time the character stands the im portance of keeping a low profile.
has no chance. He is being hustled by an expert “Krovas” will explain the job and give them as
(gambling skill of 9D). The hustler will lose a few much of the above information as you feel is
games and then suggest that “we put some money appropriate. If the characters agree to the job, go
on the game, just to make it interesting.” Once the to “Set Up and Knocked Down.” If they refuse the
stakes get high, the character will find his luck job, go to “Up Against a W all.”
suddenly turn on him. Failure to pay off a bet can Vohrkrewel Yahrkar
lead to the encounter “Punched Out!” Template Type: Brash Pilot
Loyalty: T o himself
E pisode Tw o: A Chance Height: 2.1 meters
M eeting Race: Human
Sex: Male
When the players have had enough fun with
Homeworld: Unknown
the inhabitants of Gularg’s , it’s time for the actual
Age: 37
scenario to start. Read aloud or paraphrase:
DEXTERITY 3D+1
From out of the shadowy recesses of the Blaster 6D+1, brawling parry 4D+1, dodge
establishment steps a tall, w iry looking man 5D+1, m elee 6D+1, m elee parry 4D+1
dressed in a black one-piece jumpsuit. Over this KNOWELDGE 2D+1
he wears a stylish grey trench coat. He is im­ Alien races 3D+1, bureaucracy 5D+1,
maculately groomed and styled. His beady grey planetary systems 5D+1, streetw ise 7D+1,
eyes look you over. technology 4D+1
“Hey boys, you were supposed to be here MECHANICAL 4D+1
nearly an hour ago. Here’s the 500 credits we Astrogation 5D+2, starship gunnery 7D+2,
promised you if you showed up. W here do you starship piloting 9D+2, starship shields
want to talk about the job? H ow ’bout that table 4D+2
over in the corner? And by the way, w e heard PERCEPTION 3D
about you, Vohrkrewel. There isn’t going to be Bargain 6D, command 5D, con 9D
any renegotiating; w e aren’t paying you a cred STRENGTH 2D+1
more than the 10,000 w e agreed on.” Brawling 5D+1, stamina 4D+1
The thin man forces his w ay to the table he TECHNICAL 2D+2
indicated and sits. He looks at you expectantly. Starship repair 6D+2
When the characters join the thin man, he will Equipment: V ibroblade (STR + 1D+2 damage,
tell them his name is Krovas, a minor enforcer M oderate difficulty), heavy blaster pistol (5D
working for Jorkat the Render, a major crim e damage), bounty hunter arm or (+1D to Strength
boss on Celanon. to resist damage, -ID to Dexterity)
He is actually Vohrkrewel, an infamous smug­ Physical Description: Vohrkrewel is a tall and
gler who is currently wanted by both the Imperial thin man, with thin, dry lips that co ver a perfect
governm ent and the Rebels. Vohrkrewel would set of teeth. His heavily lidded eyes give him a
very much like to lead all of his pursuers away perpetually sleepy look. His long sharp nose
from Celanon on a wild m ynock chase. gives his entire face an avian quality. Vohrkrewel
The characters look like just the creatures he is always immaculately groom ed and, when not
needs. “Krovas” will offer them the chance to on the job, takes great pride in his specially
smuggle a load of valuable Mk XII Smartgunner tailored wardrobe.
chips to the Isen system for delivery to the infa­ Background: Alm ost nothing is known about
mous pirate chief Octavious Jupiter Scragg. the origins of the man named Vohrkrewel. In fact,
The chips are the newest generation of smart the only thing that is confirm ed is that he has

The Politics of Contraband 45


The Right Place ... JTAI

risen to the top of the smuggling field in the past Four, “End Game.”
few Standard Years despite the fact that no one
seems to know what he looks like. Set Up and Knocked D ow n
Personality: Vohrkrewel is a nasty, double­ Read aloud or paraphrase:
dealing rogue, but at least he’s pleasant about it. Krovas stands up to leave. He straightens his
Vohrkrewel prides himself on his ability to con­ clothing and looks down at you.
trol his emotions, even when rubbing out a rival “I will arrange to have the package loaded
or fighting for his life; he never raises his vo ice or onto your ship and will have it filled with fuel.
loses his tem per. The fact that he seems so Be prepared to leave in one hour. Talk to no
cheerful throws a lot of beings off in their deal­ one. There are interested parties everywhere
ings with him. and it w ould not do to have interference with
your mission. You have a reputation for being
Up Against a W all
the best, I trust this mission will be routine for
If the characters will not take the bait, you will you.”
have to gently nudge them into it. One suggested With a final flourish of his coat, Krovas leaves
way is to have “Krovas” plant the chips on the you to talk among yourselves.
characters’ ship and then call the Imperials and tell
them that one of the characters is Vohrkrewel. The characters will have one hour to prepare
This should create a great opportunity for a themselves for the coming adventure. Allow them
running chase, with the characters having to blast to use this tim e to purchase equipment and make
their way out of Celanon City. Read “An Unex­ preparations for the trip. Celanon City has a
pected Switch,” and cut to “What A W ay T o Go.” reputation for being a place where anything can
When they make the jump to hyperspace, they be bought, for the right price. A llow your charac­
find that a v e ry unusual com puter glitch has ters to make use of this.
thrown their ship on a course they never set.
A n Unexpected Switch
T h ey cannot override this new cou rse— they are
W hile the characters are busy preparing for
sim ply going w here som eone else has sent them.
their journey, Vohrkrewel is not idle. He is busy
Cut to “Cruising Through Hyperspace.”
having the characters ship filled with fuel.
When they em erge from hyperspace, they find
He is also setting up the characters — he has
them selves in the Isen system — cut to Episode
loaded a cargo of phony smartgun chips on their

46 The Politics of Contraband


— S TA R . The Right Place ...
—WART

ship, and notified the local Imperial authorities W h a t A W a y To Go


that the infamous Vohrkrewel (givin g a descrip­ Read aloud or paraphrase:
tion to match one of the player characters) is
Your ship can be seen just across the docking
preparing to smuggle the chips off planet. He has
bay. Two astromech Droids are removing the
also told the Imperials that the characters are
refueling equipment from your ship and it seems
headed for the Isen system. Th e real Vohrkrewel
believes that this will occu py the Imperials while ready to go. In fact, things really do seem to be
looking up — full fuel tanks, 500 credits in your
he sneaks away undetected, with the real load of
chips. pocket and the promise of another 10,000 upon
The plan is foolproof. Little did he know ... a delivery that was just dropped into your lap.
Unknown to Vohrkrewel, an error was made All seems right with the w orld and not even
by his faithful general servant Droid. W hile he that squad of Imperial Storm Troopers taking
was away, setting up the characters, the Droid up battle formation near the bay entrance could
ruin your mood.
noticed a small flaw in one of the phoney chips.
It determined that this flaw may interfere with its The captain of the Imperial strike team m o­
master’s plan, so it took the false chips back to tions to you as his squad members take up defen­
T e e lia n ’ s E le c tr o n ic E m p oriu m , w h e r e sive positions around him. Read aloud:
Vohrkrewel purchased them, to get a refund.
The squad leader shouts to you, “Vohrkrewel
W hile the ship was unoccupied, a servant of Yahrkar, you are under arrest. You and your
Jorkat the Render arrived with the real chips and
companions throw down your weapons and
secreted them in the cockpit of V ohrkrew el’s you will be terminated painlessly. Resist and
ship.
you w ill suffer. Decide n ow !”
Upon arriving on his ship, the Black Death ,
Vohrkrewel found the real chips in the cockpit If the characters give up (n ot likely), you can
and assumed that they w ere the false ones. Scoop­ have the fun of running them through an exciting
ing them up, he delivered them to the characters’ adventure in an Imperial hard labor death camp.
ship just moments before their arrival. Unknown T h ey will be unable to convince anyone that they
to Vohrkrewel, he has just loaded a priceless a re n ot at lea st s o m e h o w in v o lv e d w ith
fortune aboard the characters’ ship and has sent Vohrkrewel.
the Imperial fleet after it! If the players decide to fight (b y far the best
d e c is io n ), th e y m ust d e fe a t s ix Im p eria l
storm troopers (norm al storm trooper stats) and

The Politics of Contraband 47


The Right Place ... -STAR___
W ARS—

one trooper captain (+1 die in every skill over ing fighters can be heard over your comlink:
normal trooper). (Crackle) “C u g le ... V a n ce ... You stay on my
Standard Stormtroopers flanks. W e w ill hold positions while Y araar and
DEXTERITY 2D Ross make their first pass. Got it?”
Blaster 4D, brawling parry 4D, dodge 4D (H is s) “Got ya boss. It’ll be just like shootin’
Freiloid in a barrel.”
KNOWLEDGE 2D
MECHANICAL 2D Two of the TIE Fighters break formation and
PERCEPTION 2D begin to accelerate toward your ship!
STRENGTH 2D Once the players have defeated the TIE fight­
Brawling 3D ers, go on to “Cruising Through Hyperspace.”
TECHNICAL 2D
Equipment: Storm trooper arm or (adds + ID to Cruising Th ro u gh Hyperspace
Strength to resist damage, but reduces Dexterity By this time, the characters may be wondering
and all related skills by -ID ), blaster rifle (5D just what is going on and who this Vohrkrewel is.
dam age), one grenade (4D dam age) W hile they are in their journey to Isen, they can
do som e work to try to find out just what the heck
If the battle lasts for ten of m ore rounds, there
is going on. Some possible ways for them to gain
is a one in six chance every five rounds that
information are as follows:
another squad of four troops will enter the fray.
Once they characters are past the troopers, the • Use their memory. Roll their streetwise skill to
fun continues. Th ey are, if they bother to check, see if they can recall the name Vohrkrewel. If they
denied clearance to take-off. Due to the heavy make an Easy difficulty, they can seem to vaguely
traffic at the starport in Celanon City, the pilot will rem em ber the name at the minimum; for each +3
have to make a Moderate starship piloting to navi­ points they get over the difficulty number, give
gate the traffic immediately around the city. If this them one of the facts below:
roll is successful, the pilot manages to squeeze and • Vohrkrewel is the name of an infamous space
roll his ship between the incoming and outgoing rogue that som etim es operates in this sector.
traffic and make it into space. If the roll is failed,
• Vohrkrewel is said to have done jobs for both
there has been a collision; roll on the starship
the Imperials and the Rebel Alliance/New Repub­
damage table for the effect of the collision.
lic in the past; he has also worked for just about
When the characters manage to get out of the
everyon e else, too.
atm osphere of the planet Celanon, they are not
out of trou b le yet. Four TIE/In starfighters • Vohrkrewel is rumored to be extremely paranoid
(sublight speed 5D, m aneuverability 2D, hull 2D, and has never let any of his clients see his face.
blaster cannon: fire control 2D, 5D dam age) and • Vohrkrewel is known to be crafty and willing to
a TIE Interceptor (sublight speed 5D+2, maneu­ use unsuspecting people as pawns in his power
verability 3D+2, hull 3D, four laser cannons: fire games.
control 3D, 6D dam age) are waiting in orbit for
them. Th e ships are piloted by standard Imperial • Vohrkrewel has recently betrayed both the
pilots (starship piloting 5D, starship gunnery 4D) Empire and the New Republic, and as such is
and should not be an insurmountable threat for currently wanted by both groups.
the characters but should provide a few tense Th ey may check their com puter’s data files for
moments for our smugglers. Fudge rolls if neces­ information on Vohrkrewel. This requires a M od­
sary, but rem em ber to keep the action rolling. erate computer programming total, and only the
Read aloud or paraphrase: first tw o facts can be learned from computer
records.
Your ship quickly climbs out of the thick, T h ey can check their cargo. If they didn’t
heavy atmosphere of Celanon, and into the accept the proposition from “Krovas,” have one
inky blackness of space. You begin to feed the of the characters find the stashed phony chips.
data for your jump to hyperspace into your on­ Th e cargo will prove to be exactly what “Krovas”
board navigational computer, when five famil­ said it was — a 30-millimeter-long box of com ­
iar shapes, TIE fighters, are spotted zooming puter w eaponry chips (m ost of the box is filled
towards your ship from the planet below. There with packing material; there are only about 100
is no w ay for you to make a jum p before the chips in the crate). This may confuse the charac­
computer finishes plotting your course. There ters if they believe that they have been set up as
is only one option — fight! As you prepare decoys.
yourselves for battle, chatter from the incom­

48 The Politics of Contraband


■m IT A R i The Right Place ...
“ W ART

The chips are supposed to be false, but a After several hours in hyperspace, your ship
s e r ie s o f u n h a p p y c ir c u m s ta n c e s le d to emerges to realspace in the Isen system. The
Vhorkrewel placing the real chips on the charac­ Isen system is nothing but a massive asteroid
ters’ ship. belt, and while it is annoying to navigate in, it
The characters can check into the names should be no trouble; after all, it’s not like you’ll
“Krovas” or “Jorkatt the Render.” A M oderate have to do any fancy flying here. You quickly
streetwise roll will allow the players the following navigate through the mass of stellar debris to
information on them: your rendezvous position.
• Jorkatt the Render is a Nalroni and the reputed Time passes.
head of the Triathoggoth organized crim e clan in After several moments of waiting, a ship
Celanon City. He has managed to garner several appears on your sensors, but the signature is
fortunes over the last several years by running a not what you expected. As the ship gets closer
series of smuggling operations in the Celanon you can see flashes of the ship’s weapons as
sector. He supplements his incom e through ex­ they flick out and destroy incoming asteroids.
tortion, murder and protection rackets. It is said From the flickers of the explosions you can
that Jorkatt will not tolerate failure by any of his make out that the ship is an Imperial Star
underlings and none of them ever get the chance Galleon!
to fail m ore than once. It is also said that he is no You are unable to contain your shock as the
fun at parties, but not to his face. ship begins descending upon you and beams of
plasma energy crackle across the void towards
• Krovas is, or rather was, one o f Jorkatt’s chief
your ship.
lieutenants until an unfortunate incident cut his
career short. He was found dead after a swim­ Th e characters will find it im possible to jump
ming accident, although w hy he was swimming into hyperspace because of the density o f the
with plasticrete bricks in his pockets was never asteroid field around them. This means they
satisfactorily explained. have little ch oice but to fight. It m ay look like
certain doom for the characters and they may
The players may com e up with som e other think that they have no w ay out.
clever method. Use your own judgment and award Encourage these feelings, even if th ey’re to­
the players som e or all of the above information tally without basis. The Galleon is having troubles
if they com e up with another m ethod or line of of its own in the asteroid belt. As it is too large to
inquiry that is interesting. successfully m aneuver around them and its
When the characters have either som e idea of shields are weakening quickly, six of its ten w eap­
what is going on or are totally confused, end this ons are busy destroying incoming debris. Also,
scene and go to the final episode, “End Game.” due to several early hits, the Galleons shields are
only working at one-half efficiency (reflected in
E pisode Three: End G am e the ship’s stats).
By the tim e our gutsy space rogues have Imperial Star Galleon
blasted out of Celanon City, our friend Vhorkrewel
Scale: Capital ship
has realized that they are carrying the cargo Sublight Speed: 1D+2
given to him by Jorkatt the Render.
Maneuverability: ID
This is unfortunate since he has just finished Hull: 5D+2
giving the Imperials an “anonymous” tip as to
Weapons:
w here “Vhorkrewel” was heading. He now has no 10 Turbolasers (fire separately)
choice but to go to Isen system and retrieve the
Fire Control: 3D
real chips from the characters before the Imperi­
Damage: 4D
als get them or blast them into dust. Sigh ... a
Concussion Missiles
villain’s work is never done.
Fire Control: 5D
The Imperials w ere delighted to get a tip as to
Damage: 5D
w here that annoying Vhorkrewel was heading.
Shields: ID
Orders w ere sent to the closest ship to the sector
and while it isn’t an Imperial Star Destroyer, it has As soon as it looks like the characters are
m ore than enough firepow er to destroy that pest doom ed to certain destruction and capture, read
forever ... aloud or paraphrase:
Read aloud or paraphrase: It looks as though all is lost. Y our small ship

The Politics of Contraband 49


The Right Place ... -STAR___
W ARS—

has sustained heavy damage, several control Sublight Speed: 4D


systems are unresponsive, and the Galleon is Manuverability: 3D+1
moving in for the kill. Hull: 4D
Suddenly, beams of energy strike the rear of Weapons:
the Galleon and a breach in her shields be­ Two Laser Cannons (fire-linked)
comes obvious. Minor explosions shake the Fire control: 3D
behemoth and a small, fast ship painted to look Damage: 5D
like some sort of bird of prey whizzes by, its Photon Torpedoes
guns spewing forth energized death. Fire control: 2D
With a couple of quick passes, the Galleon is Damage: 10D
reduced to dust in a spectacular pyrokinetic Shields: 3D
display. The tiny w arbird turns on your ship
Another option the players have is to try to
and her weapons speak again. To your horror,
run. In this case Vhorkrewel will react in the same
your shields give out entirely. Your vid-screen
manner as if they try to fight — he will sim ply try
flares to life.
to keep up with them and knock out their ship’s
systems.
E pisod e Four: The M eetin g Since he didn’t plan on this kind of confronta­
Read aloud or paraphrase: tion, Vhorkrewel doesn’t have any elaborate traps
A familiar face can be seen piloting the other set up, and will suggest a simple docking between
ship — Krovas from Gularg’s. Krovas looks the two ships. He will com e to the docking tube
down his long thin nose and smiles at you. armed to the teeth (tw o blaster rifles, a hold-out
“I thank you for your efforts on my behalf. I blaster, and his bounty hunter arm or), intending
was having such terrible trouble with those to use his half-dozen small-blast grenades (nor­
Imperial buffoons and you did such a marvel­ mal damage, but at half the blast radius of normal
ous job of diverting their attention away from grenades) if the characters take action against
me. him.
“Unfortunately, a mixup occurred back on If the characters go along with his plan, he will
Celanon and instead of ending up with the give them their 2000 credits, and be off from the
decoy chips, you somehow got the actual ones. system without any further hostilities. Except for
I do apologize for the inconvenience, but please the entire Imperial fleet searching for their ship,
turn them over to me or 1 will be forced to they will be none the w orse for the experience.
destroy you. But, if you turn them over to me, I’ll If the players capture or kill Vohrkrewel, they
let you live, and I’ll even give you an extra 2,000 can loot his ship for 15,000 credits worth of booty
credits for your time. And rem em ber that and use him or his body to get the Imperials of
Vohrkrewel keeps his word ... within reason.” their backs. If they sell the chips, they are worth
no less than three million credits, but they have
The players have several options at this point. to be v e ry careful about where they try to sell the
Th ey can try to fight Vhorkrew el’s ship, th e Blood chips — they will probably attract a lot of official
Hawk. With their shields disabled, this could be attention, not to mention probably give them
a very dangerous choice. The only thing in their away for a ridiculously low price if they don’t
favor is that Vhorkrewel cannot risk destroying scout around first.
their ship because it has the chips. It is strongly suggested that Vhorkrewel not
Th e Blood Haw k die if there is violence — allow him an escape,
Craft: Mestapol Zephyr Light Combat even if he can’t get the chips. When the charac­
Fighter ters try to unload the chips som ewhere else,
Scale: Starfighter som ehow, someway, the infamous pirate has
Length: 50 meters found them and is pulling the strings behind the
Crew: 1 scenes, and he will exact som e kind of suitable
Passengers: 2 revenge.
Cargo Capacity: 300 kilograms
Consumables: 1 month R ew ard s
Hyperdrive Multiplier: x l In addition to any credits they have gained,
Nav Computer: Yes each character should be rewarded one to three
Hyperdrive Backup: Yes Skill Points.

50 The Politics of Contraband


Easy Money
“ W ART

Easy Money

A d v e n tu re B ack gro u n d
Seikosha is an undeveloped jungle planet in Seikosha
the Borderland Region, an area still actively con­ System: Breago
tested by the N ew Republic and the remnants of Type: Terrestrial
the Empire. In recent months, Seikosha has be­ Temperature: Hot
com e the haven for a large number of criminals Atmosphere: Typ e I (B reathable)
since the Seikoshans have maintained neutrality Hydrosphere: Moist
throughout the war, and their planet is now Gravity: Standard
conveniently situated in the Borderland Region, Terrain: Jungle
between the Empire and the N ew Republic. Weather: Violent thunderstorms and
A large number of off-world spacers and bounty downpours
hunters frequent the seedy bars and impromptu Length of Day: 28 Standard Hours
landing fields, hoping to turn a profit selling Length of Year: 422 Local Days
whatever dubious services they possess. Since Sapient Species: Seikoshans (N ); a variety
the Seikoshans have barely entered into produc­ of off-world colonists.
tion and manufacturing of basic goods, the Starport: Limited Services
crim elords have need of certain high-tech items, Population: 230,000
namely Droids and weapons. Planet Function: Trade, criminal hideout
Government: Criminal Hierarchy
The Set-Up Tech Level: Feudal
• Simms Jonndril, an acquaintance of the charac­ Major Exports: Liquor, Information
ters, has hired them to transport a cargo of Major Imports: Information, Weapons,
outdated Astrom ech Droids (R1 series) and 100 High-tech equipment
blaster carbines from New Republic space to
Seikosha. E pisod e One: W elcom e To
• The characters are to contact Janelle Serap, the Seikosha
most powerful of the Seikoshan crime-lords, and
As the characters enter orbit and signal Serap,
collect a cool 10,000 credits upon delivery of the
they are instructed to await landing co-ordinates
contraband: “Just easy money, my friends. Simple,
for Serap’s landing strip. Read aloud:
clean, easy m oney.”
The planet Seikosha is unimpressive from
orbit, an unappealing green-brown mudball,
A Com plication
cloaked by steel-grey clouds that seethe with
What Jonndril didn’t tell the characters is that the planet’s near-legendary violent weather.
R1-T4, one of the Droids, is carrying som e coded
W ithin moments of establishing orbit, the
Imperial data, pinpointing one of the Em peror’s
comlink crackles to life, and a flat, emotionless
hidden weapons vaults. The data is so w ell en­
voice says: “Attention, orbiting ship. Identify
crypted that even the most professional “slicers”
yourself immediately.”
will be unable to decode it; only Serap has the
necessary codes to download the data. The characters can stall if they like, but this

The Politics of Contraband 51


Easy Money JT A I
WAR

should not be encouraged. Th ey are dealing with


Serap’s people, and she is likely to be annoyed or
angry with the characters if they mess around.
Her tem per is legendary, and perhaps mention­
ing this to the characters w ill help pick up their
pace. After the characters have indentified them­
selves, read aloud:
After a few anxious moments, the comlink
again crackles with static. “Attention vessel.
You are to land immediately. Planetside coordi­
nates are now being transmitted. You will land
outside the city of Cairn.”
The co-ordinates match the southwest cor­
ner of a large clearing, near the only major city
that sensors can find. Any deviation from the
suggested course will land the ship in the planet’s
choking jungle foliage.
As soon as your ship dives down into the
tumultuous atm osphere, proxim ity alarm s
sound throughout the ship as four starfighters
are headed straight you in attack psoture.

A W arm Reception
Th e characters can fight, run or try to commu­
nicate with the incoming fighters. The battle
begins a b o v e the m assive storm clouds of
Seikosha. Below them, the sky will be periodi­
cally lit up by huge flashes of lightning and they
will be buffeted by the shock w ave of the energy
discharge even though they are many kilometers
away.
Have the piloting character make a Moderate
planetary systems total. If successful, the pilot will
realize that entering the storm clouds with shields
activated will create a massive atmospheric static
electric discharge, disabling the shields, and prob­
ably forcing the ship to crash.
If the ship enters the clouds with shields up,
read the following:
As you enter the turbulent atmosphere of
Seikosha, you see brilliant flashes of blue-white
light dance and leap across the shields. The
controls begin to buck violently, and suddenly,
with a huge rumble, lighting begins to arc
wildly across the sky.
The static discharge will foul the enemy fighters’
sensors and visual contact with the characters’
vessel, so they w on’t have to w orry about them.
Unfortunately, the pilot will be forced to drop the
shields to maintain control, leaving the ship vul­
nerable to the lightning discharge. The pilot must
roll a Difficult starship piloting check, or the ship
will be struck with lighting and crash. If the vehicle
crashes, cut to Episode Three, “The Jungle.” If the
pilot makes the roll, cut to Episode Two, “Cairn.”

52 The Politics of Contraband


___ S TA R . Easy M o n e y
"W A M

Fighting on the planet, the “city” of Cairn, a ramshackle


If the characters fight, or attempt to communi­ collection of buildings laid out with little logi­
cate, run com bat normally. Th e fighters will not cal scheme. A layer of mist seems to shroud the
respond to communication attempts, and will whole city and the sight of the grim place fills
im m ediately attack. The fighters are intent on you with a brief flash of dread. This is not a nice
downing, but not destroying, the characters’ ship. place.
If the characters manage to defeat three of the The landing field is little more than tightly-
attacking fighters, the fourth will turn tail and packed dirt, surrounded by concrete walls.
run; continue on to Episode Tw o, “Cairn.” If the Standing at the foot of the landing ramp is a
characters’ ship is dow ned, cut to Episode Three, dark-haired Human, visibly armed. He carries
“The Jungle.” himself with the dem eanor of a professional
When the characters try to dive through the killer who knows his work. “My name is Jasta
cloud co ver to land near Cairn, they must make a Finn,” he says. “Serap says she w ould like me to
Difficult starship piloting roll to break through inspect the merchandise. N ow .”
without losing control. If they retain control, they Jasta will tolerate any protests about letting
land at Serap’s landing strip, on the Southwest him aboard, but only briefly. If the characters
edge of Cairn, and cut to Episode Tw o, “Cairn.” If annoy him (and he is rather easily annoyed), he
the character fails the roll by less than five points, will signal his henchmen (a Gamorrean named
the pilot will have a few tense moments as the G’Nung and an assassin Droid named LXC-3TF)
ship nearly crashes into the jungle, but he can and demand som e cooperation.
bring it in for a landing. If the pilot fails the roll by If the characters ob ey and let Jasta aboard, he
more than five points, lightning strikes the ship, will inspect the weapons briefly, and concen­
ionizing its controls and it crashes into the jungle, trate on the Droids. Characters with an Easy
so cut to Episode Three, “The Jungle.” Perception total may notice that he appears to be
Enem y Fighters (4) looking for a specific Droid.
Craft: Incom/Subro Z-95 “Headhunter” Any character asking questions can learn a bit
Type: Starfighter about Cairn, specifically that they w ere attacked
Length: 11.8 meters in orbit by Lydenn Carridon, Serap’s forem ost
Crew: 1 com petitor. For som e reason, this particular load
Passengers: None of Droids is extrem ely important to Serap.
Cargo Capacity: 85 kilograms If the characters ask about the R1 unit that
Consumables: 1 day Jasta is paying attention to, they will curtly be
Hyperdrive Multiplier: None told to mind their own business for their own
Nav Computer: None good. The Droid is designated R1-T4. Read aloud:
Sublight Speed: 3D+2 After examining the Droids, Jasta fixes you
Maneuverability: ID with his particularly icy stare and sardonic
Hull: 4D smirk and says “MeetaSullustan named Tannor
Weapons: Nuum, in the back booth of the Event Horizon.
Two Triple Blasters (fire linked) Payment and delivery will be arranged there.
Fire Control: ID G ’Nung here will lead you to the bar.” He
Combined Damage: 3D gestures to the nasty-looking Gamorrean, who
Concussion Missiles is picking his teeth with what looks suspiciously
Fire Control: ID like a Human rib bone. He grunts at you and
Damage: 7D drools a bit. Jasta turns quickly on his heel and
Shields: ID departs in his landspeeder.
Pilots: starship piloting and starship gunnery
Jasta Finn
at 4D
Template Type: Bounty Hunter
Loyalty: T o Janelle Serap
E pisode Tw o: Cairn Height: 2 meters
If the characters manage to land in Cairn, they Species: Human
are greeted by Jasta Finn, a grim-looking Human, Sex: Male
well-known for his ruthlessness and brutal effi­ DEXTERITY 4D
ciency: he’s a trained, expert killer. Read aloud: Blaster pistol 8D+2, blaster rifle 7D+1, brawl­
You manage to break through the clouds and ing parry 6D, dodge 5D+2, m elee 6D, m elee
are descending towards the only real clearing parry 6D

The Politics of Contraband 53


Easy Money JT A I
WAR

KNOWLEDGE 2D+2 Quote: “Don’t cross Serap, boy, or you cross


Streetwise 6D me. And if you cross me, you ’re meat, get it?”
MECHANICAL 2D+2
LXC-3TF
Repulsorlift Operation 6D+2, starship pilot­
Template Type: Assassin Droid
ing 6D
Loyalty: T o Jasta Finn
PERCEPTION 3D
Model: Unknown
Hide/sneak 4D, search 4D
Height: 2.3 meters
STREGNTH 3D+2
DEXTERITY 3D+1
Brawling 6D+2
Blaster 5D+1
TECHNICAL 2D
KNOWLEDGE 2D
Security 2D
MECHANICAL 2D
Equipment: Heavy blaster pistol (5D dam­
PERCEPTION 3D+1
age), p rotective vest (+1 to Strength to resist
Search 5D+2
dam age), 1000 credits, hold-out blaster (3D+2
STRENGTH 2D
damage, hidden in left b o ot)
TECHNICAL 2D
Physical Description: Dressed in black pants
Equipped With:
and a long grey tunic, beneath a lightweight
• Body arm or (adds +4D to Strength to resist
flowing caftan. He has greying black hair and a
dam age)
scruff beard. He has a long scar beneath his right
• Blaster cannon (6D damage, mounted into
eye and always seems to have a sardonic smirk
left arm )
etched on his features.
• Portable proton torpedo launcher (9D dam­
Background: Little is known about Jasta Finn,
age, mounted into right arm; has three torpedos)
save that he has a reputation for brutality and
Physical Description: A large, armored, matte-
ruthlessness. He is v e ry loyal to Janelle Serap,
black killing machine. It communicates in Basic.
and there is a persisting rumor about a romantic
A Quote: “RUN TERMINATION PROGRAM:
link between the two.
DESIGNATE TARGETS A T MARK FOUR, MARK
Personality: Glacially calm, capable of rapid
SEVEN AND MARK EIGHT. RUNNING ...” (This is
decisions under fire. He has a keen awareness of
usually follow ed by a lot of blaster fire.)
his abilities, and knows that he can best just
about everyone on Seikosha.

54 The Politics of Contraband


___ STAR. Easy Money
“ W A RT

G 'N u n g will be better off just ordering a beverage and


Template Type: Gamorrean Thug keeping their heads low. The Gamorrean remains
Loyalty: Pretends to be to Jasta Finn; by their side, but nods to a table with tw o other
actually to Chiron Drebbick Gamorreans.
Height: 1.4 meters After a few minutes, they are met by Chiron
Species: Gamorrean Drebbick, who identifies himself as an aide to
Sex: Male Lydenn Carridon, the local crim e lord who is
DEXTERITY 3D second only to Janelle Serap and who also tried
Brawling parry 4D+1, m elee 4D+2, m elee to shoot down the characters’ ship when they
parry 4D+1 first arrived on Seikosha. He gathers the group
KNOWLEDGE ID into the back booth by claiming that Tannor
MECHANICAL ID Nuum sent him. Read aloud:
PERCEPTION 2D An immaculately dressed Human, visibly
STRENGTH 4D armed, but relatively calm and pleasant in de­
Brawling 5D+2, lifting 4D+2 meanor, approaches you and says, “Welcom e
TECHNICAL ID to Cairn. I believe you have some merchandise
Equipment: Axe (STR+1D dam age) aboard your ship that I require.”
He smiles for a moment, and then in a muted
The Event H orizon voice says, “Tannor Nuum is quite dead, I as­
When the characters go to the Event Horizon, sure you. I’m afraid your arrangement with
read aloud: Janelle Serap is null and void. I am prepared to
G ’Nung leads you to the Event Horizon, a bar make you a counter-offer for the merchandise
frequented by spacers. Outside, a crude sign aboard your ship. An offer that you would be
states “No Droids” in Basic. w ell advised to take, my friends.”
Passing through the arched wooden door­ The characters can negotiate with Drebbick,
way, you enter a cramped, dimly lit, dingy w ho will offer to pay them 5,000 credits for the
room. The place smells like a dewback stall. A cargo on their ship. Drebbick will ask for informa­
Twi’Iek is tending bar, serving drinks and inter­ tion about w hatever security arrangements the
mittently scrubbing at a blood-stain on the bar characters have installed on their ship and where
top. the ship is currently located. If they agree to
A pair of Ithorians are slowly taking turns volunteer this information, Drebbick will smile
throwing odd-shaped dice and sipping their and say “Thank you, grubbers.” and signal G’Nung
smoking, green-colored beverages. Evil-smell­ and the other tw o Gamorreans to attack.
ing smoke is drifting from a booth where a If the characters don Ynegotiate with Drebbick,
horribly disfigured Human is searing his still- he will still signal the Gamorreans to beat up the
squealing meal with a modified blaster set on characters. Drebbick will leave the bar w hile the
low power. characters are being abused.
The denizens of the Event Horizon are the The characters will receive no help from any­
dregs of a hundred worlds, guilty of various body in the bar when the fight breaks out. At the
crimes in virtually every star system. They all first sign of trouble, several w eapons will be
watch you, the newcomers in Cairn, and a drawn, but the patrons will hold their fire unless
number of appendages are all fingering a vari­ fired upon themselves.
ety of illegal weapons.
The conversation between the b a r’s patrons Chiron Drebbick
briefly ceases as everyone in the bar examines Template Type: ISB Infiltration Agent
you. Y ou m om entarily re m em b e r Simms Loyalty: T o the Empire
Jonndril talking about a favorite haunt of his on Height: 1.7 meters
Thorsgild. He called it the “Blood Bucket,” as Species: Human
you recall. From Jondril’s colorful description, Sex: Male
the Blood Bucket was a high class establish­ DEXTERITY 3D+1
ment compared to this black hole. Blaster 6D+2, brawling
The back booth where you are to meet Tannor parry 4D, dodge 4D+1
Nuum is empty. KNOWLEDGE 7D*
MECHANICAL 3D+2
The characters now have a few moments to
Repulsorlift Operation 5D
interact with the bar’s inhabitants, although they
PERCEPTION 3D

The Politics of Contraband 55


Easy Money JT A I
WAR

Bargain 5D+1, con 5D+1, No one moves to assist you, and several credit-
hide/sneak 4D+1, search 6D+2 vouchers change hands as the onlookers begin
STRENGTH 3D betting. It looks like the odds are 5-to-l, in the
Brawling 4D, stamina 7D* Gammoreans’ fa v o r ...
TECHNICAL 6D+1*
Demolitions 7D+2, Droid programming/re- Running The Fight
pair 7D+2, security 7D+2 For a bit of atmosphere, or com ic relief, men­
* Drebbick has been treated with Mnemiotic drugs to tion how m oney is changing hands as the charac­
enhance learning and physical ability. ters fight. Credits are clattering around, and the
Equipment: Various false ID’s, en crypted onlookers begin rooting for w hoever is making
comlink, heavy blaster pistol (4D damage), secu­ them money.
rity tool kit, Droid repair kit, hold-out blaster (3D+2 The Gamorreans will only brawl as long as the
damage, hidden in left sleeve), 1,500 Credits characters don’t use any weapons. Once a player
Physical Description: Tall and gaunt, with characters starts firing, everyone in the bar gets
short, close-cropped blond hair and blue eyes. behind cover and starts random ly shooting the
He is usually im peccably dressed in blacks, greys, place up. If the other patrons have started firing,
and whites. Seems to maintain and air of casual­ they will m ostly shoot at each other. Roll to see
ness, but is usually ready for anything. if a stray shot or tw o is fired at the characters
Background: Chiron Drebbick is an ISB agent (use a base blaster skill of 3D+2). This kind of
posing as an aide to Lydenn Carridon, a m oder­ chaos will give the characters an excellent op­
ately powerful crim elord on Seikosha. His pri­ portunity to escape.
mary goal is to obtain the data hidden aboard the If th e ch a ra cters figh t and lo s e to the
characters’ Droid cargo, and is m ore than willing Gamorreans, they will be knocked unconscious.
to kill to get it. He will introduce himself to the Cut to, “The Empire’s Man.” If they surrender, the
characters as Carridon’s em ployee, and will not same thing will happen to them.
im m ediately reveal his identity as an Imperial. If the characters fight and win, a few minutes
Personality: V ery calculating, always weigh­ later, they will be contacted Jasta Finn, who will
ing situations to see how he can end up on the give them all of the m oney they are ow ed (10,000
winning side. He will kill if he deem s it necessary, credits) and comm ent that their ship is unloaded
but he prefers to manipulate others into killing and ready to go. The characters are harrassed by
for him. the Gamorreans and cut to “Chase Through
Quote: “I’m afraid I’m forced to alter our deal, Cairn.”
grubber.” The characters may also try to escape. If they
Gam orrean Thugs (2) try this technique, cut to “Chase Through Cairn.”
DEXTERITY 3D
Chase Th ro u gh Cairn
M elee 4D+2, m elee parry 3D+2
KNOWLEDGE ID The characters can retreat on foot or steal a
MECHANICAL ID bog hopper parked outside. As they burst from
PERCEPTION 2D the Event Horizon, read aloud:
STRENGTH 4D As you (pick yourself up off the ground/burst
Brawling 5D out of the Event Horizon) you see G ’Nung and
TECHNICAL ID the other Gamorreans snarling curses at you
Equipment: Axe (STR +1D dam age) and roaring in rage as they begin storming
Read aloud: towards you. They are readying their weapons
and the street is emptying rather rapidly, as
You hear G ’Nung and two other Gamorreans Seikoshan and off-worlder passers-by scurry
crack their knuckles and move towards you, for cover, daunted by the sight of the enraged
drooling and snorting, to attack hand-to-hand. alien thugs.
The Gamorreans are encrusted with a layer of Nearby are a few of the local landspeeder
parasites and grime, foul-smelling and filthy. variants, “bog-hoppers.” They appear to be
They’re obviously devoted to their work ... unattended. Across the street are a variety of
namely making off-worlders like you bleed. A alleys and streets that you can, in all probabil­
lot. ity, reach.
Everyone steps out of the w ay and draws a
weapon as the Gamorreans move to intercept No matter what happens, the characters will
you. The Tw i’lek barkeep is screaming “No be persued. If the characters grab bog-hoppers,
blasters!! No blasters!!” as he dives for cover. one of the characters will notice that another

56 The Politics of Contraband


Easy Money

bog-hopper, this one with a heavy blaster can­ ing a blaster. “Welcom e back,” he says. “I am
non mounted on it and a Gamorrean pilot, pulls rapidly losing patience with you. You don’t
out from around a corner and the Gamorreans know who you are dealing with ... fools. ”
bound in. The room you are in is windowless, with two
If the characters are getting away from the doors. The room is featureless except for a
Gamorreans, two speeder bikes (speed code 5D+1, small desk, a storage unit, two cots, and two
maneuverability 3D, body strength 2D), with much bland-looking Humans, also armed with heavy
more com petent drivers (repulsorlift operation blasters.
5D, heavy weapons 4D) will join the chase; they
Drebbick's Henchm en
have light blaster cannons with a fire control of 1D
Template Type: ISB Enforcers (Disguised)
and damage of 3D+1. Eventually, the charaters
DEXTERITY 2D
will be herded into a trap. Cut to, “Captured!”
Blaster 4D, brawling parry 4D, dodge 4D
Captured* KNOWLEDGE 2D
MECHANICAL 2D
As the chase drags on, read aloud:
PERCEPTION 2D
You can hear the whine of the repulsorlift STRENGTH 2D
engines of your pursuers a short distance away. Brawling 3D
Maybe you can lose them in the twisting alleys TECHNICAL 2D
and winding, narrow streets of C airn ... maybe. ALL OTHER ATTRIBUTES: 2D
Then, as you round a bend, you see move­ Equipment: H eavy blaster pistol (5D dam­
ment above and ahead of you. Quicker than you age), comlink, grey tunic and pants, high black
can react, you see a thin mesh rope net spring boots
up across the alley and you feel the numbing Chiron Drebbick will reveal the truth about R l-
touch of a stun blast from the shadows of a T4 (that is has the plans to one of the Em peror’s
nearby alley. You spin into unconsciousness, hidden weapons valuts), and that he wants to
oblivious to what is going on around you ... have it for the benefit of the Empire, not som e
Cut to, “The Empire’s Man.” petty criminals. Unfortunately, the Droids have
already been rem oved from the characters’ ship,
The Empire's Man and armed force will be required to retrieve
Read aloud: them.
The characters will be left on their own for
You awaken to see the tall form of Chiron
several hours, bound with binders at their arms
Drebbick, your n ew acquaintance from the
and ankles. Then, Drebbick and his henchmen
Event Horizon, standing above you, brandish­
Easy Money

GAMEMASTER DIAGRAM
Boghopper

A landspeeder variant with a “hydrofoil” guidance Body Strength: 3D+2


system and higher flight ceiling designed for Seikosha’s Flight Ceiling: 7 meters
terrain. Weapons: none on the characters’ vehicles
Type: Landspeeder variant Cost: Available to rent for an average 10
Scale: Character Credits per Seikoshan day; 2000 to 5000
Skill: Repulsorlift operation Credits to purchase.
Crew.T Availability: Bog-hoppers are readily available
Passengers: 4-6 in Cairn.
Cargo Capacity: 40 kilograms Note: The Gamorreans’ bog-hopper has a
S p eed :3D heavy blaster with has a fire control of 2D and
Maneuverability: 1D+1 a damage of 5D.

58 The Politics of Contraband


__ STAR. Easy Money
—W ART

return, explaining, “Th e Droids are ours and we E pisod e Three: The J u n gle
are ready to leave.” He roughly hoists the charac­
Th e characters find them selves in the jungle,
ters up and carts them to their ship in the starport. either because they crashed here in Episode One
A Hum iliating Death or w ere thrown out of their own ship by Drebbick
at the end of Episode Tw o.
W hile Drebbick prepares the ship for takeoff,
If the characters’ ship crashed here in Episode
he explains that the characters will be left to die
One, their ship is damaged, and requires an ion
in the jungles, w hile he takes the Droids to Impe­
emission control flap (co st 650 credits, available
rial sector headquarters to decod e the data.
in Cairn) and a Difficult starship repair total to
A few minutes later, Drebbick has the charac­
repair. As they crashed, they managed to locate
ters hauled to an exit port on the ship, and rem oves
Cairn, and will have to walk roughly ten kilome­
the binders. He opens the hatch to the jungle many
ters to the south.
meters below, and unceremoniously dumps the
If the characters w ere placed here by Drebbick,
characters out of the ship. Fortunately for the
their ship crashed about seven or eight kilome­
characters, they manage to land in an exception­
ters to the north; Cairn is about ten kilometers to
ally cushioned tree, taking only 2D damage despite
the south. Th e characters can ch oose to travel to
the fact that they fell nearly 40 meters.
either area.
Not Even Th e Empire Escapes A fter the characters have trom ped through
the thick, w et jungle for a few minutes, cut to
The characters will probably want to take a
“Th e Sid’Han”
few minutes to assess their situation. However,
they will hear a loud roar overhead — looking up, Th e Sid'Han
they w ill see six Z-95 Headhunters blasting
Read aloud:
through the sky, headed straight for their ship.
With a few quick maneuvers and fancy shots, the The jungle is extremely thick and muddy,
Z-95’s cripple the ship, and it plummets to the and progress is slow. The heat is oppressive and
jungle, only seven or eight kilometers from w here steam curls towards the canopy of broad-leafed
the characters are. Cut to Episode Three, “The trees overhead. The ground is wet and heavy
Jungle.” and you are frequently forced to detour around
several deep puddles and swamps. So much for

Sid'Han

DEXTERITY 4D an opposed Strength total.


PERCEPTION 2D Sid’Han, also known as mud crawlers, are cre a ­
Hide/sneak 8D tures that burrow into soft mud with their angular
STRENGTH 6D+1 snout, and sense oncom ing victim s by the vibrations
Orneriness: 18D created by their footsteps. Ground w ater tends to
Speed Code: 4D collect in their concave dorsal area, making the mud-
Size: Up to 10 m eters long colored creatures appear as large puddles. T h ey will
Armor: 2D (tough hide) ambush theirvictims, emitting a terrifying high-pitched
Attacks: shriek. T h ey entangle victim s with their tails and bite
Teeth: (4D dam age) them at their leisure, or, when attacking multiple foes,
Tail: (6D+1 dam age). On any attack which w ill often trap one and drown it in shallow ground
incapacitates, m ortally wounds or kills, the water, w hile dispatching the other victim . T h ey will
victim is entangled and cannot escape without never run from com bat and are vicious predators.
Easy Money STAI

Seikoshans
Seikoshans are extrem ely tall, reedy hu­
manoids with light green skin. Virtually hair­
less, they have a small amount of black hair at
the top of their heads. Th ey have unblinking
red eyes, and shallow crenellations from the
bridge o f the nose to the top of their cranium.
Th ey generally w ear homespun cloth tunics
and breeches, and carry their belongings in
large backpacks.
T h ey are generally even tem pered, but a
handful of rebel Seikoshans despise the de­
spoilm ent of their planet and the mistreat­
ment of their fellow Seikoshans by the new
crim elords. Th ese rebels are willing to em­
brace unfamiliar tech nologies and violent
m ethods to rem ove the unwelcom e visitors.
Height: 2.5 meters
DEXTERITY 3D
Stranglestick 4D
KNOWLEDGE 2D
MECHANICAL ID
PERCEPTION 3D
STRENGTH 3D+1
TECHNICAL ID
Stranglesticks: Seikoshan males tend to be
experts with stranglesticks — spear-length
rods with forked ends that a thin strip of
leather is threaded through. The strap can be
tightened to restrain a target quickly and qui­
etly. The stranglestick does 4D combat dam­
age if the victim struggles. If the victim cooper­
ates, the stranglestick does no damage, but
m erely acts like a harness.

“easy money.” The Seikoshan camp is a superb example of


Roll a secret Difficult Perception check for natural structural engineering. It is set in a
each character, and if successful they realize depression in the ground, and the surrounding
there is som ething odd about a nearby puddle. trees have grown together to form a dome over
The Sid’Han attacks moments later. the camp ... easily hidden, and even easier to
defend. The Seikoshans stare unblinkingly at
Th e Natives To Th e ... Rescue? you, looking haggard and worn, but determined.
If the characters are losing to the mud crawler, They are all armed with an odd variety of
a dozen Seikoshans attack, trapping the charac­ blasters and swords, spears and axes. The si­
ters with stranglesticks and killing the creature. lence in the camp is very unnerving.
If the characters kill the Sid’Han, the Seikoshans After the characters have been brought into
confront them a moment later, anyway. the camp, they will be approached by a short
Human smoking a noxious-smelling cigar. He is
A Rebel Camp Kade Darven, a N ew Republic spy, who will in­
The characters are taken to the Seikoshan form the characters exactly what the cargo they
rebel camp. As they travel through the jungle, carried is, if they don’t already know. He will
they will notice the camp. Read aloud: mention a rumor that an ISB agent is in Cairn
posing as the aide to a local crimelord.

60 Th e Politics of Contraband
___ STAR. Easy Money
“ WART

Darven will have the characters disarmed,


and asks them to help retrieve the cargo, offering K ad e D arven
to give them 5,000 credits and any replacem ent
Template Type: N ew Repub­
parts they need to get their ship operational.
lic O perative
W hile the characters are in the camp, Darven
Loyalty: T o the New
will explain that the Seikoshans want to rid their
Republic
planet of the crim elords, and will subsequently
Height: 1.5 meters
support the N ew Republic. Darven wants the
Species: Human
data in R1-T4 for the N ew Republic. If the charac­
Sex: Male
ters agree, Darven will release them and accom ­
DEXTERITY 3D
pany them to the ship. If they don’t com ply with
Blaster 5D, dodge 5D,
Darven’s request, they will be held captive but be
grenade 3D+2
dragged along with the Seikoshan war party as
KNOWLEDGE 2D
they go to retrieve the Droids — “W e can’t let you
MECHANICAL ID
reveal our location, no?” is Darven’s excuse.
PERCEPTION ID
Things Get Really interesting Hide/sneak 3D+1,
STRENGTH 3D
As the Seikoshans and characters are tromping
Brawling 4D+1,
through the jungles, they will be attacked by one
TECHNICAL 2D
of tw o groups:
M edicine 4D, starship repair
• If the characters w ere shot down in the first 6D
episode, they will be attacked by Drebbick, his
Equipment: Heavy blaster pistol (5D dam­
henchmen and the Gamorreans, as they are on
age), 2 grenades (4D damage), comlink, cam­
their w ay to the character’s ship to retrieve the
ouflage clothing, beckon call, supply of
Droids.
Irdonian self-lighting cigars, blaster rifle
• If the characters were left in the jungle by Drebbick (5D+2 dam age)
in Episode Two, they will encounter Jasta Finn and
Physical Description: A short, stocky Hu­
LXC-3TF on their way to the crash site. Jasta’s
man, with a penchant for smoking foul smell­
reaction depends on how things went earlier — if
ing cigars. He is dressed in camouflage cloth­
the characters did as they w ere told, Jasta will
ing. He speaks with a thick, lilting brogue.
expect them to help him in getting the Droid back
(or else); if the characters w ere difficult, Jasta will Background: Kade Darven is an infiltration
attack for personal revenge. Jasta will also have agent for the New Republic and is con­
three typical henchmen in tow. cerned about rumors of similar Imperial
activity on Seikosha. Upon arriving, he real­
Jasta's Henchm en
ized that the natives despised the off-
DEXTERITY 3D
worlders, and wanted to rid the planet of
Blaster 6D, dodge 5D, grenade 4D
their presence. Agreeing to help them, he
KNOWLEDGE ID
has been secretly amassing weapons and
MECHANICAL 2D
medical supplies and is storing them in the
PERCEPTION 2D
Seikoshan rebel camp and training the
Hide/sneak 3D+2, search 4D+1
Seikoshans in guerilla tactics.
STRENGTH 3D
TECHNICAL ID Running Kade Darven: Darven can be used
Equipment: Blaster rifle (5D dam age), blast to bail the characters out of a tough jam. He
vest (+1 to Strength to resist dam age), blast hel­ strongly dislikes the Imperials, and is anx­
met (+1 to Strength to resist dam age), tw o gre­ ious to obtain the data from the characters.
nades (4D damage), comlink, jungle environment He will be honest in his dealings with the
suit with survival rations characters, and will fight to keep them alive
as a matter of principal.
• The characters may also encounter a group of
six hired guns from Lydenn Carridon, the rival Quote: “Aye, laddie! ’Tis a shame dat ye haf
crim elord who tried to shoot them down in the stumbleded into our hidey-hole, yes?” Kade
first episode. Th ese goons will have the same ends every sentence with “Y es” or “N o.”

The Politics of Contraband 61


Easy Money -STA R ___
W A R S "

stats as Jasta Finn’s henchmen, except for blaster parts they need to repair their ship.
at 5D and dodge at 4D. Carridon’s henchmen will If the characters deal with Serap, they will
also have a vested interest in killing Drebbick receive the 10,000 credits (as agreed) and they
since he has betrayed Carridon. will be considered in the future for other con­
• All groups will have tw o armed bog-hoppers, as tracts. Their ship will be overhauled and re­
paired at no charge. The Empire will want the
used in Episode Two.
c h a r a c te r s ’ h id es, but n on e o f the o th e r
• For an interesting twist, you might have both crim elords on the planet will bother the charac­
groups meet and fight each other, with the char­ ters about the cargo .... crossing Janelle Serap is
acters in the m iddle of things. too dangerous.
All groups have placed a high priority on If Carridon’s goons get the Droid, the charac­
getting the Droids, and the conflict with the ters receive nothing — no money, no parts and
Seikoshans is truly secondary. T h ey will try to no help. Th ey are on their own.
get by the Seikoshans and get on with their If Drebbick com es out on top, the characters
mission as soon as possible. also receive nothing.
If the characters keep the data, they will be
Conclusion chased by all interested parties. Any attempts to
From here on out, it is a race and/or battle to decod e the data will erase it, leaving them in a
get the Droid. If the characters deal with the much w orse situation than before. A professional
Darven, they will receive 4,000 credits and a slicer may be hired to examine it, but he will
pardon for any past criminal activity short of claim that the code is so obscure that he/she/it
murder from the New Republic. T h ey make en­ cannot decod e it.
emies out of everyon e else. Serap will put a 10,000 Give each character three Skill Points for their
credit bounty on them, and Jasta will try to actions; if they cooperated with the New Repub­
collect. Not pretty. T h ey will becom e wanted lic, and Kade Darven got the plans, increase this
criminals by the Empire. Darven will also get the to four Skill Points.

62 The Politics of Contraband


THE NEW REPUBLIC

The Politics of Contraband


By Gary Haynes, Paul Arden Lidberg, Brian J. Murphy,
William Olmesdahl, and Eric S. Trautmann

"W hat a piece of junk!"


A n d w ith that comment, Luke Skywalker violated the first rule of sm uggling
— never take anything at face value.
A smuggler's life has never been easy, and with a new government, old Imperial
flunkies, and gangsters all vying for power, it's more dangerous than ever to be an
independent. A true smuggler wouldn't have it any other way!
Travel the starlanes of the Known Galaxy, smuggling illegal goods, clashing with
infamous pirates, and trying to survive until your next paycheck!

64-page book features:


• Five short adventures, each designed to be
played in one session.
• Com plete staging tips and background
information on the locations introduced.
• Character and equipment stats and
illustrations, suitable for use in your own
adventures!
• Dramatic read-alouds and player hand­
outs to make the game more exciting.
• Colorful characters and settings that bring
the unique lifestyle of smugglers to life.
• Sample smuggler characters and their
starships included for immediate play.

A Supplement for use with S ta r Wars: The Roleplaying Game.


For gamemaster and two players.
For ages 12 and up.

West End Games ISBN 0-37431-164-5


RR 3 Box 2345
Honesdale, PA 18431
40067
fW ES T 'it,IM & © 1992 Lucasfilm, Ltd.
(LFL). All Rights Reserved.
END Trademarks of LFL used by
West End Games under
authorization.
3874 40

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