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-WARS
_'ntroduction
_ A Word from
Platt Ol<eefe
When I first took to the stars, I was pretty mation Manual put out by your friend the
naive. I didn't know much about how Imperial Navy (Bureau of Regulations, or
hyperdrives worked, or how you could boost INBOR), I've summarized a few helpful sec-
a shield generator's efficiency, or how you tions on starport procedures and Imperial
plot astrogation coordinates. And for a while, regulations every spacer and smuggler
every time I was in a starport, I looked like a should know.
lost tourist from Gruvia. Hey, the universe is a confusing and often
These days I'm a bit more educated. It dangerous place. 5tarports are even worse.
took a while, and I learned by failure. Trust The more you know, the longer you can
me, learning by failure is a memorable way to survive to make a profit.
learn, but it can often be painful. Don't ever • Platt Okeefe
stick a hydrospanner in the coils of your ion Type: Smuggler
drive while it's still hot. Don't wise off to the DEXTERITY 3D+ I
traffic controller who's coaching you in for Blaster 60+ 1, dodge 50, funning 50+ 1
KNOWLEDGE 2D+ I
your landing. Always make sure your pilot's Alien species 40+ I. languages 40, languages: Sullustan
license (real or forged) matches your ship 60. planetary systems 80. streetwise 60
registry. And always make sure your MECHANICAL 3D+2
Astrogation 50, sensors 40+2. space transports 60.-2,
transponder's working when you approach starship gunnery 50
an Imperial-controlled starport. PERCEPTION 3D
I learned these things the hard way (and Bargain 50, con 40, sneak 40+2
STRENGTH 3D I
the hydrospanner in the ion coil was a very Brawling 50, climbing/jumping 40+'2, stamina 40
painful lesson). These days, I see lots of TECHNICAL 2D+2
spacers wandering around, fresh out of the Space transport repair 50+2, starship weapon repair 40
Force Points: 5
cradle, not having the first clue about what Character Points: 12
they're doing. So I patched together this Move: 10
starport guide to make your lives a lot easier. Equipment: Com link. data pad, heavy blaster pistol (50).
the Last Chance (modified Yf·1300 freighter).
You'll find entries on a few large spaceports,
a few smaller ones, and a few not even on the Capsule: Platt Okeefe considers herself a legendary
entrepreneur (or smuggler) who has been causing
star charts (and those make great places to trouble for the Empire, running legal and not so
hide if you ever run into Imperial entangle- legal cargoes, and getting into trouble throughout
ments). the galaxy for several years.
Everything you need to know is in here. Platt always loved space travel, even as a child.
Where do you eat? How much are docking When she was growing up on Brentaal, she used to
spend her afternoons at the starport, watching the
fees? Will the customs inspectors search the freighters land and take off. On her twelfth birth-
cargo on your ship or when you try to haul it day, she ran away and signed on as a cabin steward
through the checkpoint? What's good to im- aboard a Sullustan starliner.
port (or smuggle)? And what do you do when She later joined a tramp freighter crew plyingthe
you've got five hours to kill before starport Anarid Cluster, and has since gone through differ·
ent ships like clothing goes through styles. During
control gives you clearance to take off? her extensive travels, she has recorded everything
And for those of you too lazy or busy to she could about the spacefaring life, and cultivated
read the entire 5,94 7-datapageSpacer's /n/or-
This information can provide new ideas availability of repair facilities, technicians
for adventures, encounters or problems and spare parts for modifying and repairing
when arriving or departing from a starport starships. Most starports describe repair
(lots of things can go wrong when the crew facilities under the "services" section of each
doesn't perform a pre-flight check, and you'd starport. Repairs will cost the standard
be surprised how nasty some Imperial traffic amount or even less in better starports (al-
controllers get when you don't follow proper though a few "exclusive" repair houses may
approach protocol). Gamemasters should charge significantly more than the norm).
use as much of this information as they want. Repairs and parts in more remote starports
It presents an abbreviated picture of how will be more expensive and rare, if available
starports work, and as always, local condi- at all.
tions will vary. As a gamemaster, always remember that
technicians offering their starship repair
A Note on Repairs services or spare parts are prone to bargain-
Each starport in this book varies in the ing, setting the initial price higher than nor-
mal, and bargaining down (or up) to their
satisfaction - but more often than not, sat-
Maneuverability Lost Difficulty Cost isfying the customer (in this case, the char-
-ID Easy 10% acters).
-2D Moderate 15%
-3D or more Difficult 20% Repair Rules Summary
Moves Lost Difficulty Cost Repairing light freighters can be a lengthy
1 Easy 10%
and expensive process. The follOWing rules
2 Moderate 15% are summarized from Star Wars, Second Edi-
tion. The repair costs are for characters
3 Difficult 20%
4 Very Difficult 25% doing the repairs themselves, most often
using their space transports repairor starship
Shields Lost Difficulty Cost weapon repair skills.
-ID Easy 5% These rules are also a good guide for
-2D Moderate 5% gamemaster character technicians effecting
-3D Difficult 5% repairs and passing charges for new parts
-4D or more Very Difficult 10% and their time along to the characters. Fig-
ure labor costs run about equal to the cost of
Drives new parts.
When a drive or generator is destroyed, a Difficult These costs are for new replacement parts
repair roll is necessary to replace it with an identical only and are based on the original retail cost
unit - its cost is 35% of the light freighter's original of the ship - used or scavenged parts often
retail cost. cost about half the suggested amount, but
are less reliable and are prone to failure if
Hyperdrive abused.
A Moderate repair roll is necessary to repair a In general, technicians can make repair
damaged hyperdrive. rolls attheend of 15 minutes' work, then one
hour, then two hours, then one day and then
Weapons two days - for each repair, not for fixing the
Damage Difficulty Cost* entire ship. Customize the costs, repair diffi-
Lightly Easy 15% culties and time taken to fit the situation.
Heavily Moderate 25% Don't forget to be flexible to the roleplay-
Severely Very Difficult 35% ing situation, sometimes taking time to act
* Cost is based on the original cost of the weapon, out any encounters with parts dealers or
not the starship. technicians for hire. The following tables are
general guidelines for repair difficulties and
For more information about repairing and modify- the cost of new parts.
ing starships, see Galaxy Guide 6: Tramp Freighters,
Second Edition, pages 30 to 43.
_Space Travel,
Regulations and You
Space is filled with rules and regulations Imperiai Space Ministry publishes the up-
meant to protect most honest, legitimate dates and changes every year in the Spacers'
spacers plying the hyperspace lanes and Information Manual, or SIM, available for a
ports of the galaxy. These regulations make minor 25 credit charge when spacers update
sure spacers are fully qualified to go zipping or renew their flight certification. Of course,
around the galaxy in starships, certify that smugglers and others who obtain their
those starships are spaceworthy, and insure captain's accredited license through less
that weapons on starships are for protective legitimate channels have no easy access to
purposes. They also set down some general the Spacers' Information Manual ... not that
rules regarding trade and flight within most they particularly need it or pay much atten-
civilized systems. tion to it anyway.
Needless to say, most of us smugglers The Imperial Space Ministry also certifies
tend to ignore them. new starports and occasionally inspects
heavily used starports to be sure landing
Spacefaring Agencies and docking facilities meet with certain Im-
However, we still need to get around the perial standards for safety and security. The
galaxy, which means that at least part of the space ministry most often concerns itself
time we need to work within the existing with regulating starports with busy or high
labyrinthine bureaucracy governing space levels of starship traffic, those starports along
travel. Let's take a quick look at the three major trade corridors or starports in sys-
groups which create, record and enforce tems with industrial, tactical or political im-
regulations on space travel. portance to the Empire. As a rule, its inspec-
tors don't even bother with starports classi-
Imperial Space Ministry fied as landing fields or limited services -
The Empire inherited most of the Old even standard class starports are often over-
Republic's laws, including starship regula- looked if not important to the Imperial mili-
tions and the general infraction codes - tary and industrial machine.
what's now commonly known as the Impe- The space ministry also coordinates re-
rial Penal References (ImPeRe among some ports from Imperial traders and scouts re-
smuggler circles). These rules are updated garding new or upgraded hyperspace routes,
and tracked by the Imperial Space Ministry, new systems and worlds discovered. This
the Imperial Navy's regulatory agency moni- data is sold as download astrogational and
toring space travel. informational updates for starships' general
The space ministry reviews the immense and navigational computers. The download
volumes of the Imperial Spacefaring Regula- includes updated astrogation charts and
tions annually, updating older rules and cre- routes, new areas mapped, as well as new
ating new ones to encompass new space and updated planet profiles for access
traffic situations, astrographical features, through a ship's computer banks.
military controls and other situations re- The astrogation update is available from
quiring a regulated set of protocols. The Imperial Space Ministry offices throughout
the galaxy - most often found at sector The Bureau of Ships and Services (BoSS)
capitals. To receive the update, spacers must is the galaxy's record-keeper when it comes
show their captain's accredited license and to starship and spacer information. It keeps
their ship's operating license. These docu- extensive information on starship registra-
ments are checked for authenticity and any tions and transponder codes, captains' flight
violations of the Imperial Penal References certification, and upgraded weapons load-
on file before the astrogration update is au- outs on all ships in the galaxy. It also keeps
thorized. A small fee of about 150 credits is track of astrographical and naVigational in-
also charged for the update. formation as well as data on hyperspace
Offices of the Imperial Space Ministry routes used in nav computers.
throughout the galaxy also issue permits for Spacers get most of their flight documents
transport of restricted goods, usually at the from BoSS offices around the galaxy, regis-
capital of the sector where the restricted tering their ships, heavy weapons, and their
cargo originates. Other petty permits for flight abilities with BoSS databanks. BoSS
travel through certain hazardous routes, also matches ship registrations with starship
secure landing facilities and restricted transponder codes and collates all this infor-
hyperlanes or systems are also issued at mation for use in the enforcement of
space ministry offices in sector capitals. spacefaring regulations. BoSS keeps track of
However, when it comes to keeping track of these documents as well, noting the transfer
the innumerable starships and certified spac- of spacecraft between owners as well as any
ers out there, the mighty Empire turns the violations against certain captains or
formidable and important task over to an starships from various ports. It is also ru-
agency seeminglyseparate from the great mili- mored that BoSS keeps a record of certain
tary power which controls vast portions of the captains wanted by Imperial and bounty-
space lanes - the secretive and clan-adminis- hunting agencies.
tered Bureau of Ships and Services (BoSS). The bureau's databanks are continuously
updated and transmitted to starports, sys-
Bureau of Ships and Services tems, and enforcement agencies throughout
(BoSS) the galaxy. What information is provided by
"The Bureau of Ships and Services (BoSS) BoSS and how quickly it is delivered to a
is one of the oldest institutions in the galaxy. particular client depends on subscription
It has its own customs, traditions and unique fees paid to BoSS for access to updated
personality. Most of the positions are filled starship and spacer information.
through hereditary means. BoSS is as much The Bureau of Ships and Services is per-
a star-spanning tribe as it is a civil bureau- haps the strangest institution in the galaxy.
cracy. It doesn't make sense and it doesn't pretend
"As the decades have passed and one gov- to make sense. It basically does a lot of filing
ernment after another has come into power, and record-keeping that the Empire simply
BoSS is one of the few bureaucracies to remain doesn't want to be bothered with.
relatively unchanged. BoSS has assured itself BoSS has been the keeper of starship infor-
independence for two reasons. First, the sprawl- mation since time began (or so it often seems).
ing and complicated files of BoSS are kept in It's not really a bureau attached to any govern-
nearly indecipherablecodes. Onlyfamilymem- ment or other institutions like other bureaus;
bers have access to the organization codes of it doesn't owe loyalty to anyone.
the files. The second reason is BoSS's long- One would think after years of patrolling
standing policy of neutrality. Each power that the star lanes the Empire would have con-
rules or manages the galaxy simply inherits ducted enough identification verification
BoSS. Apparently, the BoSS family has no po- checks on starships and their captains to
litical aspirations, and the Empire seems to be compile their own records. It could; it doesn't
yet another government that accepts BoSS want to be bothered, at least for the time
without threatening it." being. To say the Empire has to depend on
- Cracken's Rebel Field Guide, datapage 58 BoSS is like saying the bantha needs the
parasitic fur mite to survive.
The Imperial Navy and Imperial vessels at all times. All three documents are
Customs available from the Bureau of Ships and Ser-
While BoSS keeps track of spacefaring vices only, and have various requirements
vessels, the Imperial Navy and Imperial Cus- that must be fulfilled before they're issued:
toms enforce Imperial law. and starfaring Ship's Operating License: Every starship
ordinances regarding trade and illegal use of must have an operating license detailing the
a starship. The Imperial Navy concerns itself ship's specifications, port of origin, manu-
mostly with violations of starfaring ordi- facturer and registration code with the Bu-
nances - especially illegal modifications to reau of Ships and Services (BoSS). The li-
starships - while Imperial Customs moni- cense also identifies the current owner and
tors trade and smuggling. Often, the jurisdic- transponder codes. Transponder codes are
tions of the two agencies overlap. the fingerprints of starships-if a transpon-
These days it's almost standard proce- der code doesn't match up with datafile
dure when encountering an Imperial ship to information for a starship registry number,
transmit your registration and certification it's a sure sign of illegal operation (and in
data documents for verification against your most cases, a bad license forgery or data
transponder code and BoSS records. If any- implantation on the part of the starship
thing is out of order, spacers are usually owner). Operating licenses are available for
boarded, inspected and questioned. 1,000 credits and require a background check
The Imperial Navy also monitors the space on the owner, a brief inspection of the ship,
lanes for Rebel and pirate activity. The only and a transponder code verification reading.
problem is most Rebel and pirate starships Captain's Accredited License: Every
have forged starship documentation planted starship captain is required to have a license
within BoSS databanks by computer slicers. to pilot the particular starship class they're
The Imperial Navy is finding other, more flying. Some licenses cover several kinds of
clever ways of detecting these renegades- starships, depending on the captain's train-
as well as us "legitimate" smugglers. ing and experience. Obtaining a captain's
license requires several oral, written and
Getting Started flight tests, as well as 10 years of docu-
Every spacer is required to carry certain mented time in space, an extensive back-
data documents aboard their ship at all times. ground check, and a 300 credit fee. However,
These are most often kept on a secure BoSS often overlooks the flight time and
datapad issued by BoSS at the time of ship most of the testing for a200 credit "expediter
registry and captain's accreditation - a cus- fee" - bringing the total for a pilot's license
tom format input plug available only at BoSS to 500 credits.
and Imperial Space Ministry offices is the Arms Load-Out Permit: Non-military
only way of downloading new certifications starships with weapons or unusually high
and permits or altering information already shield ratings require an arms load-out per-
existing on the datapad. mit acknowledging that the additional weap-
Port officials or those inspecting the ship ons and shields are authorized by the Bu-
in person request this datapad for their per- reau of Ships and Services. These permits
sonal inspection, and can read the informa- are issued quite often and easily in the re-
tion and verify it through their own comput- gions past the Colonies, as piracy and other
ers. A separate plug also allows the datapad attacks are much more common. Ships with
to download information to astarship's com- weapons emplacements or boosted shields
puter for transmission to port and naval without one of these permits can be im-
authorities monitoring traffic from other pounded on the grounds that it is a vessel in
ships or installations. Most busy starports the service of a pirate group or the Rebel
require this form of identification, as starport Alliance. Because boosted arms and shields
personnel cannot possibly board every are part of a starship's spec profile, BoSS
starship passing through to personally in- assumes authority in keeping track of aug-
spect data documents. mented ordnance and tags the permit onto
Here's a list of some of the required docu- the ship's operating license. Each weapon or
mentation spacers must carry aboard their boosted shield system aboard a ship re-
Brentaa] Human
HOMEWORLO SPECIES
DJS-31871-ER93AU
CAPTAIN'S ACCREDITED LlCENSE,NUMBER
,
Imperial Space Ministry
" WEAPON
POSITION
Frequent travel through upalrolled
seclors in Ouler Rim Territories
REASON FOR PERMIT
VISUAL IDENTIFICATION
SHIP NAME
CRAFT
TYPE
CURRENT OWNER
CURRENT TRANSPONDER CODE PROFILE
r
CAPTAIN'S ACCREOITEO "
LICENSE NUMBER
,."
., WEAPON
I' , I' , I
POSITION
"": -; I" ~ Ii r F Ii 'r'FIE!f'WmW
quires a separate permit. An arms load-out Once in a while you'll find a forger/slicer
permit requires a brief inspection, verifica- team working together to produce false docu-
tion of starship and captain's licenses, a ments for spacers. I've seen some who offer
background check, and aminimum 250 credit a package - all proper documentation, from
fee (the fee depends on the specific shield- starship certification, captain's license and
ing and weapons to be carried). Existing heavy weapons load-out permit, all "legiti-
weapons that are upgraded in power require mately" updated in BoSS databanks - for
new, upgraded permits. 6,000 to 10,000 credits.
Of course, those of you obtaining your
Getting Around BoSS ships from crimelords often have the proper
"Gee," you might be thinking, "all these documentation thrown into the starship
documents I need to fly my starship require purchase deal. Besides, why would your
extensive background checks and inspec- 'criminal employer want his prized workers
tions. How do I get around this if I'm not getting caught doing his dirty work because
really using my starship for legitimate or of bad forgeries? This also works both ways.
legal activities?" It's something we all have Mess with your crimelord boss who pro-
to know - if you get caught without any of vides you with starship documents and it's
the above documents, you're on a one-way real easy for him to yank the deck out from
trip to the spice mines of Kessel. beneath your feet and change your records
First you need to find a good data docu- with BoSS. My advice - even if you're work-
mentforger. It's been said that they'll charge ing for a crimelord, get your own starship
you half your ship's value just to obtain the documentation.
official BoSS secure datapad, then they'll
charge you the other half of your ship to Getting Where?
imprint the required documents on it - and The Imperial Space Ministryinherited sev-
sometimes that's not too much of an exag- eral starport classifications from the Old
geration. Add to it the transponder verifica- Republic's Space Ministry. These terms
tion codes and your bill could run pretty haven't changed from their predecessors,
high. All in all, the entire process can cost except for the "Imperial Class" starport, for-
you between 6,000 and 10,000, depending on merlyknown as the "Republic Class" starport.
how good (or bad) your forger is and how Spacers should note that these five classi-
well you can bargain the price down. fications are generalizations of landing facili-
If you look hard enough you can find forg- ties - there are many shades of gray within
ers who do nothing but replicate fake starship and between these designations. Notes on
documentation for a liVing. Their prices are costs and fees are estimates and aren't al-
usually at the cheaper end of the scale, since ways that accurate. Remember, starport
they mostly have regular contacts or chan- costs often reflect the system's economy or
nels through various criminal organizations. the state of the starport administration.
Once you have the actual datawork done, Starports run by the Empire generally have
you still need to make it official by getting lower costs since the starport's operations
into BoSS's databanks and inputting the in- are subsidized by the Imperial Navy. Back-
formation as if it were legitimate. Just be- water ports - even ones designated stan-
cause you have a BoSS secure datapad with dard class - can vary wildly, depending on
some fancy-looking documentation on it the planet's economy or any wealthy institu-
doesn't mean you're okay - if it doesn't tions (including crimelords) fundingstarport
correlate with BoSS records, you can be in facilities.
big trouble. The solution? Find a slicer who And don't believe everything you read
has contacts, can access the BoSS data net- from the Imperial Space Ministry about these
work and implant your information so it ports. For example, customs officers aren't
seems real. A slicer's services can run you run off an assembly line or out of clone vats
about 3,000 to 5,000 credits for this kind of - they're as individual as the starships and
operation. Some slicers earn their HVing from free-traders they deal with. Some are fanati-
nothing but messing with BoSS databanks. cally loyal, can't be bribed and follow every
These slicers charge from the lower end of rule and regulation.
the scale.
Others are more lax, given over to their are often of advanced quality and are moder-
own vices and weaknesses, or just don't ately affordable. There is nearly always an
care. Some of these folks can be bribed to Imperial Customs office on site and a sizable
ignore most minor offenses. You'll find these Imperial Navy presence in system.
variations at every starport. Not every cus-
toms officer at an Imperial class starport is Imperial Class
as loyal as the local stormtroopers ... The Imperial class starport is quite luxuri-
ous and modern. It has an impressive array
Landing Field of docking facilities and ship storage and
A landing field is a flat, level area cleared maintenance areas. All the most lavish ameni-
on the ground. These fields are generally ties are available for ships' crews and pas-
little more than cheap duracrete strips or sengers. Many of the system's merchants
tightly packed dirt. There is no flight control maintain offices at the port, and it may not be
tower to direct incoming and outgoing ships necessary for the starship captains to even
to and from the port, and there is rarely a leave the port to conduct their business. The
starport beacon guiding ships to port. There starship maintenance facilities are capable
is no guarantee that there are any refueling of rapid and high-quality repairs and modifi-
or repair services available, and the few cations, though the services may not come
services which exist are of low quality. While cheap or quickly. The customs office for this
available services are usually affordable, quality port is probably staffed by highly
good repair facilities, technicians and equip- competent officers. The Empire usually main-
ment is often rare and expensive. tains a formidable military presence in Impe-
rial class starports, and minor infractions
Limited Services are dealt with to the full extent of the law;
These starports usually have a small com- troublemakers are unwelcome. Starport con-
mand tower with a signal beacon to help trol and the Imperial Navy conducts thor-
guide incoming ships. There are often main- ough ship and captain identification checks
tenancesheds for rent, where starship crews to weed out smugglers and other unwel-
can effect primitive repairs. This type of port come spacers.
has limited storage and docking capacity,
and in many cases ships must land nearby Getting There
and crews must walk to the port if all docking It's always good for spacers to know cer-
areas are filled. Most major supplies must be tain things when entering or exiting a sys-
purchased elsewhere. tem: landing and take-off protocol, flight con-
Standard Class ditions in-system, proper procedure for zip-
ping around traffic patters and so forth.
The standard class starport has a fully
staffed and equipped flight command cen- Rather than quote the boring portions of
ter, and offers restocking services and a the Imperial Space Ministry's Spacers' Infor-
mation Manual, I'll just summarize some gen-
small shipyard capable of minor repairs and
modifications. Starship work can cost up to eral information on starport flight protocol
double normal prices and take more than for you. Not that us smuggler types ever pay
twice as long to accomplish, though the much attention to this. I doubt Han Solo has
quality of the work often varies from medio- ever filed a flight plan, and I'm sure Tru'eb
cre to very good. Cholakk has rarely asked for lift-off clear-
ance before blasting out of a docking bay.
Stellar Class Still, it doesn't hurt to know ...
The stellar class starport has facilities for METOSP
landing and docking nearly any classifica-
tion of vessel. There are sometimes a num- METOSP (pronounced "Me-tosp") stands
ber of different shipyards surrounding the for "Message to Spacers," a comm channel
port - these facilities are capable of per- most starports reserve for general notices
forming nearly any sort of ship repair and regarding traffic patterns, conditions at the
customization the owners wish (and are will- starport or other factors spacers should be
ing to pay for). Repairs and modifications aware of when heading in or out of a port.
METOSPs exist to inform spacers- they're usually given in the system's METOSP or
one-way broadcasts usually sending prere- planetary or starport profile in your starship
corded messages updated daily or as condi- computer. (fyou can't find it, scan the comm
tions change. Don't bother transmitting any channels until you do, or until you figure out
information or questions back-it's all auto- that the port is so small it doesn't have a
mated. Spacers with questions often wait controller on the comm board.
until they contact starport control before Standard practice when you contact
obtaining more specific information. Most starport control is to verbally identify your
Imperial, stellar and standard class starports ship and captain's name. Controllers may
broadcast METOSPs on a standard comm ask for last port of call, contents of cargo bay
channel. Few limited service starports have or number of passengers and crew aboard,
METOSPs, so spacers need to rely on their although this varies wildly from port to port.
sensors and visual scanning to assess During this short interrogation, starport of-
whether there are any traffic problems. ficials are often double checking the verbal
Always tune into your METOSP channel identification information you gave them
when you enter a system. You never know against their BoSS databank records and
when a METOSP will contain information your transponder code - a process known
regarding Imperial Naval activity, starport among starport controllers as "transponder
traffic tie-ups, a continuous piracy threat, or verification," or TransVere.
an astrographical problem like meteor show- Once they've verified your identification,
ers. METOSPs also provide general informa- they'll give you clearance to enter the traffic
tion on the starport, including an abbrevi- pattern, drop in and land, and send you to a
ated starport profile and often a planetary docking area. Controllers often provide spe-
profile, as well as important landing informa- . cific approach and traffic vector course in-
tion and the comm channel where starport formation they expect captains to follow -
control can be reached. deviating from a course within a starport's
traffic pattern sometimes incurs fines be-
Arrival Procedures tween 50 and 200 credits. Penalties are a
After arriving in your destination system little more severe if you cause major prob-
and checking for any METOSPs, switch over lems and the fines will be the least of your
to the starport control comm channel - worries.
Sample METOSPs
Here are some sample METOSPs I've col- temporarily closed from 2500 to 2700 hours for a
lected from my travels. They'll give you some fireworks display as part of the city's celebration
idea what you can expect to hear on the of the New Year Fete Week. Contact your starport
METOSP channel and some of the situations controller on comm channel UN-271 for further
you can encounter in and around a starport: approach vector and traffic pattern information.
Message to spacers approaching Ralltiir: An Message to spacers in the Wroona system: Be
Imperial blockade is being enforced in this advised that Imperial Customs forces are cur-
system. No commercial starships have clear- rently engaging a pirate fleet on the outer edges of
ance to approach the planet. Ships defying the system. Spacers are advised to avoid the con-
this blockade will be engaged and destroyed flict, as Imperial vessels are engaging any non-
by Imperial Naval vessels. Starships requiring Imperial ships in the vicinity of the battle.
starport services before jumping to an alter- Message to spacers preparing departures from
nate destination should tune into comm chan- Kuat for Core Worlds destinations: Spacers filing
nel IX-142. Services are available from outer flight plans for Core Worlds destinations must
perimeter Imperial picket vessels ... transmit proof of Core Worlds Travel Clearance to
Message to spacers approaching Dulin picket ships before jumping from the Inner Kuat
starport: Arriving starships must approach Traffic Zone. Ships not transmitting such clear-
Dulin starport from the southern approach ance are subject to security violations and pros-
vector. The northern approach vector will be ecution.
_Port Haven
System: Whendyll system, Port Haven
Starport Type: Landing field
Traffic: Rare
Control: None
Landing: None
Docking Areas: Landing beach
Docking Fee: None
Customs: None
Services: Food, lodging
Capsule: Port Haven is the site of an abandoned
colony now used by spacers on the run. It's a place
to recuperate from injuries, affect repairs on their'
ships, or hide out until the Imperial heat cools off.
Port Haven offers few services other than food
and shelter, and few viable commodities other than
animal skins, raw meat and the cool Haven water
(which some consider to have healing properties).
However, the port's real value lies in its remote,
hidden location. When smugglers want to disap-
pear, they come to Port Haven -as long as spacers
mind their own business and don't interfere with
anybody else's, Port Haven is a peaceful retreat.
The port's two denizens really don't care who
lands there, as long as they don't cause problems.
Hallomar, a rugged hunter and the closest Port
Haven comes to a leader, is either out in the jungle
tracking prey or busy curing meat and skins. Mister
Mxil is the Mon Calamari "owner" of the port's only
cantina, Haven's Water.
".
. - .~~:- ....
""'~'-
-- ._~--
"~
HALLOt-iAR. loS NCrr
Tel-l-ING- 'TAl-L 7]ll.l-E$"
ABotJr Th7<r HAVEN'5 ~
PeA'Dt-Y JvA/GtE-.
HALLOAA~
Port Haven
KEY
1. Haven's Water
2. Technical Hangar
3. Hallomar's Shack
and Curing Tent
4. Buried Rip-Ship
Trash
Heaps
. ,....
. .....
Adventure Idea
The characters are staying in Port Ha- have the proper equipment to handle the
ven when a light freighter makes a bad smuggler's injuries. It's only a matter of
landing on the beach dangerously close time before the smuggler dies. The char-
to their ship. This other ship seems acters know of an Imperial medical facil-
heavily damaged. The smuggler captain, ity only five hours away through hyper-
flying alone, stumbles down the entry space. If they can transport the smuggler
ramp and collapses. there, bluff their way to some medical
Hallomar and Mister Mxil can do little equipment and save the smuggler, they
to save the smuggler's life - the;y don't will earn a loyal ally for life.
I
200 credits, but that's pushing the market's business which caters to thirsty spacers.
limit. Inside are a collection of tables made from
If smugglers don't sell the meat, they often large jungle trees, several benches made
eat it themselves, chewing on small strands from tree trunks, and a makeshift bar fash-
while they make repairs or work up in the ioned out of old plastic and metallic cargo
cockpit, giving their mouths something to crates with a board of plastic over them.
do other than spout out about all the heroic Several animal fat lanterns hang from the
escapades they claim to have experienced. ceiling, sputtering away and providing mea-
Besides, even that smoked meat is better ger light during the evening hours. A few
than some of the gook a starship's autochef windows allow misty sunlight inside during
will spew out. the day. Several banks of wind chimes hang
Occasionally Mister Mxil makes a gift of near the windows and the door - their soft
some skins of Haven water, liquid from a tinkling in the warm, humid breezes seems
bubbling spring in the jungle nearby from to calm everyone who walks in.
which he makes most of his drinks. The few Mister Mxil, a red- and green-dappled Mon
animal skins of water are worth upwards of Calamari in a tattered service tunic and an
40 credits, depending on whether traders apron, greets guests and takes care of their
can find buyers interested in non-repro- culinary needs. He cooks up a spicy stew, or
cessed water. a tasty roast, served with jungle fruits, tu-
bers and vegetables. Hallomar supplies Mis-
Services ter Mxil with all the meat he needs from the
Port Haven is not a service-oriented immense jungle beasts he hunts.
starport. The credo of "take what you need, Haven's Water serves a variety of drinks.
leave what you don't need" sums up what's But don't expect anything you've seen in
available. The two places one can find open other ports. Everything is made from ingre-
hospitality and useful services are the port's dients found in the jungle - ale is brewed
only tavern, Haven's Water, and the techni- from beans and bark, hard liquor is distilled
cal hangar. from the various fruits one can find, and tea
made from dried herbs, leaves, and the pet-
Havens Water als of sweet-smelling jungle flowers.
One of the largest stone buildings in Port Mister Mxil does most of his cooking and
Haven is a warmly lit dwelling called Haven's breWing in a room behind the bar. He appar-
Water. An empty water skin hangs over the ently lives in a corner of that room on a
only entrance, a sign that it's a place of hammock woven from jungle fibers he's
strung up near the hanging herbs and leaves
he dries.
Finding and Using As with all other amenities offered in Port
Tech Hangar Parts Haven, all of Mister Mxil's food and drink is
Characters looking for replacement offered as a gift of his hospitality. Don't eat or
parts in Port Haven's technical hangar drink more than your fill - just take what
(or on the buried rip-ship) should make you need.
search rolls to find anything of use. If • Mister Mxil
they manage to make a Heroic search Type: Mon Calamari
OEXTERITY 30
roll, they find a part in working condi- Dodge 40+2
tion. If they make at least a Difficult KNOWLEDGE 40
search roll, they've found a part they Alien species 60+2, cultures 60. drink mixicology 90,
languages 50, planetary systems 60. survival: jungle 80
can use, but the part itself needs to be MECHANICAL 20
repaired or modified. Fixing a starship PERCEPTION 30
part found in the tech hangar or rip- Persuasion 50. search 60+ 1. sneak 40+ 1
STRENGTH 20+1
ship requires a Very Difficult space trans- Stamina 40, swimming 60+ 1
ports repair or starfighter repair roll. TECHNICAL 30+2
First aid 60+2
Special Abilities:
Moist Environments: When in moist environments (such Adventure Idea
as Port Haven), Mon Calamari receive a + ID bonus to all
Dexterity, Perception and Strength attribute and skill checks. Hallomar has disappeared into the
Force Points: 1
Character Points: 9
jungle for several weeks without return-
Move: 10 ing. The characters are also noticing a
- Equipment: Apron, worn tunic particularly ornery creature - a modrol
Capsule: A refugee from his homeworld of Calamari, - has been prowling dangerously close
Mister Mxil is the host of all visitors to Haven's to the settlement at night. Without
Water, the only tavern in Port Haven.
Hallomar to maintain the trash heap
Mister Mxil rarely speaks of his origins. He was
formerly a chief steward aboard the Mon Calamari wall, it's only a matter of time before the
starliner Kuari Pn"ncess - he was responsible for modrol discovers there are tasty mor-
the proper preparation of all meals, the stocking of sels within the settlement.
all the bars, and the culinary satisfaction of all The characters must either enter the
passengers. But when he ran into trouble speaking
jungle during the day and hunt down
out about the Empire enslaving his homeworld,
Mister Mxil qUickly found himself an Imperial fugi- this bold modrol, or prepare traps and
tive. defenses to snare it at night and keep it
He found sanctuary in Port Haven. After fixing up from destroying Port Haven.
one of the larger structures and learning the ways of
the jungle with Hallomar's help, he opened Haven's
Water to visiting spacers. Now he serves natural
drinks brewed, distilled and steeped from ingredi-
vage for smaller replacement components,
ents he finds in the nearby jungles. His tavern is What's one spacer's banged up part is often
always open to guests, although some mornings he exactly what another spacer's looking for.
ventures out into the jungle, heads to the ocean for
a refreshing swim, or sUs on the beach, meditating as Points of Interest
he watches the sun slowly illuminate the dawn skies.
Although smugglers rarely come to Port
Technical Hangar Haven for the tourism, there are two places
The technical hangar - and to a lesser of note which one may visit - at their own
extent the ancient light freighter buried in risk. Haven's water spring, where Mister Mxil
the sands on the beach - is Port Haven's gets his fresh water for drinks, is only a short
only source for replacement starship parts, hike into the jungle from port. And the jungle
The hangar is a wood and metal framed itself is a sight to see - if you can survive
structure with a broad, curving roof. The there,
walls are made of wood, thatch, panels from
old crates and strips of fabric fastened to the Havens Water Spring
frame. One large piece of green fabric covers The spring is only a IO-minute jaunt along
the curving roof beams- it's tattered around one of Hallomar's well-established trails into
the edges, and has a few tears here and the jungle. It's a bubbling pool in a small,
there. Bits of it flap in the ocean breeze, cool glade which spills over into a stream
Inside the hangar one finds a mess of that disappears into the thorn trees. Mister
ancient starship parts, some newer, dis- Mxil often makes a few morning trips to the
carded and non-functioning parts, and crates spring each week, filling up large skins and
pf gizmos, mechanical junk and old spare occasionally a plastic water tank he straps to
parts. There's even the skeleton of an old Z- his back.
95 Headhunter buried in the back, but most The water is so ice cold that a cool mist
of it's been scavenged for replacements. wafts over the bubbling spring. The liquid
. Smugglers visiting Port Haven often rum- tastes like ordinary water, although fresher
mage through the tech hangar to find spare than what most spacers have been drinking
parts they need to repair their ships, Some of after weeks of reprocessed water on their
~hat they find still works, but more than starships. Some believe it has medicinal pow-
likely they need a few repairs on the parts. ers, but the spring basically refreshes one's
Smugglers also leave behind burned out thirst with its cool, clear water.
starship components (usually the ones Despite the spring's idyllic setting, it's not
they're replacing) for other spacers to sal- always a good idea to stay and enjoy the
m6veabout. Longercatch vines dangle manymeters Episode One: Nearing the crash site, the
to the ground level. Hapless prey straying within characters can get a sensor fix on the downed
reach of the sticky tentacle vines are ensnared and
rapidly drawn up into the treetops, to be munched
ship - but the ship is in a dense part of the
on by the waiting tree fisher. jungle where there are few landing areas.
Often several tree fishers nest together in groups The characters can try to land there, but
of four or five. They drop their tentacle vines into they might snag their ship in the trees or
clearings near springs or paths which other jungle . damage other starship systems in a rough
animals frequently use.
landing. A clearing a kilometer away would
serve as a better landing site. After setting
Adventure Outline: The down, the characters head out on foot with
Hunted glowrods and bush-blades, hacking their way
"It sure has been relaxing here on Port to the downed ship and avoiding a hostile
Haven. No shooting, no bounty hunters, no tree fisher attack.
TIE fighters ... nothing but pristine beaches Arriving at the ship, they find two Rebel
and a good view of the stars. Hey, look, a agents - they were trying to return to a
shooting star." Rebel base with important information when
"That's no shooting star, that's a ship they were ambushed by the Empire. Although
going down! Looks like it's going to set down they managed to escape into hyperspace,
in the jungle to the southeast." most of their ship's other systems were dam-
"If they manage to land safely they're not aged and they crashed on Port Haven. One of
going to survive long in the jungle at night." the Rebels requires immediate medical at-
"Come on, then. Let's get to the ship and tention - possibly from a character handy
give them a hand." with a medpac - before he can be trans-
Adventure: The characters are on lay- ported on a makeshift stretcher.
over in Port Haven one night when they Episode Two: As the group returns to the
notice a small ship burst through the atmo- characters' ship, they hear monstrous
sphere and head on a crash-landing course sounds coming from the landing area. Two
toward the southeast jungle. Assuming the angry modrols are tearing at the ship as if it
ship is a fellow smuggler, the characters take were some sort of prey; they seem to have
their ship and fly off to rescue the vessel's damaged it quite badly. Rather than risk
crew.
attracting the modrols' attention and trying through the forest and attacks! One of the
to repair their ship out in the jungle, the modrols from the characters' ship has been
group's best option is to head overland tracking them for an early morning morsel.
through the jungle five kilometers to Port While the characters are engaged with this
Haven and return for the ship in the morning. modrol, its mate is sneaking up behind the
Ouring their jungle trek, another ship characters for a flanking attack.
bursts from the sky and lands nearby. This 2 ModroIs. Dexterity 3D, brawling parry
ship, however, is a probot hyperspace pod, 5D, Perception 4D, search 6D, sneak 5D,
sent to track down the Rebels. The charac- Strength 7D, brawling 9D, Special abilitie,s:
ters must evade or destroy the probot be- Claws do STR+20 damage; blending skin color
fore it hunts them down, allows them +1D to sneak when in the jungle.
Imperial Hunter Probot. All stats are 1D Move: 18.
except: Dexterity 3D, blaster 5D, Mechanical H necessary, Port Haven's other inhabit-
3D, sensors 6D, Perception 3D, search 4D, ants, including Hallomar, rush to the charac-
search: tracking 7D+l, Strength 4D. Move- ters' aid after hearing the commotion in the
ment sensor adds +20 to search for moving jungle. The Rebels are grateful for the res-
objects up to 100 meters away, blaster can- cue, and offer the smugglers a reward to
non (50). Move: 14. transport them back to their base ... per-
Episode Three: When the characters are haps an entirely different adventure alto-
almost within sight of Port Haven, and as gether.
dawn is on the horizon, something crashes
_'{uat
Kuat Passenger and Cargo tern and starport are not only busy, they're
Ports secure.
System: Kuat system Most free-traders end up heading for Kuat
Starport Type: Imperial class Passenger Port, a transfer station for pas-
Traffic: High sengers heading in and out of the Kuat sys-
Control: Controller, droid
Landing: Directional beacon, tractor beam tem proper. While Kuat Freight Port has
Docking Areas: Docking hangars, starport gate facilities for tramp freighters, it's really not
Docking Fee: 150 to 2,000 credits per local day profitable to transfer cargo through Kuat.
Customs: Imperial checkpoint
Services: Food, lodging, repair. entertainment, storage After docking fees and cargo processing fees
bays, travel at the freight port, free-traders are usually
Capsule: Kuat lies on one of the main stars hip out more money than they make off a cargo
routes into the Core Worlds, and is one of the run. Most spacers flying small ships bring
busiest starports in the Core. Besides handling an passengers into Kuat Passenger Port, where
immense volume of shipping to and from the Core the fees aren't as high - and where certain
Worlds, Kuat alg·a controls traffic of raw materials,
metals and stars hip components going into the travelers are willing to pay a bit more to get
famous Kuat Drive Yards stardocks which virtually to.
surround the system. Add to that a good measure of Actually getting to and through Kuat can
Imperial Navy activity and Kuat could very well be a hassle. Remember, spacers are compet-
claim to be one of the busiest ports in the galaxy. ing with large passenger liners and commer-
Kuat Passenger and Cargo Ports are both "high
ports" - they are not ports on a planet's surface, cial travel services for place in the traffic
but rather are situated in orbit above a planet. In pattern, as well as available docking facili-
Kuat's case, both high ports actually orbit Kuat's ties.
star very far from the center of the system. A Due to the high volume of starship traffic
complex network of outer jump systems, inner nav
points and short-jump hyperlanes help move traffic
around Kuat itself, direct hyperspace travel
in and out of the system with the help of both to the planet is forbidden. It's also impos-
Human and droid starport controllers. sible. The Kuat system proper consists of a
Kuat is one of the major Imperial starports issu- star, four planets (including Kuat) ,and thou-
ing travel permits to starships bound for the Core sands of stardock facilities orbiting Kuat's
Worlds. Because of this and the Kuat Drive Yards' sun. Navigators plotting direct courses are
construction of military vessels - particularly the
Empire's immense Star Destroyers - Kuat is· a surprised when their hyperdrive cuts out
hotbed of Imperial Customs and Naval security. before the ship is even near the system -
the stardocks extend that far out.
Kuat Instead, the approach to Kuat is carefully
Kuat is one of the major ports on the way plotted along several travel routes, each
into the Core Worlds, and is the home of requiring clearance from regional Kuat Con-
Kuat Drive Yards' stardocks, one of the larg- trol before being taken. And while the hyper-
est starship construction facilities (perhaps space jumps down these "traffic corridors"
second only to Corellian Engineering's many are relatively short, the wait for clearance
stardock facilities). As such, the entire sys- behind dozens of other "more important"
starships can take a while.
port set their nav computers for Monadin or wanted by the Empire are denied clearance
Horthav. The names and locations of the two to proceed to the inner Kuat traffic zone and
stagingsystems for Imperial vessels heading the transfer station and are detained in the
to the Imperial Transfer Post are kept secret stagingsystems' impound yards and brigs to
by the Imperial Navy. await Imperial Navy pickup and processing.
These tralfic staging systems have few Two additional systems for each transfer
habitable planets - if any, they just have a station handle outbound traffic. Starships
small colony or two. However, Kuat Traffic heading out of the Kuat system are routed to
Control has established bases on lifeless these traffic staging systems after departing
planetoids in each staging system to sched- from one of the inner system transfer sta-
ule and direct traffic heading to transfer tions.
ports.
Upon arriving in one of these systems, Inner Kuat Transfer Zone
starship captains communicate with Kuat The area most spacers associate with Kuat
Traffic Control regarding their destination is known as the Inner Kuat Transfer Zone, an
and any time restraints regarding passen- area still far from Kuat, but closer than the
gers or cargo. The ship is assigned a priority staging systems. This is where cargo and
code and placed within a space tralfic hold- passengers leave the starships they've trav-
ing pattern until clearance is given to make eled on to be processed through customs
the short jump to the inner Kuat traffic zone and security before other in-system shuttles
and the transfer facilities. and freighters bring them to Kuat proper. Of
Kuat Traffic Control also runs security course, freight and passengers not g9ing to
checks on all starships requesting permis- Kuat but heading to other points - includ-
sion to head to Kuat from the transfer sys- ing the Core Worlds - also use these dock-
tems-theImperiaiNavyruns its own checks . ing facilities. The three main docking points
on Imperial ships traveling through its trans- are Kuat Passenger Port, Kuat Freight Port,
fer systems. The general security check of- and the Imperial Transfer Post.
ten includes verification of starship's identi- No commercial or passenger starships
fication and transponder signal and pilot's . are allowed into the Kuat system itself (Im-
flight certification. The starship's record is perial militaryvessels are exempt from these
also run through the Bureau of Ships and . restrictions). Traffic in and out ofthe system
Services' (BoSS) computers, tracking any proper is handled by special shuttles and
past offenses· for which the ship or captain container ships which only travel between
may be wanted. Starships or personnel the ports and Kuat. These starships are run
by the Imperial Navy under contract from
Kuat Drive Yards to insure safety and secu-
rity.
Starships traveling between the inner Kuat
traffic zone and the Kuat system itself often
make two small hyperspace jumps before
reaching the system. One jump brings the
ships to one of two outbound or inbound nav
points - with small nav stations to direct
ships around a traffic pattern - before jump-
ing through the tight hyperspace corridors
into or out of Kuat. These dedicated inbound
and outbound travel lanes help avoid colli-
sions in hyperspace between both traveling
ships and stationery objects surrounding
Kuat, and help expedite the flow of starship
traffic.
,
.
f
-.
- )
MAINTtI\lANCE AT TI-IE.
'FLao,IING- 6-rA12Do.::KS
-
''''1,
....
,--~
-~
Inbound Hyperlane
Outbound Hyperlane
•
[mJ
~
Nav Point
Stardock Facilities
personnel, another for refueling and restock- the Kuat Central Plaza to their next flight.
ing, one for transfer of passenger luggage'; The transit system runs beneath the main
and one for the passengers themselves, with floor'of each dome, and consists of iubeways
two-way fast-moving walkways, leading to and from docks around the dome
Each starport dome also contains several directly to a tubeway entrance at the cus-
docking bays for smaller craft, including toms security checkpoints. Here passengers
personal yachts, shuttles and tramp freight- leave the tubeways, proceed through cus-
ers carrying passengers. There are a surpris- toms, then board other tubeways to their
ing number of independent small craft dock- other domes.
ing at Kuat Passenger Port, a few of which are The tubeway cars are ovoid repulsorcraft
actually granted clearance to proceed to the gUided by a droid brain. The droid is polite
inner system itself. These craft are most and informative, asking and verifying the
often the yachts and personal transports for passenger's destination and answering ques-
Kuat Drive Yards executives and high-level tions about customs, the starpon, and the
Imperial personnel with offices and estates status of the passenger's next flight. Each
on Kuat. craft can fit up to four beings and their
Within each dome is a high-speed per- luggage comfortably, and has acceleration
sonal transit system to get passengers from and deceleration compensators for a more
their docking bay or docking arm to the pleasant high-speed journey through the
customs security checkpoint and on through starport. The average transit tubeway trip
Military Dome
Core Dome Omperial installations
(Flights originating from ......i~( to/from commercial
or heading to Core Worlds) passenger flights)
Imperial Customs
and Security
Docking arms
for large ships
Kuat Dome
(Flights to/from Kuat
system proper)
from a dock to customs lasts less than two The Spacers You Can Meet
minutes. Kuat Passenger Port is always crammed
Each starport dome contains a ring of full of busy passengers, rushing to their con-
starport services near the docking areas, necting starship flights or lounging around,
providing several dining establishments of waiting for their next transport. Here are a
varying qualities and prices, stores provid- few examples of the kinds of spacers you can
ing travel goods, and lodgings for passen- run into while passing through Kuat Passen-
gers waiting for some flights. However, since ger Port:
traffic is very high at the passenger port, the
average layover here is about 20 minutes. Sergeant Reggis Thine
Each dome's service area also contains Sergeant Thine is a roving security officer
medical and securitystations in case of emer- patrolling Kuat Central Plaza. His job is to
gencies. Offices also handle lost luggage and keep an eye out for anything suspicious. But
passenger information services. most of his time is spent watching passen-
gers running through the port. Occasionally
he stops somebody who looks suspicious,
evicts loitering vagabonds trying to fleece
passengers, or settles some dispute between
passengers and plaza business clerks.
Thine is a good source of information,
since he's pretty knowledgeable about ev-
erything going on in Kuat Central Plaza. He's
very helpful to lost or confused travelers,
and has an odd fondness for free-traders. As
long as spacers aren't up to anything illegal,
he's quite friendly, offering tips on passen-
ger transport jobs or where to get some credits to haul luggage any-
inexpensive food and lodging. where in the port, his infor-
Although Thine is employed by the Em- mational services cost a bit
pire as a security trooper in Kuat Passenger more-around 25 to 50 cred-
Port, he seems rather indifferent to the gen- its, depending on the nature
eral galactic struggle. Although he reports of the information.
suspicious activities - especially those sus- Benni. All stats are 2D
pected to have ties to the Rebel Alliance - except: dodge 3D, pick pocket
he has little love for the Empire or the Rebel- 4D+2, languages 3D,
lion. He's just happy to have his comfortable streetwise 6D, repulsorlift
position leisurely patrolling Kuat Passenger operation 3D+2, Perception
Port at his own, casual pace. 4D, bargain 5D, investigation
Sergeant Thine. All stats are 2D except: 5D+2, search SD, lifting 3D.
blaster 4D, dodge 4D, bureaucracy 3D, law Move: 10. Comlink, repulsorlift sled, pack
enforcement 4D, streetwise 4D+2, Perception tracker tunic uniform.
3D, investigation 4D, persuasion 4D. Move:
Captain Dorai
10. Blaster pistol (4D), comlink, datapad.
When he isn't on duty, Captain Dorai, a
Benni Duros transport pilot, spends his time in
One of the innumerable pack trackers Kuat Passenger Port, mingling with passen-
swarming throughout Kuat Passenger Port, gers. The Duros pilots one of the secure
Benni is a youngish man who putters around passenger shuttles to and from the Kuat
with his repulsor cart constantly floating system itself. Although he works long shifts,
behind him. Along with his other pack track- he has equally long rest shifts. Since he's an
ers, he assails passengers trying to carry too alien, he's not allowed to have living quar-
much baggage, offering his services as a ters in the Kuat system itself, and so lives in
porter for a few credits. a staff apartment in Kuat Central Plaza.
Benni knows quite a bit of what goes on in Dorai enjoys the company of other spac-
Kuat Passenger Port, both visible and be- ers, especially those of his fellow species. He
hind the scenes. He's very chatty while push- can often be found in the plaza's many clubs
ing his repulsorcart behind his customers, and restaurants, spending time with spacers
talking about the port and other business who fill him in on the latest galactic news and
going on about Kuat. For a few extra credits developments. He's very concerned with
he can provide a certain amount and quality news of the Rebel Alliance, although he works
of information about most subjects haVing for the Empire as a transport pilot. Dorai's
to do with the port, including remembering also a good contact for those wishing to
if certain individuals passed through, where know more about
they came from and where they were head- the Kuat traffic sys-
ing. Although he only charges about three tem. He knows
quitea bit of what's
going on in the
Adventure Idea Kuat Drive Yards'
The characters are Rebel operatives stardocks, since
under deep cover on Kuat. They man- many of his trans-
age to obtain detailed specifications for port runs bring him
an Imperial Super Star Destroyer being to those facilities.
constructed in the stardocks above Although he re-
Kuat. They must smuggle these plans fuses to sell such
off Kuat through Kuat Passenger Port. information, he
They must find a free-trader willing to prefers to trade it
give them safe passage to the nearest for news of the gal-
Rebel base and must evade suspicious axy outside of
Imperial agents who have discovered Kuat.
their security leak.
Captain Dorai. All stats are 2D except: Benja and Olaal Da'aapp. All stats are 2D
alien species 3D, bureaucracy 4D, law en- except: alien species 5D, cultures 6D, plan-
forcement 4D, astrogation 4D, communica- etary systems 6D+2, TechnicallD, Perception
tions 4D, sensors 4D, space transports 5D, 3D, bargain 5D+2, persuasion 6D. Move: 7. 3
Perception 3D. Move: 10. Flight suit, comlink, holo cameras,S recording rods, 2 still-pic-
flight helmet. ture replicators, datapad with travel notes, 2
satchels of souvenirs.
Benja and Olall Da'aapp
-The Da'aapps are tourists from Gruivia Starport Domes
who do little else but travel the starliners The Outbound Dome handles flights arriv-
seeing the sights of the galaxy. Being ing from and departing for starports outside
Gruvians, the Da'aapps are large, green- the Core Worlds. Since most starships, from
skinned mounds that shuffle along' at a wor- tramp freighters to starliners, require spe-
ried pace. Four spindly arms and eight eye cial permits and security clearances to le-
stalks emerge from the top of their head, gally travel to most Core Worlds, these
innumerable recording instruments - holo starships are kept apart from others cleared
cameras, recording rods, still-picture for Core World passage.
The Core Dome accommodates flights
originating and heading for destinations in
the Core Worlds. All craft docking here are
required to carry Core transit permits, have
undergone the requisite security clearance
and have paid the -relevant travel taxes.
Starships from other regions which are
cleared to head to the Core Worlds must
move from the Outbound Dome to docking
facilities here to pick up passengers.
The Military Dome handles all military
traffic, including military passengers trans-
ferring to and from civilian commercial
spaceliner and transport flights. This is also
the prime departure and arrival point for
Imperial personnel heading for the Imperial
Transfer Post and military sites within the
Kuat system.
replicators - hanging from each append- The Kuat Dome takes care of all dedicated
age. Their two mouths apiece are always flights to and from the inner Kuat system,
chattering about the weather, travel condi- including flights to Kuat itself and to Kuat
tions, or how space has suddenly become Drive Yards' stardock facilities.
flooded with loud, babbling tourist-types. Kuat Central Plaza is a small city in itself,
The Da'aapps are intensely friendly, latch- replicating many of the services found in
ing on to unsuspecting passers-by (includ- individual domes, as well as housing Kuat
ing characters) and adopting them as travel- passenger _control, starport security, and
ing companions. The Da'aapps use these -quarters for the more than 500,000 control-
unwilling companions to take pictures for lers, security guards, customs officials, tech-
them, pose in front of interesting scenes nicians, service personnel and administra-
they want to film and to annoy with their tive workers serving Kuat Passenger Port.
constant traveling prattle. They're constantly
telling tales of aU thewondrousplaces they've Customs
supposedly visited, and often subject their Between each dome in Kuat Passenger
companions to hours of viewing travel holos Port, travelers must pass through Imperial
through-their holo camera. They're also ex- Customs and security checkpoints. These
tremely loud, and tend to draw all sorts of checkpoints are immense mazes of lines
attention. where passengers' identification, travel ar-
'"~
ough in their searches of outbound luggage. cret, and the location and composition of the
Violators have been known to "disappear." Imperial Transfer Post is classified.
A few spacers have rather accidentally
Kuat Freight Port jumped to the transfer post and barely es-
Kuat Freight Port is an immense array of caped Imperial forces to tell of it. Most of
docking facilities on the edge of a series of these survivors claim the transfer post is as
vast floating warehouses. Most container large as the Kuat Passenger Port and con-
ships dock in an enclosed spacedock and tains a complete Imperial Army garrison
have their individual containers unloaded aboard the space station, in addition to at
by space tugs. Tramp and bulk freighters least a Sector Group patrolling the space
dock in docking bays where cargo is un- around the Post. Of course, there are dock-
loaded into transfer holds -large contain- ing and repair facilities for Imperial ships.
ers which can usually hold the contents of a Imperial starships can be found through-
freighter's cargo bay. Several sizes exist, one out the Kuat system proper, patrolling the
corresponding to each classification of immense Kuat Drive Yards' stardocks and
freighter Oight, medium or bulk). the travel lanes between the floating con-
Transfer holds are marked with data tags struction yards which all but obscure Kuat's
regarding their destination so they can go sun.
through cargo processing at the freight port
and continue on to their destination on Kuat. Kuat System
Transactions for transferred cargo are often The Kuat system itself is seen only from
handled electronically before, after or dur- the viewports of commercially contracted
ing cargo arrival at Kuat Freight Port. transports bringing passengers and cargo to
Once unloaded, cargo containers or trans- and from Kuat and Kuat Drive Yards starship
fer holds are brought via space tug through construction facilities. No unauthorized in-
immense customs bays to be examined and dependent craft are allowed into the system
cleared for import. Space tugs transfer cargo proper. Imperial patrols enforce this ban
to holding warehouses where they await relentlessly.
loading onto Imperially contracted container Security around the numerous Imperial
ships which transfer the cargo to the Kuat Navy installations and Kuat Drive Yards
system. stardocks is high, especially around con-
The process works in reverse for exports, struction facilities working on Imperial Na-
with cargo being loaded into containers or val starships.
transfer holds on Kuat proper and being Besides Kuat Drive Yards construction
brought by contracted container ship to the facilities and Imperial installations, several
freight port for customs inspection and floating stations contain residential, com-
pickup by outbound freighters. mercial, and recreational areas for the nearly
Light, medium and bulk freighters or their 35 billion people working the space around
owner companies pay cargo processing fees Kuat. Most of these large residential stations
as high as 25 credits per metric ton for Kuat float closer to Kuat than the stardocks. Ac-
Freight Port to handle their cargo. Container cess to these stations is by work or military
ships often pay less, since their cargo is permit only and is strictly controlled.
already divided into easily transferable con- Kuat itself is still a heavily populated world.
tainers and does not need to be loaded into It is the home of Imperial Navy administra-
transfer holds. tion for the system, Kuat Drive Yards' corpo-
rate headquarters, and numerous high-level
Imperial Transfer Post stardock workers and Imperial personnel.
Little is known about the Imperial Trans- The rolling wooded hills on Kuat are popular
fer Post or Imperial military installations in recreation spots for the rich, although cer-
the Kuat system. The location and coordi- tain sections closer to Kuat's main planetary
nates for the Imperial Navy's traffiC staging starport are reserved for use by common
systems for Kuat are a closely guarded se- workers from the orbiting shipyards.
Access to Kuat itself is also highly re-
stricted, requiring a series of permits and working under realistic cover stories."
identification verifications. Passes are even "I've got a bad ... oh, never mind."
needed to visit relatives or for social engage- Adventure: General Cracken assigns the
ments. characters to penetrate Kuat security and
• Kuat extract two young twins secretly working for
Type: Terrestrial the Alliance from their home on Kuat itself.
Temperature: Temperate The Evlan twins are two young girls who
Atmosphere: Type I (breathable) have been living with their widowed aunt in
Hydrosphere: Moderate
Gravity: Standard an estate on Kuat. They've been gathering
Terrain: Ocean, forest, urban information about activity in the Kuat Drive
Length of Day: 20 standard hours Yards stardocks by dating boys whose par-
Length of Year: 322 local days
Sapient Species: Humans ents are high-level Imperial or corporate
Starport: 4 Imperial class officials associated with starship construc-
Population: 61 billion tion.
Planet Function: Starship building, military
Government: Imperial governor However, their activity was recently com-
Tech Level: Space promised and a team of Imperial agents has
Major Exports: Starships been dispatched from Coruscant to arrest
Major Imports: Raw materials, metals, starship compo-
nents Allexia and Allandria Evlan. The characters
Capsule: Kuat is a system filled with the lamed Kuat must extract the twins before the Imperials
Drive Yards space construction docks orbiting the arrest them. (For more information about
system's single sun. Its primary employers are Kuat Allexia and Allandria Evlan, see Cracken's
Drive Yards and the Imperial Navy, which main- Rebel Operatives, page 45.)
tains an ominous presence overseeing and protect-
ing both Kuat Drive Yards and naval shipyards. Episode One: The characters arrive at
Kuat itself is a privileged world used by the· Kuat Passenger Port by starliner. The fake
system's elite as a residence. A world of rolling identification General Cracken provided can
forests dotted by small cities and estates, its terrain get them through the port's security, but
is broken only by an immense city or two, local
Imperial government complexes, Kuat Drive Yards
doesn't allow them access to transports head-
administrative offices, and Kuat Control Central, ing for Kuat. The characters must find some
the system's main traffic control station which underworld contact on Kuat Passenger Port
maintains the extensive starship traffic network who can forge the documentation necessary
bringing millions of ships, passengers and tons of for them to proceed on to Kuat. While search-
supplies to and from Kuat every day.
ing for a contact, they notice their activities
are being watched from a distance by one
Adventure Outline: Cover particular traveler who doesn't seem to have
Compromised a connecting flight to catch. The man is an
"So these two Rebel operatives had their ISB agent sent to keep tabs on what starport
cover blown, and you want us to rescue security deemed "suspicious passengers."
them? No problem. Just let us know where Of course, during their time in Kuat Pas-
they are and we'll blast them out." senger Port, the characters must masquer-
UKuat." ade as respectable travelers -without weap-
"Kuat? You mean the passenger port, ons or their usual gruff manner - in order to
right?" pass off as genteel and upright citizens of the
"No, I mean they're on Kuat itself. You'll galaxy.
have to pass through several layers of secu- If characters are having trouble obtaining
rity to rescue these two, then sneak back forged permits for passage to Kuat, they
out." might run into Benja and Olall Da'aapp, inter-
"Hey, isn't Kuat where they build Star galactic tourists who are always making
Destroyers?" friends. An encounter with them might be a
"Exactly. All the more reason why this good way to evade (or attract the attention
mission is so important. It's not that daunt- 00 the (SB agent. However, the Da'aapps
ing for an experienced group of infiltrators have clearance permits for travel directly to
encounter with more ISB agents). However, Kuat, the characters are going to need as
the characters have an escape option right many gunners as they can get.
there- the ISB operations ship which landed Since the immense Kuat Drive Yards'
on the estate! stardocks nearly blot out the stars above
ISB Operations Ship. Starfighter, maneu- Kuat, the characters must navigate through
verability2D,space lO,atmosphere415; 1,200 the stardocks before getting an opportunity
kmh, hull 5D, shields 2D. Weapons: 4 laser to jump into hyperspace. The chase takes
cannons (fire control 2D, damage 5D). them twisting through stardocks, past Star
Destroyers under construction, and through
Although only three people are needed to small fleets of construction tugs and space
pilot the ship, four more are needed to crew barges bringing materials to the space docks
the four laser cannons. With TIE fighter pa- - all with a swarm of TIE fighters on their
trols on their tail as soon as they blast off of tail! Hopefully by the time they emerge from
the construction yards, their hyperdrive is
still operational ...
Gelgelar Free Port ing on the ship's size and the platform owner's
System: Gelgelar system, Gelgelar greed. The only repair services available are
Starport Type: Standard class at the main starport.
Traffic: Slow The starport's navigational aid beacon is
Control: Controller
Landing: Controller usually turned off, which makes the port
Docking Areas: Landing platforms difficult to locate in Gelgelar's heavy cloud
Docking Fee: 10 to 50 credits per local day cover. Approaching pilots simply call in on
Customs: None
Services: Food, lodging, repair facilities, spacer docu~ an open comm channel requesting landing
ments information or assistance. Before activating
Capsule: Gelgelar Free Port is run by an enterpris- the beacon, the starport controller on duty
ing Sullustan named Lora Eels. He and his rather asks a few questions to make sure the vessel
extensive family run most of the starport busi- is not an Imperial or known pirate ship.
nesses, and offer several illegal services unavail-
able at many other starports.
Unfortunately, all the starport controllers
The starport control area and many of the land- are Sullustans who use their native language
ing platforms are built along one edge of GeIgeiar, when checking in with starship pilots. While
the planet's only city. Other platforms are located this might frustrate some pilots, it is another
on the outskirts of the city, bordering the extensive precaution against Imperial ships. Those
swamps which cover much of the planet's surface.
The platforms are either run by Eels and his associ-
spacers who plan on visiting Gelgelar Free
ates or other entrepreneurs who had enough cred- Port should study up on their Sullustan. If
its to build platforms of their own. Docking fees not, they usually learn a little Sullustan while
vary depending on the owner of the platform (Eels' they're on Gelgelar.
facilities are the cheapest) and the size of the shIp. The starport beacon guides ships to the
main starport area at Gelgelar Free Port.
Gelgelar Free Port Once the ship has landed, the beacon is
Gelgelar Free Port is the only city and deactivated and a controller heads out to
starship facility on the swamp planet of the ship to collect the docking fee.
Gelgelar. Built on a dry hill in the middle of The Sullustans running the starport have
the swamps, the town is a collection of ram- little use for other standard procedures used
shackle buildings encircled by landing pads in larger starports. They do not require pi-
and the starport where the city meets the lots to file a flight plan before take-off, and
swamp. don't expect pilots to ask for clearance be-
The landing platforms closest to the fore raising ship. Traffic here is nothing com-
starport center are the cheapest, usually 10 pared to the larger spaceports. At most, a
credits per day. Other people have built ship lands once every hour (during busy
landing platforms attheswamp's edge. These times), but sometimes starport control won't
pads are little more than a metal grid bolted see a ship land or take off for days. As long as
to several pilings driven into the moist somebody pays the docking fees, there is
ground. They are privately owned and cost little trouble from starport personnel.
between 20 and 50 credits per day, depend-
• Gelgelar
Type: Terrestrial
Temperature: Cool
Atmosphere: Type II (breath mask suggested)
Hydrosphere: Saturated
Gravity: Standard
Tenain: Ocean. plains. wetlands
Length of Day: 30 standard hours
Length of Year. 287 local days
Sapient Species: Humans, Quarren, Sullustans, Twi'leks,
various other aliens
Starport: Limited services
Population: 10,000
Planet Function: Agriculture, criminal haven, trade
Government: Anarchy
Tech Level: Space
Major Exports: Shvash gas, vohis mold
Major Imports: Foodstuffs, high technology, starship parts Blaster 40+2, dodge 50+1
KNOWLEDGE 20+2
Capsule: Cloud-<:overed Gelgelar is a backwater Alien species 50, bureaucracy 70+2, business 70, lan-
planet and haven for criminals, spacers and a few guages 40+1, streetwise 60+1, value 70
thousand farmers who extract shvash gas and vohis MECHANICAL 3D+ I
mold from the extensive swamplands. The prin- Astrogation 60+1, sensors 40+2, space transports 50+1,
ciple city is built on a: somewhat dry hill in the starship gunnery 40+2
swamp, and is a collection of prefab living units, PERCEPTION 30+ I
Bargain 80, command 60+2, con 50, forgery 80+2, gam-
ancient survival shelters, and homes built of scrap
bling 60+1, hide 50+1, investigation 50, persuasion 80,
metal and old starship hull plates. sneak 60
Gelgelar Free Port is inhabited mostly by crimi- STRENGTH 20+ I
nals, spacers and othervagabonds, although swamp TECHNICAL 30+2
farmers commonly visit for supplies and transport Oroid repair 50+2, security 60+ 1, space transports repair
of their pressurized canisters of shvash gas and 70, starfighter repair 60+2, stars hip weapon repair 50+ 1
crates of mushyvohis mold off planet. Occasionally Special Abilities:
pilgrims arrive to visit the Shrine of Kooroo, the Enhanced Senses: Sullustans get +20 to search and related
only buIlding in the city made completely of stone. Perception checks in low-light conditions due to their
Pilgrims bring extra wealth and economic prosper- vision and hearing.
Location Sense: Sullustans cannot get lost in a place they
ity to those running businesses catering to the
have visited before. They get +10 when making an
spacefaring crowd. astrogalion roll for a planet they have visited before.
The planet was first colonized almost 250 years Force Points: 2
ago by a small group of criminals, escaped political Character Points: 8
prisoners and vagabonds. The refugees built their Move: 10
only town where they found a mysterious aban- Equipment: Blaster pistol (40), comlink, datapad
doned stone structure, what is today known as the Capsule: Lorn Eels is Gelgelar Free Port's unofficial
Shrine of Kooroo. mayor. He and his extensive family run the starport,
Gelgelar itself is a planet dominated by its and make sure a minimal peace is maintained in the
town. Eels is rarely seen in public, as he is wanted
marshes and oceans, with a few tracts of by the SoroSuub Cor-
plains which flood at various times during poration for smuggling,
the year. The sky is always filled with dark space-jacking and
clouds, and if it isn't teeming rain, there's a other assorted crimes.
chilling drizzle which permeates everything. He is also rumored to
Occasionallyclouds ofshvash gas erupt from prOVide forged
starship and pilot
the swampy soil and roll across the fens, documents as well as
sometimes even through Gelgelar Free Port. other illegal services,
The gas is not immediately harmful, but if all for a price.
breathed for an extended time (about 15 Eels's family runs
several businesses in
minutes) it can cause nausea and uncon- town, including the
sciousness. Breath masks are carried by al- Nofre Repair Bay at the
most all starport residents and farmers to starport and Gelgelar
protect against the shvash gas' effects. Most Outfitters. The local
structures are sealed at night and when gas population respects
clouds creep over the starport in the day. Eels, since he is always
acting in their best in-
• Loro Eels terests. He tries to
Type: Sullustan Entrepreneur make sure spacers'
OEXTERITY 20+2 credits find their way
into the coffers of local businesses. However, he and the credits it brought - but had little
also intervenes if spacers are cheated or over- capital with which to work.
charged for goods.
Some say Eels lives in a warren of water-tight
Fenn's landing is usually the second choice
passages beneath the starport and part of the town. of spacers landing at Gelgelar Free Port. If all
Few have seen him. He entrusts his extensive family the platforms at the main starport facility
members to carry out his judgments on local across town are filled, captains often set
matters and maintain peace and economic fairness down at Fenn's Landing.
in the starport.
Fenn charges 20 credits a day for use of his
platforms. The Rodian always collects fees
I~ii{if>~QENDUrJi;~:~"£:;::"~. t.. ,. personally, accompanied by two of his alien
:',.- .-';-.".';- :-. ' • . <' ';"- ~-i,",
·~.,-OKEEFE,
-'c"7"'--"="~ . _0 - ' .
l!LA: ,: .:.
' . ''-Ii: _ ."• -., ,.'
0 . .
thugs. He retains the services of an old,
·',,1!r:f.Is.iis redllxafijf','l 'Y:"yllu~tan onee;YQJ1." mjJi*,- ." burned out Human mechanic named Varrik
ttUst. He tends·to.reflelitthe manner"in which'someone . and several aliens who provide security.
approaehes him. Some.ziJhomeet hi"faf~'{JW/Jg{iffJ;tm(J Starship repair services are usually double
he. is arrogant in. refUff!9'in.altpay* pe!J!~df[ec(iOnate the normal cost, and replacement parts are
and friendly with theJ.ell.i;w;..andH"e.:re7p.riifii.r.[ust,be rarely available - captains often wait up to
wreful who yoy motj.~/r(jff.to.aUhestarp't:!f(':'!..xounever 10 days for new parts to arrive.
-@low whieh one 6ft~?\e§iillustafis is:L6J'P.7J!!§jJ'ifgp:o'd ." Varrik. All stats are 20 except: Teehnical
:business to ·insult yo!lifg,~~ '"<' . . ··.~~~1;t"f 3D, seeurity4D, spaee transports repair4D+2,
:-"Eels isalsolIig'9o'tlsa/f.ase/'player.'Mayb,e'riiit:" s"~oQd. starship weapon repair4D. Move: 9. Oatapad,
ds:CrjlrissiaYzan'i:FSiJliJf.'J!ut lie's good. "': "ff' hold-out blaster (30), toolkit.
Fenn claims the extra 10 credits on the
Other Docking Platforms docking fee takes care of the added security
his thugs provide. One or two can be found
Along the edge of the town one can find roaming the platforms at any time of the day
several other docking platforms owned by or night, and two more stand watch in Fenn's
independent operators. They often charge main building. The shed has a rounded roof
20 to 50 credits per day as a docking fee. The keeping the rain out of the two rooms for the
quality of these independent docking facili· guards, a large garage filled with rusting
ties varies - sometimes a ship's weight starship parts, and Fenn's office.
causes a platform to sink into the swamp,
miring the helpless vessel in green muck. Fenn's Security Goons. All stats are 20
Some operators offer additional services, except: Dexterity 3D, blaster 4D+2, intimida-
including repair and protection. These ser· tion 3D, seareh 3D+1, Strength.2D+2, brawling
vices are not always available, and are usu· 4D. Move: 10. Heavy blaster pistol (50).
ally expensive. Starship mechanics are not
always on duty at these platforms, and their ·'•.i{Ri;>END':-UM!PERS0~~." , .
work is not as good as one can find at the :.~OKEEF.E,SPlAit ~ ." .
Nofre Repair Bay. • Finii'sseeurity.goons do,avery goodjob
Spacers seeking extra protection for their ,0hJ.rot~etiirg -Ships tat ,Fenn's;,Ldnding..
ship can hire guards through the platform T.heyc !I{i,lq!ly"slloot anything·.that eomes
owner, but these are usually local rough· 'lne.ar'them;'indu11iQg s/lips;aews.
necks and thugs. .Th131t:t:s.eliurit,y duties:~9fte'nindude
- bfeqkfiig,whio ships while crews are in
Fenns Landing .. town;;rTN}y':grab small items; .usually a
The largest independent docking platform few agdiisr-lJere, a hydrospanner- there.
operator is Slerog Fenn, a credit·hungry , Luekily:Jhex're not -smart· .enough .tQ go
Rodian who runs Fenn's Landing in the north· rummaging, through ships: eompiiters.
east section of town. Several years ago he Fenr/ihas::tJibuglit of hiring somebody to .
built seven landing platforms large enough sean .Gonfputers for him, but·'hejnever
for light freighters. He had great visions of .seems(o,hdlJeenolf/5h aedits.{Qrit. "
challenging Ecls' hold on starport traffic -
-------
• Slerog Fenn
Type: Radian Criminal • AODEND(JMIf't=:R~OI\lAl ..
DEXTERITY 3D+ 1
Blaster 50+2, dodge 40+ I, pick pocket 60
.OKE_EFE,'PIAIT <""_ ...., __
KNOWLEDGE 3D J heard Fenn once· Olasted -azffeigljier..ca/J.tqlT/ /or ..
Bureaucracy 40+2, business 40, ~ntimidation 6D+l, complalning about the dockirlg ieeJ iltFen-'J.:~"LanfJiijg.I
streetwise 50+1, value 60 I'd belleve"it."You don'twgntto get;into;an;argulTlent..-..
MECHANICAL 2D+2
Repulsorlift operation 40+2, space transports 40, starship with Fenn;just act grai;ioiIsly aug leDliT1l.~elielJeY6u .
gunnery 50+ 1 think he's doiflg you a big lavorbYlettitzgYQu laillj.on
PERCEPTION 3D+2 hi!; platform. Sometimes suckiizguPis abefte"i{jltemCJtive.
Bargain 60, command 40+2, con 50+2. persuasion 40+2,
search 50, sneak 50+2 than getting blasted.. . :::._" .
STRENGTH 3D+ I
Climbing/Jumping 40
TECHNICAL 2D
Demolition 30+2, security 50 forms, but he charges no tariffs and any
Character Points: 3 inquiries he makes are discreet.
Move: 10 Loro's only concern is that any cargoes
Equipment: Credit pouch, datapad. heavy blaster pistol
(5D) sold in Gelgelar Free Port are sold for fair
Capsule: Slerog Fenn is a greedy Radian who runs
prices and do not drive any in town into
Fenll's Landing, a group of docking platforms away financial ruin.
from the main starport facilities run by Loro Eels.
He dresses in a greasy flight suit, and always keeps Commodities
his blaster handy.
Feno personally collects docking fees from spac- As a backwater world, Gelgelar has many
ers landing their ships on his platforms. He can be import needs and few items of worth to
rude and offensive to his patrons, and he makes export. Foodstuffs and replacement
them feel as if he's doing them a favor. When repulsorlift and starship parts are in con-
collecting fees he is accompanied by two of his
thugs in case a firefight breaks out.
stant need. The constant moist weather con-
Despite his lagging business, Fenn believes he is ditions corrode mechanical and electronic
Lora Ecls 's chief competition. He hates the Sullustan, parts. There are few true agricultural crops
and has rather foolishly vowed to drive Eels's on the planet (unless one counts the vohis
starport operation into swamp mire. While his mold, used to add flavor to some foods).
threats are often meaningless, Fenn is still a trigger-
happy Rodian with a very short temper.
The populace cannot always afford the
high prices free-traders charge for these
Customs imports, so the traders often reduce their
prices in return for free starport services, or
To be blunt, there are none. cargoes of vohis mold or shvash gas bound
Since there is no Imperial presence on for off-planet companies which process these
ielgelar and no local government, no cus- natural resources. The economy also relies
bms authority exists. Loro Eels likes to have on smugglers and other ne'er-do-wells to
lis starport personnel keep a casual eye on pump extra credits into Gelgelar Free Port
argo being unloaded from his landing plat- when they land for repairs, resupply and
carousing.
Adventure Idea Gelgelar's only exports are the mold and
gas harvested by swamp farmers. Vohis mold
Fenn hires the characters to break
can be dried out and sold to enhance the
into one of the ships docked at Loro
taste of certain dishes - ineluding Vohan
Eels's facility across town. He pays the
bean stew, nerf casserole and Ruugian
characters to break in and steal some of
noodles.
the cargo from one ship. Fenn is trying
to discredit Eels and make his facilities Vohis Mold
seem unsafe. The characters might in- Farmers from the swamps bring their bins
stead inform Eels of his competitor's of vohis mold to Gelgelar Free Port on cargo
motives, then devise a plan to similarly skiffs or large barges they pole through the
disgrace Fenn. marshes. Docking at Farmers' Landing, they
unload their cargo and sell it to Brack, the
Services
Most of Gelgelar Free Port's
service busInesses are concen~
trated along the eastern end of
town, although a few are lo-
cated in the fown center nearby.
In general, merchants treat
spacers with courtesy, know~
ing that off~world credits are
the only credits flowing into
Gelgelar's economy.
_ Slerog Fenn tallying his ill-gotten credits.
of conversation he can pick up. If properly Red keeps an eye on who comes and goes,
motivated (usually with a handful of cred- but cares little for their affairs. As long as he
its), he'll try to answer questions about what's gets his 15 credits per night, he leaves his
going on in town and what's causing any customers alone. Red makes sure the heat
commotion in the community. He's aware of generator is always pumped up high. It not
what ships are in port, what cargoes they're only keeps patrons warm and dry, but cre-
carrying, and where they're headed. ates a humid, sometimes foggy atmosphere
The drinks at the Eel are pretty good, in the halls and common room.
given what few supplies of alcohol and other Red can be found behind his registration
ingredients Thulls has to work with. He's desk in the common room, basking in the
fond of giving farmers heat generator's rays and keeping a watchful
from the swamps dis- eye on his credit box. Some say he has no
counts on drinks, since room to himself; he just sleeps behind his
they are regular custom- desk.
ers these days. Drink Red Threxa. All stats are 2D except: blaster
prices rise suddenly 3D+ 1, bureaucracy3D+2, business4D, languages
when pilgrims visiting 4D, streetwise 3D+2, bargain 3D, persuasion
the Shrine of Kooroo 3D+2. Move: 10. Heavy blaster pistol (5D),
walk through the door, reinforced credit box with 3,000 credits.
or a load of brash spac-
ers barges in. Points of Interest
Thulls. All stats are Gelgelar has little to entertain the average
2D except: blaster 3D, tourist. However, there are two areas of
Knowledge 4D, business interest to the spacer, the Shrine of Kooroo
4D+2, streetwise 6D, Per- in town, and the Great Shore Marshes many
ception 4D, bargain 5D, kilometers to the west of Gelgelar Free Port.
con 6D+2, gambling
4D+2. Move: 10. Charac- Shrine of Kooroo
ter Points: 2. Blaster rifle When settlers first came to Gelgelar, they
(5D), grungy towel. camped near the only existing structure on
the planet, the stone Shrine of Kooroo. Built
Red Threxas Boarding House
on the highest point in the town - and the
If the Slippery Gelgelar Eel is where every-
one goes to drink and eat, then Red Threxa's
Boarding House is where everyone stays the Adventure Idea
night. Red Threxais ashifty lizard-likeSuiraon An archaeology professor from the
who turned several pre-fab housing units he University of Byblos hires the charac-
stole into Gelgelar's only motel. ters to travel to Gelgelar and gather
One of the boarding house's appeals is information on the Shrine of Kooroo.
that it's one of the few dry buildings with a They must visit the shrine's wise man
huge heating unit in the common room. The to ask about the shrine's origins, and
roof doesn't leak and all the patrons stay must find the source of the stone for the
warm and dry. The rooms are rather sparse, Shrine of Kooroo if they are to be paid.
but for 15 credits a night, it's sometimes Along the way they run into a band of
better than staying in a starship's bunk. pilgrims at the shrine who warn them to
Red's patrons include starship crews, stay away, for they claim "exposing the
which often get several rooms, especially secrets of the Shrine of Kooroo can only
after long voyages. Occasionally a group of shatter its peace." Some other spacers
pilgrims bound for the Shrine of Kooroo next notice the characters' interest in the
door stay until they've visited the shrine. shrine and, believing they are treasure
Sometimes they stay for weeks, waiting for hunters, follow and later ambush them
transport off Gelgelar to the next stop on in the hope of stealing their artifacts.
their pilgrimage.
Droid programming 4D, droid repair 30.2, first aid 40...2 Thewiseman
Special Abilities: now doles out
Force Skills: Sense 3D advice and philo-
Sense: Lifedetection,life sense, receptive telepathy, sense sophical sayings
Force
to the pilgrims
This character is Force-sensitive.
Force Points: 3 who visit the
Character Points: 5 shrine, believing
Move: 8 him to be a sha-
Equipment: Cane, pipe man of a long for-
Capsule: The Wise Man of Kooroo has long since gotten faith. He
sits in the center
forgotten his name. He came to Gelgelar long ago.
His original name was Glavan Thule: some believe of the shrine on
he was an apprenticed Jedi Knight. For reasons a pile of tattered
unknown, he fled to GelgeJar to live out his lire in a animal skins,
damp shrine. He is now a doddering old man. leaning on his
cane and smok-
ing a pipe. His
clothes consist
The Fellowship of Kooroo of a ragged tunic and a floppy hal. The old man
The rarely seen mystical group known only as the depends on the goodness of visitors for food - in
Fellowship of Kooroo has no centers of worship or times of few pilgrims, some have seen the Ithorian
Thufls bringing him food from the Slippery Gelgelar
study. Its followers dress in blue tunics, robes and Eel.
cloaks, traveling to various shrines and landmarks
throughout the galaxy that they believe are signs or Great Shore Marshes
relics from Kooroo, their spiritual leader. They actu- Little is known about the region many
ally know very little about the origins of their faith. kilometers west of Gelgelar Free Port where
A few scholars believe Kooroo was a system far one of the planet's immense shallow seas
beyond· the reach of the Old Republic. The inhabit- merges with the swamps. The farmers avoid
ants of this system apparently had limited telepathic the area, saying only that they have seen
powers, which formed the basis for their peaceful "mysterious figures" and even "monsters of
society. As this species dwindled (possibly because great size" lurking in the waters there.
of a hive virus), the few fit individuals of Kooroo The region is about one day's travel in a
attempted to colonize other systems, building small repulsorlift skiff, and has no remarkable fea-
markers (today's shrines and landmarks) on a hand-
ful of possible colony worlds.
These scouts never returned to their home sys- Adventure Idea
tem. They either died during their scout missions or The characters are hired to provide
settled on worlds they found. A few survived long protection during a safari out to the
enough to record· impressions of their society on Great Shore Marshes. The big game
their markers and in a few rare holographic record- hunter is a rather inexperienced noble
ings. from a backwater world who fancies
Today the Fellowship of Kooroo is little more than himself a real outdoorsman. His dream
a group of beings who believe they have telepathic is to bring back one of the fabled Great
powers. Many of them don't, and use the Fellowship Gelgelar Monsters.
of Kooroo to make money off the poor and encourage Along the way the characters must
tourism to the various "Shrines of Kooroo" scattered protect the hunter from suspicious farm-
through three sectors. Most high priests and priest- ers, townspeople interested in the
esses of Kooroo are mere figureheads and frauds who hunter's credits, and, eventually, from
enjoy controlling the meager crowds of followers. a large creature seeking food in the
Undertaking a "Pilgrimage of Kooroo" to one of the Great Shore Marshes.
shrines is seen as a status symbol among certain Marsh Wynn. Dexterity 2D+2, Percep-
societies where the false priests of Kooroo have tion 1D+2, sneak: marsh 4D, Strength 8D,
preached their fraudulent faith. It is not a widely- brawling 9D. Special abilities: can lunge
practiced tradition, as knowledge of Kooroo is lim- and smash its body at opponents for
ited and kept as a secret among its paying members, STR+2D damage. Move: 14.
and since the Empire discourages mystical faiths.
lures about it other than the rippling waves to Gelgelar wasn't such a hot idea."
,which roll in from the sea. Other things roll "Why? They're just sitting around medi-
in from the sea, such as giant beasts in tating and chanting. A few more hours in
.s earch of food among the marshy inlets and hyperspace and we'll dump them on Gelgelar.
pools. Few farmers have seen these "Great Then you can spend some time tanking up at
Gelgelar Monsters," but the rumors occa- the Slippery Gelgelar Eel."
sionally find their way off planet and attract "They still give me the creeps. One of them
big game hunters from time to time. came up to me earlier and asked me if I had
The hunters are not as frequent visitors as contemplated the mysteries of Kooroo. If
the pilgrims of Kooroo, but when they do you ask me, they're all wackos."
arrive at Gelgelar Free Port, they spend lots "Excuse me, kind sirs. Have you seen our
of credits and spare no expense in outfitting fellow pilgrim Gudren? He seems to have
their hunting parties. They travel out to the gone off missing."
Great Shore Marshes and return with no "There aren't a lot of places to go missing
trophies. Some claim they saw the beasts on a light freighter blasting through hyper-
and tried to subdue or kill them, but the space. We'll find him ..."
monsters always seem to get away. After a Adventure: The characters are free-trad-
failed safari, the hunters are quick to leave ers contracted by six pilgrims of Kooroo to
the planet. transport them to Gelgelar, where they in-
tend to meditate for some time at the Shrine
Adventure Outline: Kooroo of Kooroo there. What they don't know is
Killer that one of the pilgrims is an impostor - a
"I don't know. Those blue-robed folks are bounty hunter traveling as a pilgrim in order
giving me the creeps. I'm beginning to think to bring Loro Ecls for the bounty put on him
transporting those wacky pilgrims of Kooroo by the SoroSuub Corporation.
-
• ..
- a
A;: • ........ ,: ...
_ The Slippery Gelgelar Eel is a good place for food and drink ~ and occasionally information.
Episode One: The characters are piloting Episode Two: While restocking their ship
their ship through hyperspace, getting a on Gelgelar, Honarius Hanast approaches
chance to observe the six pilgrims as they the characters again. Another one of their
gather in a circle in the cargo hold to chant pilgrim party has vanished - a newcomer
and hum, then head off to isolated parts of called Dorius Drevin. Since Gelgelar is a rela-
the ship for private meditation. Occasion- tively small starport, it isn't difficult to find
ally one of the pilgrims tries to convert one and track Dorius, who stands out in his blue
of the characters to becoming a follower of pilgrim's robes (although there are several
Kooroo. other pilgrim parties visiting Gelgelar at this
An hour or so before the ship drops out of time).
hyperspace at Gelgelar, the pilgrims' leader, The characters follow Dorius around -
Honarius Hanast, informs the captain that he goes to Slerog Fenn where he purchases
one of their fellows is missing. Gudren a cloth-wrapped package, and then goes to
Lagarian was meditating by himself in an Vleen Argoe at the Shvash Gas Cooperative
isolated maintenance cabin, but when where he purchases two canisters of con-
Honarius went to bring him back for group centrated shvash gas. The characters lose
chanting, he was gone. The other pilgrims track of Dorius, however, when several
don't know what became of him, and so far Sullustans approach them and invite them
none of them have found him. A cursory to a high stakes sabacc game with their host,
search of the ship by the crew reveals noth- Loro Ecls. Loro has heard of the characters
ing, and soon they must prepare to land on reputations and wishes to meet them over a
Gelgelar. few hands of sabacc.
After landing and releasing the passen- Episode Three: The characters are led
gers, one of the characters discovers Gudren into an underground warren of water-tight
while shutting down the ship - his body is passages beneath the starport where Loro
crammed up an aft maintenance shaft! hides out. During their sabacc game with
Loro and a few of his Sullustan relatives, one escape, capture or kill Dorius, and disarm
of the characters notices something out of the bomb.
the ordinary in one ·of the adjacent store- Dorius/Bounty Hunter. All stats are 20
rooms. The pilgrim Dorius - actually a except: Dexterity 4D, blaster 7D, dodge 5D+2,
bounty hunter - has followed them down melee combat 6D, melee parry 5D, streetwise
and infiltrated the warren. He intends to set 4D, Perception 3D, con 5D, search 6D, sneak
off a bomb using a timer and the two shvash 7D. Move: 10. Ceremonial knife (STR+ID),
gas canisters he purchased. A firefight en- heavy blaster pistol (50), pilgrim robes, staff
sues in which the characters must help Loro (STR+ID).
_Omzes Incredible
Traveling Starport
Omzes Incredible Traveling which Omze rarely speaks. Few, if any, know of
future destinations, and Omze is not one to post
Starport schedules for which systems he plans on serving
System: Varies next. It is possible that Omze must fulfill certain
Starport Type: Standard class obligations to his mysterious financiers, or it may
Traffic: Moderate be Omze's odd sense of wanderlust which prompts
Control: Controller
him to pack up his starport and head to a new
Landing: Beacon
Docking Areas: Docking bays system. Spacers happen upon the starport when
Docking Fee: 100 credits per day jumping to seemingly remote and uninhabited sys-
Customs: None tems, usually when under pursuit by Imperial or
Services: Food, lodging, repair and illegal modifications. bounty hunting forces.
forged documents, information
Capsule: Omze's Incredible Traveling Slarporl is Ornzes Incredible Traveling
part spacedock, part intergalactic sideshow. Run
by an eccentric old Sludir named Omze, thestarport Starport
is the former bulk cruiser Allanthia fitted with dock- Jumping from backwater planet to un-
ing bays and starship facilities. The cruiser jumps charted system, spacers are bound to run
from system to system, mostly throughout the
Outer Rim Territories and the Mid Rim, providing
into a bulk cruiser lazily orbiting some re-
starport services in systems with landing fields or mote destination. Constantly broadcasting
limited service ports. While it only serves small a brash welcome message, the vessel invites
light freighters capable of landing in its docking spacers to stop for a while aboard Omze's
bays, the starport often accepts shuttles from plan- Incredible Traveling Starport, a modified bulk
ets with visitors taking in the trade and atmosphere
offered.
cruiser offering services and amenities the
The starport has three main docking bays, each average smuggler can't do without.
able to hold four light freighters. One bay is dedi- Run by an ornery old Sludir named Omze,
cated to those starships in need of heavy repairs or the traveling starport jumps between sys-
modifications, although technicians in the other tems usually void of any extensive starport
bays are capable of performing minor maintenance
work. Other services provided include Con'varra's
services, Lingering for an unknown and of-
Datawork Central, General Quarters, Futor's Net- ten unannounced length of time, the starport
work, and the Starboard Broadside Club. caters to smugglers and free-traders alike,
The Incredible Traveling Slarparl fosters a side- offering such rare services as illegal docu-
show atmosphere. Free-traders often sell their car- ments, customized starship modifications
goes to otherspacers they meet aboard thestarport,
loudly hawking their wares and selling cargoes off
and information on bounty hunter, smuggler
crate by crate to make a profit. Starport technicians and economic subjects. Besides, it's a place
holler out deals on repairs and modifications, de- to relax and meet other spacers in an almost
pending on what extra stars hip equipment they carnival-like atmosphere where the credit is
happen to have in stock during a particular voyage. king and few beings care who you are and
Add to the atmosphere a copious mix of aliens from
around the galaxy and one gets perhaps the busiest
where you're from.
circus this side of Coruscant. The cruiser's docking hangars hold only
Omze's Incredible TraveUngStarportstays in sys- 12 light freighters (four per bay), with one
tems anywhere from a week to a few months, de- entire docking bay devoted to ships requir-
pendingon the frequency of business, interest from ing extensive repairs or modifications. How-
Imperial forces, and an odd sort of schedule of
ever, there are also external docking gan- Once docked, visitors can take advantage of
tries extended while in orbit which allow the myriad of services offered for both the
ships to dock for passenger access. The legitimatespacer and the less-legitimatesmug-
docking couplers on the cruiser's belly can gler. However, visitors' stays are sometimes
also accommodate two medium transports cutshort by the cruiser's odd departure sched-
or one bulk freighter. ule. Omze 's/ncredible TravelingStarportdoesn't
Docking procedures are rather simple. stay in a certain system very long - anywhere
Starport control is located in the bridge of from a week to three months. The schedule
the cruiser, and contacts all approaching doesn't seem to have much reason behind it-
ships and coordinates all starship traffic in if there is, Omze keeps it to himself. Visitors are
the area. Unless all the bays are full, it's fairly often given about a day's notice before the
easy to get a spot in one of the docking bays. cruiser departs a system. Those who decide to
Most captains mentioning that they have hitch a ride are given no hint as to the destina-
cargo to exchange with other traders on
board are given priority for the docking bays.
Those ships simply visiting for the various
guest services aboard the cruiser are often
referred to the docking gantries - these
easily swing and lock flush against the hull
when the cruiser gets under way for new
destinations.
Docking fees are usually about 100 cred-
its, sometimes more if the ship's captain is
Human. Omze has a general dislike of Hu-
mans - a holdover from his days as an alien
slave gladiator in the pits of Loovria. Some
Human spacers have been charged as much
as 150 credits for a docking bay space, but
this mostly depends on the controller guid-
.ing the ship in for landing. Ships docking at
the gantries are often charged less, usually
.50 to 75 credits.
tion system, and must pay an extra fee as high • Ornze's Incredible Traveling
as 1,500 credits for transport of crew and Starport
starship through hyperspace to the next desti- Craft: RendiJi StarOrive's Neutron Star Bulk Cruiser
nation. Type: Modified bulk cruiser
Scale: Capital
.Ornze Length: 600 meters
Type: Sludir Entrepreneur Skill: Capital ship piloting
DEXTERITY 4D+2 Crew: 1,000, gunners: 30, skeleton 600/+10
Blaster 60, brawling parry 60+2, dodge 50, melee combat Crew .Skill: Astrogation 40, capital ship piloting 50,
90, melee parry 80+ 1 starshlp shields 40, sensors 40, stars hip gunnery 50
KNOWLEDGE 2D+I Passengers: 300
Alien species 60+ 1, bureaucracy 40, business 80 intimi- Cargo Capacity: 1,000 metric tons
dation 50+2, languages 50, planetary system; 60+2, Consumables: 1 year
streetwise 80+2, survival 70, value 50+1, willpower 70 Hyperdrive Multiplier: x2
MECHANICAL 2D Hyperdrive Backup: x 12
Astrogation 50, communications 40+2, sensors 50+2 Nav Computer: Yes
PERCEPTION 3D Maneuverability: 10
Bargain 80, command 60+2, con 70, forgery 50+ 1, gam· Space: 4
bIing 60, persuasion 50, search 60+2 Hull: 50
STRENGTH 5D Shields: 20
Brawling 70, lifting 60, stamina 60+2 Sensors:
TECHNICAL 2D Passive: 40/10
Security 50+2 Scan: 80/2D
Special Abilities: Search: 125/30
Natural Armor: A Siudir's skin adds +10 against physical Focus: 5/30+2
attacks. Weapons:
Force Points: 1 30 Quad Laser Cannons
Dark Side Points: 2 Fire Arc: 10 front, 10 left, 10 right
Character Points: 12 Crew: 2
Move: 10 Scale: Starfighter
Equipment: Blaster pistol (40), comlink, datapad, flashy Skill: Starship gunnery
clothes Fire Control: 20
Space Range: 1-5/10/17
Capsule: Omze'kehr Kahr, known as the eccentric Damage: 40
Omze, is the flamboyant Sludir who runs Omze's
Capsule: Omze's converted bulk cruiser is a com-
I~credib'e TravelingStarport. He is rarely seen, as he
pletelyrefitted NeutronStar-class cruiser with three
hIdes on the bridge of his immense bulk cruiser
large docking bays and facilities for starship main-
overseeing starport traffic and operations. '
tenance and entertaining crews. A team of techni-
Omze'kehr Kahr was once one of the more fa-
cians keeps the craft in top condition, making work
mous alien gladiators on Loovria, and rose through
on the cruiser a priority over other repair and
the ranks of combatants to finally win his freedom.
modification jobs for paying spacers stopping at
Through unknown means he amassed a large sum
the starport.
of credits, which he invested in refitting the old bulk
Omze crews his vessel with a variety of well-paid
cruiser Allanthia into the ship now registered as
mercenaries whose loyalty extends as far as Omze's
Omze '5 Incredible TravelingStarport. Few know how
seemingly infinite number of credits. The entire
Omze got his money, but some speculate he works
crew is composed of aliens. Most of the security
for Jabba the Hutt or some other crime boss who
officers are Radians, but the engineers, mainte-
uses the traveling starport for other dark purposes.
nance and bridge crews are a colorful mixture of
Omze has a particular dislike for Humans -
outcast beings from around the galaxy. Most of
Sludir are still considered a slave species through-
them are highly skilled in their areas, and are good
out most of the galaxy, and Omze still carries a
with a blaster as well.
particular hatred of Humans from Loovria espe-
Much of the crew keeps to itself, unless their job
~iallyt~e gambling types who used to take pl~asure requires them to interact with visiting spacers. The
m bettmg on the gladiator matches there. His dis-
security and maintenance personnel are the most
like for Humans is also fueled by the death of his
co~monly seen crewmembers aboard the ship,
brother, Quintik Kahr, the late slave lord known as
while those running the various services offered to
Big Quince. Supposedly a Human named Oakie
spacers stay put in their places of business. Omze
helped kill Quince during an escape attempt from
himself rarely ventures from the command area on
his slave ship. While Omze doesn't deal much with
the bridge or his luxury cabin nearby, both in a
spacers stopping on his starport, he has instructed
section of the ship kept closely guarded and off-
those working for him to hike prices as much as
limits to visitors.
double for Human spacers passing through.
Omze stays particularlywell-dressed for a Sludir,
considering few tailors create clothing for the six- Customs
legged. fairly large aliens. Besides fancy clothes, he Om2e cares little what free-traders carry
keeps a ring in each of his four nostril lobes and
keeps a beard closely trimmed to his long under- a~)Qardhis cruiser in their cargo holds, and
snout. hIS agents only casually oversee any cargo
Adventure Idea
The crimelord for whom the charac- cruiserjumpingintermittentlyaround back-
ters are working (or to whom they owe an water systems in the Outer Rim Territories,
enormous debt) offers them.a chance to then must find a way past Omze's Rodian
redeem themselves and work their way mercenaries and extensive electronic se-
once again into his favor. This crimelord curity measures to thesecure cargo bays in
has heard rumors that Omze keeps a the deepest bowels of Omze's cruiser. Ev-
veritable treasure of stolen and purchased erything seems to be going better than
illegal goods in the secured holds of his planned - until the characters reach the
Incredible Traveling Starport. Talk of an hold, now emptied of any valuables once
entire hold filled with spice has spurred stored there. The characters have been
the crimelord to offer the characters some betrayed! Theymust blast or bluff their way
incredible sum (and a chance at redemp- out of the Incredible Traveling Starport, run-
tion) to find Omze's Incredible Traveling ning through the cruiser's corridors, evad-
Starport and penetrate the cargo bays, ing angry Rodian mercenaries and possibly
stealing whatever valuable commodities even bounty hunters their crimelord "em-
Omze has hidden there. ployer" sent to make sure they don't es-
The characters must first find thestarport cape.
Omze's corps of stars hip technicians is stands just over two meters tall. He stalks around
led by a four-armed Jillsarian named Golben, the Incredible Traveling Starpon's repair bay dis-
cussing repairs, modifications and prices with spac-
a reclusive and stony-faced alien with a gruff ers and overseeing his technicians' work.
manner. He oversees most repairs, haggles Few know of Golben's past or
over prices with spacers, and apprises Omze how he came to work for Omze.
of all modifications made to specific Some speculate that he worked the
starships. It's rumored that Omze keeps a swoop racing pits of Caprioril, then
went on to support a swoop gang in
personal record of starship modifications, the Outer Rim Territories some-
information that might be sold for profit to where. Others claim he was chief
bounty hunters or Imperials seeking a par- technician supporting Ne'Chak's
ticular smuggler or starship. Rodian mercenary company before
they joined Omze. Golben never
• Golben speaks of his past, preferring to
Type: Jillsarian Technician save his gruff voice for bargaining
DEXTERITY 3D for spare parts and extra credits to
Blaster 50, brawling parry 50, dodge 40+2 insure good jobs on risky modifica-
KNOWLEDGE 2D
tions.
Business: stars hips 60+2, intimidation 40+2, streetwise
40. value: starships 60 Although Golben trains his tech-
MECHANICAL 2D nicians personally, he often over-
Astrogation 3D+2, sensors 40, space transports 40+2, sees their work first-hand. For im-
starship shields 40 portant customers or those paying enough credits
PERCEPTION 3D for custom starship modifications, Golben performs
Bargain 80+2, search 50 the work himself, using his four arms to eflect
STRENGTH 4D delicate repairs where few workers can reach and
Brawling 60, climbing/jumping 50+2, lifting 70, stamina
where bracing equipment cannot be brought in.
60+1
Few are certain j( Golben shares his employer's
TECHNICAL 4D
Blaster repair 50, computer programming/repair 60+2, dislike for Humans - if anything, he seems to
droid repair 50+1, first aid 50, repulsorlift repair 60+2, dislike all beings just the same.
security 70, space transports repair 90, starfighter repair
80. stars hip weapon repair 80+2 Con'varras Datawork Central
Force Points: 1
Character Points: 7 Near the central companionway within
Move: 10 Omze 's Incredible TravelingStarportis an office
Equipment: Comlink. 2 heavy blaster pistols (50), labeled as Con'varra's Datawork Central. The
hydrospanner. tool belt, work coveralls
office specializes in producing datawork docu-
Capsule: Golben is an old an ornery Jillsarian who ments for spacers - any document at almost
supervises Omze's repair bay. His four brawny
arms only enhance his ominous appearance, as he
any price, with any name attached.
Adventure Idea
After somehow angering Omze while Drive Yards offices, evading guard forces
visiting his Incredible Traveling Starport and computer security codes to retrieve
- possibly by making some slur against the information. If they are discovered,
aliens or causing a ruckus aboard the they are pursued by Kuat security guards
cruiser - the characters are offered a and possibly Imperial Navalforces patrol-
chance to redeem themselves and earn ling the starport. After they escape, the
7,500 credits from Futor the infochant. characters proceed to the system where
Futor needs the characters to travel to a Omze's Incredible Traveling Starport is
nearby system and retrieve a classified supposed to meet them. Instead they find
construction schedule from the Kuat an Imperial Star Destroyer waiting for
Drive Yards offices there. them, ready to capture them and retrieve
The characters must enter the Kuat the stolen Kuat Drive Yards information.
Adventure Outline: Lady too much, she won't have the S,OOO-credit
Felsings Rescue Plan reward for each character. But she is very
concerned for her son, and is very helpful
"Please, my son is rotting away in Omze's around the characters. It seems she's an
brig for some minor transgression. You must excellent shot with a blaster, and knows her
help me rescue him." way around a starship ...
"Look, Omze'sIncredible Travelingstarport
isn't terribly easy to find, and besides, we'd Episode One: The characters' first prob-
rather not get old Omze upset if we don't lem is finding the location of Omze's Incred-
have to." ible Traveling starport. They can actually
"I fully understand the risks involved, and begin right in downtown Wroona starport,
I'm ready to personally accompany you. As checking in with a few underworld contacts.
long as you're willing to accept my funding While bribing a few contacts for information,
your endeavors and expenses, as well as they attract the attention of an Imperial agent
offering you a reward of 5,000 credits each intent on tracking and shutting down Omze's
when we successfully rescue my son." Incredible Traveling Starport. If the charac-
"Okay, when do we leave?" ters don't notice the agent and lose him, he
tracks them and plants a powerful homing
Adventure: Omze has apparently been device on their ship. This might come in
especially displeased by a particular Human handy later if the characters are captured on
smuggler visiting his Incredible Traveling Omze's and need some Imperial diversion to
starport and has imprisoned him within the escape.
cruiser's hidden brig. The characters have Once the characters get some direction
been hired by the smuggler's mother, a grace- from their contacts, they jump to several
ful and beautiful noblewoman from Wroona different systems in search of Omze's
named Lady Felsing, to find the traveling starport. However, their first jump takes them
starport and s'omehow rescue his son. to a system with a lot of Imperial activity. It
Playing Lady Felsing: Felsing is not truly seems the Empire is setting up a garrison
Wroonian nobility, although she is a typical base on a previously unsettled world. Of
blue-skinned, blue-haired Wroonian. She's course, the Imperial commander is going to
more of a con-woman and high-stakes trick- want to bring the characters in for question-
ster than anything else. Instead of her "cap- ing, as any ships in the area are immediately
tured smuggler son," she's really looking for assumed to be carrying Rebel spies ...
the characters to help her penetrate the off- Episode Two: The characters finally find
limits areas of Omze's Incredible Traveling Omze's Incredible Traveling starportin orbit
starport so she can skim off some of Omze's around a backwater colony of social out-
hidden treasures from his cargo vaults. casts. Along with Lady Felsing, the charac-
Lady Felsing. All stats are 20 except: Dex- ters land at Omze's and begin checking the
terity3D+2, blaster6D+2, dodge6D, pickpocket layout of the ship. However, when they begin
7D, streetwise 5D+2, value 5D, space trans- asking about the parts of the starship which
ports 4D+2, starship gunnery 4D, Perception lie beyond the doors marked "crew only,"
4D, con 7D, gambling 7D+2, persuasion 6D+2, they attract the attention of one of the mer-
search 5D, sneak 6D. Move: 10. Comlink, cenary Rodian guards, who begins tailing
datapad, fancy clothing, hold-out blaster them.
(3D). Since they don't want to attract any more
At first, Felsing seems to be the concerned, attention, the characters decide to avoid
noble matron type, playing the role up for all using the usual informational resources
it's worth. It seems she wants to do anything aboard Omze's and try to break into the
to help the characters rescue her son. She ship's computer on their own, possibly from
offers to pay most of the characters' ex- computer ports in the repair bay, Futor's
penses (within reason) and give them each a Network, or perhaps the office of the Rodian
S,OOO-credit reward upon safe return of her mercenary captain, Ne'Chak (an extremely
son. In reality she skimps on what she can risky alternative). Ambitious characters able
pay for expenses, claiming that if she pays to slip past security and the code-locked
"crew only" doors might be able to sneak way to get free of the brig, then blast through
onto the bridge or a commanding officer's asquad of bloodthirsty Rodians.1f they have
cabin to access the computer from there- any extra weapons with them, they might
but if they're discovered, they can expect a consider releasing some or all of Omze's
one-way ticket to Omze's brig. prisoners (between five and nine Humans
Episode Three: Once the characters dis- imprisoned for various major and minor of-
cover where the brig is located (and maybe fenses against Omze) and arming them.
a few security codes to get in), they carefully If the Imperial agent planted a tracking
enter the secure portions of the cruiser and device on their ship (and if the characters
sneak down into the brig. Although there is didn't check for it or find it), an Imperial ship
no prisoner roster, Lady Felsing makes an emerges from hyperspace to attempt to put
educated guess on which cell her son is in. Omze's Incredible Traveling Starport out of
The characters open the door only to find an business - and inadvertently provide the
empty cell! At this point - haVing found the characters with a diversion to escape. The
treasure hold and the security codes to en- characters manage to blast through the
ter it while the characters were looking for Rodian guard, race for their ship and escape
the brig - Lady Felsing pulls the alarm on with their lives.
the brig command console, dodges out of Felsing mayor may not be caught by Omze
the brig and blasts the door controls, locking - if she escapes, she manages to steal some
the characters inside the brig area! The char- of his most precious and portable treasures.
acters have been betrayed! Felsing might steal the characters' ship,
The alarm works to Lady Felsing's advan- making their escape a bit more difficult, or
tage, as Rodian security troopers rush to the she might take some other ·poor spacer's
brig while she pilfers from Omze's secure vessel in her flight from Omze's. If she does
cargo holds. The characters must find some escape, Lady Felsing could become a recur-
ring Wroonian character in the campaign.
_Syblos Starport
Tower 214
BybJos Starport Tower 214 Byblos Starport Tower 21 4
System: Byblos system, Byblos Byblos is possibly one of the busiest
Starport Type: Imperial class
Traffic: High starports in the Colonies these days. It's
Control: Controller, droid highly dependent on container ships to im-
Landing: Directional beacon port raw materials, luxury items and food-
Docking Areas: Docking hangars
Docking Fee: 25 to 100 credits per local day stuffs, and exports tons of high technology
Customs: Imperial patrol and military hardware from its tower facto-
Services: Food, lodging, repair, entertainment ries. It can also be a great place for free-
Capsule: Byblos is a high-population world in the traders to sell their cargoes of luxury items,
Colonies and requires massive imports of raw ma- exotic foodstuffs, and rare raw materials.
terials, luxury items and foodstuffs. Its Doe major
city is made up of hundreds of immense city towers
Byblos is also a busy Imperial class starport,
rising thousands of meters into the sky. Within the which means spacers can find top-of-the-line
city are several "starport towers" where commer- repair facilities, new business contacts, and
cial and private starships may land. high-quality starport services.
These starport towers are levels upon levels of It's also firmly controlled by the Empire,
docking hangars, repair bays, and corridors packed
with starport services, spacers and binary load
so it's a hotbed of Imperial Naval activity,
lifters transferring cargo. The bays serve light, Sienar Fleet Systems research and testing,
medium and bulk freighters, both corporately and and tight security. If your datawork isn't in
independently owned. Even bulk transfer ships order, if you don't have convincing docu-
carrying cargo containers from immense container ments regarding ship registry and your pilot's
ships in orbit dock here. However, certain corpo-
rate freighters serving companies with city towers
certification (legitimate or otherwise), if
of their own often dock in special docking areas in you're carrying an illegal weapons load-out
that corporation's tower. without documentation, or if you're
Each starport tower has a ring of outer docking transponder's been messed with, you're in
hangars accessed from outside, as well as a ring of for one fun customs inspection.
inner docking hangars accessed from the light well
which runs the entire height of a city tower. Ships
Because of Byblos' high starship traffic
enter the light well through a special starship pas- volume, certain approach and departure
sage through the tower - several are located at protocols exist to protect ships from smash-
different intervals on each starport tower. ing into each other as they fly in and out of
Each starport tower level contains the same port. Following these flight rules is the first
services as any other starport level, so spacers are
encouraged to remain on their level unless they step to fitting in around here - hot-shot
have other business on Byblos. Between the outer spacers out to prove something by disobey-
and inner rings of docking hangars is the starport ing the flight patterns are the first to be
services promenade, where spacers can find res- greeted by a customs inspection led by a
taurants like Biscuit Baron, hotel chains where they platoon of stormtroopers when they land.
can stay the night in a comfortable room, stores to
resupply their ships, and entertainment establish-
And the fines for disobeying flight traffic
ments. Of course, there is an Imperial Customs coordinators range from 2,000 credits to as
office on each starport level, as well as turbolifts high as 10,000 credits - and that's not even
and ramps to other levels. if you bump into somebody else's ship!
..... ~-
~q '0;:. "-
~.
...... ,-
M~O
If=" 11-115 CuSTe>M5
OFFICER
"BR\~ A ST~~F'eR
ON ~-- <.fou'~ IN ~
A ~t?N6- t-J\G-HI. )
(p~ SEvEJi?AL
--
::..-,::;::::::;:-:..
Capsule: Byblos is a densely populated world in the nect each tower with adjacent towers, allowing
Colonies which is a major manufacturing center for high-speed repulsorlift travel across a city.
high technology and military items. Its unremark- The immense starport towers are perhaps the
able geographical features - plains and barren busiest, and the most likely to be visited byoffworld
wastes - are covered by clusters of hundreds of spacers. Each level of a starport tower contains
city towers, immense round constructions, some docking bays, repair bays, warehouses, cantinas,
more than 500 levels tall, which house the indus- supply outfitters and other starport services. Each
tries and citizens of Byblos. level also contains a small Imperial post to oversee
Each tower has its foundation in an industrial starport security, and an Imperial Customs office
level. As it rises up, towers sometimes taper or flare which conducts customs inspections at individual
outwards, varying the shapes of the different tow- docking bays.
ers. The center of the towers are hollow to allow BlasTech, SoroSuub and Sienar FleetSystems all
light and sometimes airspeeder and starship traffic maintain corporate towers on Byblos. The presti-
to enter. Some towers serve specific purposes - gious University of Byblos also occupies its own
each city has several starport towers, many resi- city tower.
dential towers, corporate towers and even an Impe-
rial garrison tower. Entire corporations might own Customs
a tower for their manufacturing and research needs,
as well as homes, offices and services for their Ail ships landing in Byblos Starport Tower
employees. Residential towers often contain homes, 214 are visited by an Imperial Customs team
some offices, and commercial and entertainment consisting of one customs officer and from
areas catering to citizens' needs. Tubeways con-
Light
Freighter
Outer
Docking
Hangars
Bulk
-
Freighter
••
••
••
• Turboli!t
Banks
Imperial
Customs
Office
Starport
Services
Promenade
Access Ramp
Up/Down
fourto eight customs guards. Stormtroopers your customs inspector is to make sure all
sometimes replace the customs guards if your documentation is legal and in order.
trouble is suspected from a particular ship The customs inspector insists each ship's
or if a ship docking is known to be wanted by operating license and each captain's flight
the Empire. The Imperial Customs officer license be in order, and inspects the ship's
checks the captain's datawork, licenses and cargo manifest and documentation allowing
permits, while the guards poke around the placement of heavy weapons or import of
cargo hold. Once the ship's documentation restricted goods. Although the customs team
has been examined, the customs officer also has 11 to 23 other ships in the docking han-
carries out his own cargo inspection. gar to worry about, checking documenta-
Most customs officers in Byblos are pretty tion is the easiest way to do a thorough
forgiving, especially for free-tradgrs with check of a ship.
small ships. They realize it's difficult to make It's not always feasible to inspect an entire
a living against the larger shipping conglom- cargo bay, especially of a ship the size of a
erates, and they don't mind these spacers bulk freighter. Checking the cargo manifest
stopping over at Byblos - it gives the place often suffices. However, customs personnel
a bit of color. Most class four and five infrac- are always on the lookout as cargo is loaded
tions are ignored or liberally interpreted. and unloaded at ships throughout the han-
However, customs officials are pretty par- gar, spot checking for illegal imports and
ticular about datawork documentation. A exports, or items which require taxes that
good way to make a good impression with haven't yet been paid.
, "''''''''''''''''''''''
""
..-,
,.,:,
restaurants, and Imperial oflicers used to liv- and Imperial Customs officials always scruti-
ing the luxurious life. nize any documentation regarding shipment
Other luxury items to import include of spice. Most of these cargo permits require
luxury furniture made from natural materi- a large security deposit, cargo tax, and an
als - including hides or fur - or anything extensive background check before being
made from greel wood. These items often granted - something free-traders can't al-
sell for 110 to 125 percent of their purchase ways afford with their flashy reputations.
value. Certain trading houses on Byblos deal Crime is relatively under control in Byblos,
in rare furniture and contract runs specifi- and the Imperial governor feels that unre-
cally to free-traders who can get the job done stricted spice trade would destroy much of
quickly and quietly. the law and order she's managed to main-
tain.
Exports Spice is the narcotic of the rich on Byblos,
Unlike imports, few of Byblos' exports can and is often doled out by corporations and
be transported by free-traders. Transport of even the Imperial government for excep-
items of high technology or military manu- tional work or loyal behavior. Some forms of
factured goods are rarely trusted to tramp spice are made available to the Byblos Medi-
freighters - instead, Imperially regulated cal Tower for medicinal purposes, but even
container ships or bulk freighters distribute that is heavily regulated. Spice of any sort
much of the high technology developed and can be sold on Byblos for upwards of 5,000
manufactured on Byblos. credits per metric ton. However, the risk and
Many military cargoes are transported by expenses in obtaining spice (whether legally
the Imperial Navy to insure security. Some or illegally) tend to outweigh any profit.
cargoes are moved by regulated container Imperial Customs on Byblos is also wor-
ships, but are accompanied by an Imperial ried about seditious holos coming in from
Navy escort. The Empire used to provide other regions, especially the Minos Cluster.
military escort from Byblos to the container The students at the prestigious University of
ship's jump point, and had an escort waiting Byblos (which occupies its own city tower)
at the destination, but increased pirate and are among the more Ii beral thinkers of the
Rebel activity have necessitated a full mili- planet. They are drawn in by every fad,
tary escort for the entire journey. whether it's fashion or politics. While quite a
few are loyal to the Emperor's New Order,
Illegal Goods many are also clear thinkers who experi-
Despite the customs officers' general al- ment with new theories and political views.
lowance of certain violations, there are sev- Contraband holos include those which
eral cargoes which are strictly illegal to im- show a blatant disregard for the New Order,
port to Byblos. or which portray the classic life of the Old
Spice of any kind is contraband unless Republic as cleaner and better than current
imported by a licensed corporate trader- life under the Empire. Other taboo subjects
include the Jedi Knights, the Clone Wars and
• ADDENDUM/PERSONAL .. unfavorable depictions of the rise of the
• OKEEFE. PLATT
Empire. Holos showing violent acts or atroci-
ties by the Empire are also banned.
Hiding contraband cargo with legitimate goods in your
University students secretly allied with
hold is a good way to fool your customs inspector. He
the Rebels have few credits to spend on
pops open a few crates, sees nothing wrong, and
subversive holos. However, certain holo dis-
approves your cargo load. Just hope he doesn't open
tributors with black market connections can
one ofthose crates containing your smuggled goods ...
pay good prices for illegal hoios. Most free-
A good ratio oflegitimate goods to smuggled cargo is
traders pick up a load of illicit holos along
2: I. While it's okay to mix the cargo, put a good deal of
with some legitimate ones on Adarlon, in the
the legitimate stuffup front where it's easily accessible.
Minos Cluster. Illegal holos cost about 10
Not too many customs inspectors like to wade through
credits per holo, and sell to certain holo
crates to inspect the ones in the back, and very few
distributors for about twice that. However,
inspect every single crate.
university students can only afford to pay 10
to 15 credits, so the profit margin decreases plots often involve elaborate schemes, intri-
depending on your market. cate deceptions and diversions, and several
For more information on the illicit holo in- players. Often the Rebel Alliance pays little
dustry and Adarlon, see Galaxy Guide 6: Tramp for defections - it can usually offer minor
Freighters, Second Edition, pages 49 to 51. starship repairs, resupply and occasionally
Byblos also has several items that are a few credits. Crimelords often pay more for
usually banned or restricted from export. scientists, but they can't really be trusted to
Military hardware and technology is strictly hold up their end of the deal.
controlled between the military contractors,
the Imperial garrison tower, and Imperially Services
regulated shippers. However, certain groups Byblos Starport Tower 214 offers many ser-
- the Rebel Alliance among them - wouldn't vices. However, since the starport caters to so
mind getting their hands on some state-of- many spacers and is so immense, many ser-
the-art military technology. This often in- vices are corporate chains and are almost
volves penetrating top secret research labs, identical on every starport level one visits.
corporate warehouses and secure vaults.
Then the goods have to be sneaked past the Repair Bays
ever-watchful Imperial Customs personnel As one travels up the starport tower via
in the docking bay ... turbolift, one notices that after every two
Often top scientists and developers from starport levels there is a repair bay level not
Byblos' many high tech corporations try to normally open to the public. These levels
defect to the Rebel Alliance, sometimes tak- house nothing but immense repair hangars,
ing data, plans for new technology or proto- starship part storage bays, machine shops
types of their corporation's projects with and quarters and services for thousands of
them. Many of these top security personnel starship technicians.
are never allowed to leave their corporation's The landing spaces against the back of
city tower - there's little need to since these each docking hangar are also immense lifts,
towers have residential, commercial and able to slowly move grounded starships ei-
recreational areas besides corporate offices, ther up or down to the nearest repair bay
labs, warehouses and docking facilities. level. Thus, damaged ships need only be
Sneaking these defectors past security able to limp to the starship lift to be trans-
and Imperial Customs can be tricky. Such ported to repair facilities. However, spacers
Adventure Idea
While docked at Byblos the characters The characters must arrange to break
are approached by a young woman who Doctor Rezion from the Sienar Fleet Sys-
claims she is the daughter of a Sienar tems city tower using cunning or force,
Fleet Systems researcher. Her father has then flee Byblos starportsecurity and evade
been working on an advanced targeting the two Star Destroyers in orbit. As the
computer to be integrated into TIE fighter characters are continually pursued by Im-
fire control systems. Doctor Rezion wants perlal agents at every port, they must try to
to defect to the Rebel Alliance with his make contact with members of the Rebel
daughter, as well as notes on the combat Alliance and arrange to deliver the doctor
computer and a small prototype. and his daughter into their care.
are not allowed to accompany their ships, ments where spacers can find food, lodging
and must handle all repair questions and and company. These are immense corpo-
transactions through their docking hangar's rate franchises which operate under special
control office. permit from the Byblos government.
The repair hangars and their technical On every starport level one can find a
crews are fully capable of repairing most branch of Biscuit Baron, the eatery offering
damage to starships, replacing small parts easily prepared food at decent prices. The
or entire systems, and conducting most le- restaurants in the starport are immense eat-
gal modifications. Since Byblos repair facili- ing halls filled with multiple kitchens and
ties handle a huge number of routine and serving areas. The food is cheap-you'd be
custom repairs and modifications each day, amazed at the feast five credits will buy you
costs are usually 75 percent of what one - but it's also pretty bland. This is the place
would normally expect to pay. one finds bulk freighter crews with little
money to spend in port, or newbie spacers
Other Starport Services with little sense of style.
Each starport level of Byblos Starport Those free-traders with more style inevi-
Tower 214 has nearly identical establish- tably end up at the other eatery establish-
ment found on every starport level - the
Docking Club. Dark and smoky, with plenty
of secluded tables and booths, the club is
supposed to be the typical spacers' dive.
••_'.IJ]g;yp ,/zip into a Meals are a bit more expensive here (from 15
i]g:js'j;l1?cked, induqif/!F to 20 credits a person), and they serve drinks
·'tri'tiingtranspof/der, at the bar, but for most spacers, it's a bland
, '. yow _ pQns}cJ"ag.:o.uts, af/dyour substitute for the real thing. Few deals go on
-, ' S ' -tiljJ~ft[ci.S.etil.ices.tBo.SSYIf inside the Docking Club's dark recesses -
oOf-jit[meqiateiY/TJlPQuhded the music is never loud enough to cover your
• C' • • _. tis iSs.71g(Jt6f')'o~lir1tn;e'St._f conversation, and rumors abound that Im-
{liie.1'itByblbs:s'repalr;bay§. t/z;at " perial Customs has every joint wired with
-.',--;@repgir'j'of,mOdific:ations ,',; audio monitors.
ryiJJ.e.gal.oTfi~J-lJjn...tig my' Each starport level also has a branch of
strifJl_ltiv.~lS'offMfstiifpo[t:j. Homar's Hotels, a moderately priced estab-
Ji'sGqriJiN,f.tbg,_Q{{ti].g~.is' lishment offering lodgings. Homar's can be
Iftlie'Sullustan'Bolabo'iina "- found throughout the Colonies, offering
.' fjics W,illliif-tiTrk'e,;:diid. cheap but clean rooms to those with only a
'P(=6~r;~i.~d~r-rjHce.:,you.can 'tgey" few credits in their wallets. A decent room
n. rs:/jecause,flieyd(i.!i'{-
' "' :-'"' -::';:
~" F-=~~-
costs 15 credits a night per person. Rooms
with a viewport overlooking a docking han-
gar cost 20 credits. No frills are offered here
- sure, the beds are made up and the place
is clean, warm and secure, but don't try
ordering room service: it doesn't exist. as the university data library, containing
Homar's Hotels are great for spacers who've billions of volumes of data books and holos
been cooped up in their tight ship's berth for on practically every subject in the Empire.
that all-too-long hyperspace journey. They're Enrollment last year was supposedly reach-
okay for arranging deals, but there are ru- ing the two million mark. with about 100,000
mors that Homar's is bugged just like the professors on staff.
Docking Club. Among the staff one can find experts on
anything. Quite a few professors spend their
Points of Interest breaks hiring free-traders to take them to
While Byblos as a city is certainly a sight various systems where they perform re-
to see. there are few exceptional areas to search in their chosen field - from entomol-
visit. Each city tower is a city in itself, and ogy on Kubindi and economics on Lan Barell
provides many similar services throughout to primitive cultures on Gamorr and political
the residential, commercial, corporate and science on Coruscant.
recreational areas. Most professors are willing to provide
Most of the interesting city towers - those information to spacers seeking knowledge
belonging to Sienar Fleet Systems, BlasTech, on a particular subject - as long as the
SoroSuub and the Imperial garrison - are spacers are willing to donate funds to the
off-limits to spacers and others without cor- professor's research grant account ...
porate or military clearance. • Doctor Reina Solov
The most accessible and interesting tower Type: University Archaeologist
close to Byblos Starport Tower 214 houses DEXTERITY 3D
Blaster 40, dodge 40+2
the immense University of Byblos. Perhaps KNOWLEDGE 4D
the best institution of learning in the Colo- Alien species 50+2, cultures 70. languages 60+1, plan-
nies, Byblos University has departments for etary systems 60, scholar: galactic archaeology 100. sur-
vival5D+2
every field of study, including intergalactic MECHANICAL 2D+2
archaeology, advanced hyperspace theories, Beast riding 40, repulsorlift operation 50, sensors 40+2
and alien languages and customs. PERCEPTION 3D+2
Bargain 50+2, investigation 70, persuasion 50, search
The university tower contains student 60+2
dorms, classrooms, labs, professors' quar- STRENGTH 2D+2
ters and offices, eating halls, social centers Brawling 3D, cJimbing/iumping 40, lifting 30+1, stamina
4D
and huge holographic lecture halls, as well
_Darl<non Station
station's life support equipment and power Of the 18 original docking bays, only six on
generator. At the other end are three tiers of docking level two are still functional. The bays
docking bays attached to the station via a are large enough for most light freighters; they
customs plaza. aren't big enough to handle bulk freighters.
As soon as starships pass the beacon, Docking bays on a particular level are
they are hailed by Darknon Control. The lone connected by a long plaza with ramps lead-
controller, Rexis Lovech, is a doddering old ing up and down to the other docking bay
man who still believes his beloved station is plazas. Blast doors now seal off the ramps to
a bustling hub of trade and transportation. levels one and three, now presumably de-
He often instructs arriving spacers to enter pressurized and decrepit.
the "traffic holding pattern" around the sta- Passengers from the docking bays used to
tion before assigning them a docking bay. As pass through astarport customs plaza, where
ships approach their designated bay, the customs officials used to check traveler iden-
landing lights within the bay blink, visual tities, search any cargo brought on board,
confirmation that the ship is headed for the and clear ships for departure. Today the
correct landing site. Once inside the bay, plaza is little more than a dimly lit maze of
Lovech activates the magnetic field and re- turnstiles, metal aisle indicators and empty
pressurizes the bay - passengers and crew checkpoint booths. Darknon's resident se-
can disembark and enter the station through curity expert, Sergeant Nethius, can often be
the large blast door in the bay's back bulk- found here, checking out arrivals and pro-
head. viding meager security services for the sta-
Darknon Station
Chapter
Trade House House
Stonnview
Lounge
Galaxy Shop
Repair
Bay
Darknon Control
--" oGo
Docking Bays
0level5)
Darl<non Control
• AE>E>ENE>UM/PERSONAL ..
The large tower projecting out into space
• OKEEFE, PLAIT at one end of the Concourse is Darknon
Before you step out ofyour ship into one Control, once the hub of starship traffic con-
of EJarknon Statian's dacking bays, be trol and now the haunted home of a crazy old
sure to check yaur main entry hatch's man. Rexis Lovech, starport controller, still
pressure readings./fthe red-light indicatar believes his station is a bustling hub of activ-
is an and shaws no pressure and na ity, serving hundreds of travelers each day.
atmasphere autside, give Lovech a call in He can always be found in Darknon Control,
EJarknon Control. Eitherhe'sjust fargotten hobbling about the control consoles and
ta activate the magnetic seal and sensor screens, monitoringthestarship traf-
repressurize the bay, or the bay's fic holding pattern that's not there and talk-
experiencing equipment pmblems. ing with ship captains who don't exist. .
Luckily, Rexis is somehow able to tell whIch
ships are real and which ones aren't, since
tion (for more on Sergeant Nethius, see "Cus-
spacers still actually land at Darknon Sta-
toms" below).
tion. But he continues to live in a dark fan-
Once past the customs plaza, one comes
tasy of a time long gone.
to the centerpiece of Darknon Station - the
Darknon Control is lit from below by eerie
Concourse. The Concourse was originally
blue control lighting. The few functional sen-
several levels deep, filled with stores and
sor screens and tracking boards illuminate
services for spacers, with a large garden on
areas with red and white glows, even if they
the main level. Now only the main level is
information they display is erroneous. Some
opened - other levels fell into disuse over
screens show no information - they just
the years and were closed down, torn to
glow blank. Rexis checks them ~ll constan~ly,
pieces for spare parts for active station ar-
relaying important informatIOn to ships
eas, or deteriorated and now sit open to the
which don't exist.
cold vacuum of space. If Rexis sleeps, he collapses into a com-
The main Concourse consists·of several
mand chair in the center of the room, sur-
services which still cater to spacers, as well
rounded by his beloved control equipment
as the lifeless hulks of a few structures now
and sensors, with his headset comlink still
closed. Turbolifts which used to lead be-
on his head. He rarely leaves Darknon Con-
tween Concourse levels are now inactive,
trol, and is fiercely protective of it. Spacers
and the beautiful garden which made the
are never allowed in - Rexis warns them
space station so aesthetically pleasing is
away by shouting a lot about disrupting
nothing more than a huge wasteland of r~t business and waving his blaster around. He
ted earth in one big duracrete enclosure In
threatens to levy fines, call base security, or
the center of the Concourse. Two structures have unwanted spacers thrown into the brig.
- the Trade House and Chapter House -
While Rexis is competent enough to some-
are formally closed, while the Van Serai Ho-
how gUide starships through landing and
tel is abandoned but still used by squatters
taking off from Darknon Station, he is inca-
and the occasional spacer. pable of much else. He prefers to live his
The few active areas include Darknon
imaginary life directing the thousands of
Control, the repair bay, Galaxy Shop, and
starships he believes still depend on Darknon
Stormview Lounge. Where the Concourse
Station.
was once a bustling hub of activity filled with
spacers and travelers spending afew credits • Rexis lovech
before going on to other destinations, it is Type: Station Controller
DEXTERITY 3D
now gray and murky. Stylized metal arches Blaster 30+1, dodge 3D+2
are caked with corrosion, signs have faded, KNOWLEDGE 3D
and paths lead through the dust of centuries Alien species 40, bureaucracy 60, cultures 40+2, lan-
guages 50, law enforcement 50, willpower 50
to the more frequented areas. MECHANICAL 3D
Archaic stars hip piloting 40+2, communications 60, sen-
---- ...
"
/ /
Rexis is an ancient man
dressed in a threadbare uniform
of some long lost government.
/ He hides his frazzled hair beneath
/ a controller's cap, and constantly
looks around for sensors to
check. His hands are never still,
always fidgeting with his headset
comlink, entering figures on his
datapad, or twiddling with some
console's controls.
There are only two beings
Rexis considers his friends - or
in his words, "station colleagues"
- Sergeant Nethius, his "secu-
rityforce," and Olev Madak, "base
maintenance chief."All others are
warned away from Darknon Con-
trol bya ranting Rexis, who com-
plains that he's got way too much
work directing starship traffic to
deal with meddlesome visitors.
And although he may wave his
blaster pistol about to "enforce
law and order on my station,"
Rexis is pretty harmless. It's
doubtful he's ever replaced the
power pack in his blaster any-
way.
Darknon's other resi-
dents pay regular visits to
Darknon Control, both to
make sure Rexis is doing
well and to perform their
official station duties. Ser-
geant Nethius stops by at
. A least once a day to file his
"";(~1~~~£i\
"report" and check the
starship arrivals and depar-
tures log. Olev Madak -
the Duros mechanic who
'sors 60+1 runs the repair bay and
PERCEPTION 40 maintains the station as best he can -stops
Command 5D by once a day to inspect the sensors and
STRENGTH 20
Stamina 40 communications equipment in the control
TECHNICAL 30 center, and to monitor the station's power
Droid programming 30+2, droid repair 3D+ 1, first aid 40, generator and life support equipment.
security 40+2
Force Points: 1
Character Points: 3 Customs
Move: 9
Equipment: Ancient uniform, blasterpistoi (40), datapad, Since Rexis Lovech cares little for what
headset comlink spacers bring onto his station, and since
Capsule: Rexis Lovech is the somewhat crazed yet there really isn't any large intergalactic com-
competent starport controller of Darknon Station. merce concern at Darknon Station, there is
A generally harmless old man, he dodders about little need for customs.
Darknon Control, believing he is keeping the
station's traffic pattern running smoothly despite
Nonetheless, Darknon Station's eerily
the obvious "absence of most of the base crew abandoned customs plaza is still watched
today," as he explains. over by Sergeant Nethius, a young soldier
Gulek Lohn, the Rodian proprietor, serves him for whatever information he can furnish about
rather bland meals and watered-down drinks active bounties.
For a Rodian, Gulek is grumpy and grizzled. His
at inflated prices (considering the quality of suspicious appearance is further enhanced by the
food and drink) - 15 to 20 credits for a meal, odd "eyelids" which keep his bulbous eyes hail
and three to five credits for drinks. While some covered, as if he's continually ready to doze off.
spacers accuse Gulekof thieveryand bad cook-
ing, the Rodian always invites them to dine at Points of Interest
any other restaurants on the station. Consider- Short of Darknon Station itself, there are
ing the lounge is the only place to grab a bite to few other points of interest in the Itani sys-
eat on Darknon Station, spacers usually get tem. The other two items of note are the
used to Gulek's gruff manner and his tasteless ancient Darknon Beacon and the Itani Nebula.
cooking rather quickly. Rumors abound that a pirate band has a
• Gulek Lohn secret base within the nebula, but this is
Type: Radian Restauranteur seriously doubted given the violent nature
DEXTERITY 4D of the ion and magnetic storms which plague
Blaster 70, brawling parry 50, dodge 60+ I, melee combat
50, melee parry 50, pick pocket 60+2 the gas cloud. Rumors that the Empire main-
KNOWLEDGE 3D tains a secret research station within the
Alien species 50+1, business 40+2, intimidation 60, lan-
guages 70+2, planetarysystems6D+ 1, streetwise8D, value
nebula are only substantiated by the pres-
50+2 ence of the irregular Imperial customs cruiser
MECHANICAL 2D which patrols the area from time to time.
Repulsorlift operation 40+2
PERCEPTION 3D+2 Darknon Beacon
Bargain 50+2, con 70+1, forgery 60, gambling 50+1, hide
50, investigation 60, search 50, sneak 60+2 The beacon which once guided early spac-
STRENGTH 3D+ 1 ers to Darknon Station and around the hazard-
Brawling 50, climbing/jumping 40
TECHNICAL 2D ous Itani Nebula is now little more than a
Security 40+2 darkened husk of machinery. The cylindrical
Force Points: 1 main body, about as big as a bulk freighter,
Dark Side Points: 1
Character Points: 6 bristles with sensor antennae, broadcast plates
Move: 10 and illumination beacons. Its power plant
Equipment: Hold-out blaster (3D) drained long ago, it hovers in a stationary
Capsule: Gulek Lohn is the seedy proprietor of the position relative to Darknon Station and the
Stormview Lounge. A grumpy Radian, Gulek caters nebula.
to the few spacers who visit Darknon Station who
need food and drink. While it's not the best food and
Although the beacon had a pressurized
drink for the prices charged. it's the only place to control center and liVing quarters for a small
eat on Darknon. crew, that area has long since been aban-
Gulek enjoys listening on conversations in the doned and depressurized. Pirates have al-
two booths with views of the Itani Nebula, where ready searched the interior for any useful
most patrons sit for their meals. Acoustics within
the lounge's ceiling allow conversations to project
information or booty, and the external airlock
qUietiyoverto the bar, whereGulekstands on duty. gantry swings like a lonely wisp of metal
He has a habit of keeping track of who spacers are from the bulk of the beacon.
and where they're heading in case they have a The beacon no longer broadcasts the pow-
bounty on them. Bounty hunters sometimes stop erful code spacers used to use for navigation
by Darknon Station just to check with Gulekand pay
- but for some odd reason it has remained
Adventure Idea
Aprofessor of ancient technology from controller, Rexis Lovech, who all believe
the University of Byblos hires the charac- that to tamper with the beacon would
ters to retrieve the ancient beacon at bestow a curse on its defilers. To make
Darknon and return it to Byblos for study matters more competitive, a rival group
and display at the university's museum. of salvagers is intent on beating the char-
The characters run into resistance from acters to the beacon and retrieving it for
spacers at Darknon Station and from the a rival university.
for pirates (and the area around Darknon Station is ply ships there on a regular basis. The sup-
no exception), the patrol ship captains rely on fear ply ships drop off more supplies than the
of Imperial Naval reprisals to frighten off maraud-
ers. The patrol ship has a pair arTIE lighters (older
station can use, and then head off to another
model TIEs, not the common TIE/In) and two laser unknown destination, possibly within the
cannons for defense. nebula itself. Rebel Command asks the char-
acters to confirm whether or not a base
Adventure Outline: Into exists within the nebula, and if so, they are
the Nebula authorized to infiltrate it, steal whatever
information they can, and destroy the instal-
"How do they know there's an Imperial lation.
research station in the Itani Nebula? Has
anybody sent in any probes or anything?" Episode One: The characters arrive on
'That monthly Imperial supply ship stop- Darknon Station and begin searching for
ping over at Darknon Station is enough to clues. Nobody on the station believes any-
hint that something strange is going on. Why thing about a hidden Imperial research sta-
else would the Empire put some ancient tion, although Sergeant Nethius takes a keen
space station on its supply runs?" interest in the characters' investigations.
"But how are we supposed to find this They decide to break into Darknon Control
base? And what happens if we actually do and focus the station's sensors into the
find something?" nebula - but this requires them to create a
"We start by looking for clues on Darknon diversion for crazy old Rexis Lovech so they
Station. Then we start making sorties into can enter the control area and operate the
the nebula to see what we can find. And station sensors.
when we do find something, we take what we Meanwhile, Sergeant Nethius, an Imperial
can and then put it out of commission ... " spy, discovers the characters' activities and
their association with the Rebel Alliance.
Adventure: The characters are Rebel op- After speaking with Gulek Lohn in the
eratives sent to Darknon Station to find out Stormview Lounge, the two arrange for some
why the Empire's been sending armed sup-
_ Sergeant Nethius keeps another situation from becoming even uglier than it is.
Adventure Idea
While the characters are visiting has a large bounty posted on him from
Oarknon Station, they notice a sudden some crimelord out in the Outer Rim
and unpleasant upswing in incoming traf- Territories. They are meeting to formu-
fic. Several infamous bounty hunters have late a plan of action; Oarknon was far
arrived on the station - perhaps Boba enough out of the way to give them some
Fett himself appears! secrecy.
While the characters don't know this, The adventure involves the characters
the hunters are not after them. Of course, having to keep a low profile while avoiding
the characters might suspect that they confrontations with a very trigger-happy
are being hunted. bunch. Perhaps they can discover the
In fact, the hunters are meeting to dis- bounty hunters' true plans and get a warn-
cuss pursuit of a Corellian smuggler who ing out to this mysterious Corellian ...
of Gulek's bounty hunter friends to waylay vessel might decide instead to follow the
the characters - possibly while they try to supply ship in their own freighter after the
break into Oarknon Control. Imperials depart Oarknon Station. After leav-
Bounty Hunters. All stats are 20 except: ing Oarknon, the Imperial ship heads around
Dexterity4D, blaster6D+2, brawlingpany5D,
dodge 5D, melee combat 5D+2, sneak 4D+2,
Strength 3D+2, brawling 5D. Move: 10. Bounty
hunter armor (+20 physical, +10 energy,-lO
Dexterity), heavy blaster pistol (50), hold-
out blaster (30), knife (STR+ID).
Episode Two: Using the station's sensors,
the characters determine that there is in-
deed something constructed within the
nebula- although attempts have been made
to conceal it from outside view. Their next
problem is to get a closer look.
Just after their sensor scan (and their
encounter with the bounty hunters), the
Imperial supply ship stops at Oarknon Sta-
tion to unload supplies. Although security is
tight, the characters might be able. to sneak
aboard. This involves avoiding stormtrooper
security and the ship's crew. The cargo hold
has many dark corners to hide within, be-
tween large metal crates with ominous warn-
ing markings on them. One of the crates
contains a probe droid used to obtain and
analyze samples of nebula gas - although it
would be more than obliged to grapple with
intruders in the cargo hold.
Survey Probe Droid. All stats are 10 ex-
cept: Dexterity 3D, Mechanical 3D, sensors
6D, Perception 3D, search 4D, Strength 4D,
brawling 5D. Manipulator arms do STR+lO
damage in combat. Move: 14.
Characters who don't wish to risk stowing
away on a heavily armed Imperial supply _ Rumors abound of an Imperial research station hidden in the
ltani Nebula.
the nebula and then turns directly into the bylurther studying the activity and elements
gas clouds. The characters must monitor found within the Itani Nebula.
their sensors carefully to avoid ion and mag- While exploring the lab, the characters
netic storms, as well as a carefully hidden are discovered by a patrol of troopers and a
Imperial mine field, all while tracking the firefight erupts. However, stray blaster bolts
supply ship. If the characters aren't careful hitting some of the glass canisters ignite
and the supply ship is alerted to their pres- certain gasses within, causing a small explo-
ence, they are later ambushed by a Skipray sion which sends glass shrapnel everywhere
blastboat on patrol within the nebula. (exploding gas canisters do 50 damage to
Episode Three: Arriving at the Imperial anyone within three meters). Characters
research station either aboard the supply might be able to use this to their advantage.
ship or their own vessel, the characters must Although they defeat the patrol, the station
explore it, avoiding patrols, and discover alert sirens sound. The characters must fight
what the Empire is up to inside the nebula. their way out of the station, possibly finding
The installation floats within a pocket of some way to destroy it along the way. Once
open space within the nebula, so it is not they blast off, they still might have to fight their
subject to the ion and magnetic storms which way past aSkipray blastboat through the Impe-
roil in the gas clouds. rial mine field before bringing their informa-
During their investigations, the charac- tion back to their Rebel base.
ters wander through labs specializing in im- Further Adventures: If the characters
proving ion weapons technology, all the while don't destroy the Imperial research station,
dodging occasional patrols and the regular they are asked to return with a strike force to
base personnel - mostly scientists and destroy it. The mission might require them
weapons technicians. Another lab contains to penetrate the base first to retrieve what-
sealed glass canisters filled with different ever technology and research data they can
samples of nebula gasses. It seems the Em- before a starfighter strike team destroys the
pire is exploring the possibility of creating base, or the characters might be responsible
more powerful ion or gas explosive weapons for assembling (or hiring) a starfighter squad
to undertake the mission.
_'{ala'uun
Air Duct
perature, wind and dust patterns. When the Besides the caves and prefabricated build-
Watcher feels a heat storm coming on, he ing facades of the starport establishments
dashes back into the cave and orders the on the main level, two larger underground
portcullis closed. Releases on giant winches passages lead off to other city caverns -
are removed and the stone slab slides down these caves are usually sealed by blast doors,
a greased slope, sealing the passage. A team and are always guarded by several Twi'lek
of Twi'leks crews the large winches which militia men.
haul the stone slab up a slope to open it once At any given time, Kala'uun's landing field
a heat storm has passed. has anywhere from one to 10 light freighters
The cavern inside is lit by an upside-down and shuttles docked. Rarely are more ships
field of dim red glow-fungus nesting in the found here, as there is little more here than
ceiling of the chamber. A few ancient a haven for outlaws and a base for slavers.
turbolifts climb the steep walls, linking the Ships are directed to dock in an area be-
various ledges and caves dotting the interior tween the starship entrance and the large
surfaces. Twi'leks go about their daily busi- fan ducts which draw air into the city. The
ness by crossing or climbing ladders, ramps Starport Master's landing crew directs
and stairs which cris-cross and link the cave starships to the proper docking position on
entrances and ledges. Several large fan ducts the flattened duracrete landing area.
on the main level draw air from exterior Once a ship has docked, the Starport Mas-
vents down to the cooler water table and ter emerges from his offices or "seat," as the
into the city. Often a small bazaar is set up in Twi'leks call a place of official clan business,
one corner of the landing area where the less to collect the docking fee and inspect the
suspicious Twi'leks sell and trade a variety ship and cargo. Docking fees in Kala'uun
of merchandise to visiting spacers. vary. Spacers who have visited before and
Suspicious By Nature
Twi'leks' attitudes toward visitors to contempt than strangers. Twi'leks of one
their cities has often been described as city often hold rivalries against other cit-
cold, curt, and downright suspicious. ies' and always fear subversion and es-
Kala'uun is no exception. Thousands of pionage from neighboring cities. Visiting
years of concessions to slavers and se- Twi'leks could be spies from other cities,
cret plots against other Twi'lek cities have or could be old political rivals returned
forged an intense distrust of outsiders. from exile to cause trouble or usurp power
Visitors are confined to the main from the established head-clan. Even na-
starport level, where all manner of ser- tive Twi'leks on the main starport level of
vices they could need are provided. They the city treat spacefaring Twi'leks as non-
are not allowed on the upper or lower entities - they do not offer their ser-
levels of the city, nor are they allowed to vices, and do not acknowledge their pres-
pass to other city caverns. ence in any way. Freighters under the
The Twi'leks running the starport ad- command of Twi'lek captains are often
ministration and the services offered on asked to leave by a minor underling of the
the starport level are often more gregari- Starport Master.
ous than their fellows on the higher city However, exceptions to restrictions are
levels, and are well-suited to catering to made for "kocceille Twi'lek," literally
outsiders. Their businesses prosper be- "friends of the Twi'leks." These friends
cause of outside traffic, so they tolerate are usually honored visitors who have
strangers. Some of these Twi'lek entre- forged strong bonds of friendship with a
preneurs are actually advocates of bring- Twi'lek of rank - often a head-clan mem-
ing more spacers to Kala'uun, although ber or generous patron of an important
this is an unpopular and controversial business. Visitors are allowed to enter
viewpoint. Twi'lek·{mly areas, but they must be ac-
Spacefaring Twi'leks returning to companied by an escort (usually their
Kala'uun are viewed with even greater host) at all times.
Customs
The only commerce authority in Kala'uun
starport is the Starport Master, a hereditary
position which also serves as one of the
city's five head-dan members. The current
_ Starport Master Koh'shak enjoys the fruits of his inspections. Starport Master is a portly Twi'lek named
have a reputation as traders in good stand- Koh'shak, who is staunchly allied with the
ing or as kocceille Twi'lek are usually charged leader of the city's head-clan, Ku'amar.
less - around 25 credits per day. Others When a starship lands, Koh'shak soon
frequent starship captains are charged be- boards it for a cursory inspection. Since
tween 50 and 75 credits a day. First-time Kala'uun has few restrictions on imports,
freighters are assessed 100 credits per day the inspection is more of a formality to allow
- the revenue from this increased docking a Twi'lek representative on board to gain
cost is often used to bribe the Twi'lek militia knowledge of the cargo, ship, passengers
to keep a special watch on the ship, its and crew. This knowledge is shared with the
passengers and crew. head-clan, which likes to have as much infor-
mation about visitors as possible.
• Ryloth The inspection ranges from cursory to
Type: Terrestrial meticulous, depending on many factors. First-
Temperature: Hot
Atmosphere: Type I (breathable) time visitors to Kala'uun are treated with
Hydrosphere: Arid suspicion - all corners of their ships are
Gravity: Standard searched, every cargo container is opened,
Terrain: Barren, caves, desert, mountains, wasteland
Length of Day: 19 standard hours and the crew and passengers are interro-
Length of Year: 289 local days gated about their port of origin, future travel
Sapient Species: Twi'lekseN) plans, and their business on Ryloth. Koh'shak
Starporl: Limited services
Population: 11.5 million often levies additional taxes against new-
Planet Function: Homeworld comers, often a head tax of 25 to 50 credits
Government: Head-clan per person on board, and sometimes a 10
Tech Level: Industrial
Major Exports: Ryll, slaves percent tax on goods in the hold - whether
Major Imports: Mid and high technology or not they're meant for import to Kala'uun.
Capsule: Perhaps best known as the Twi'lek Of course, newcomers have no idea that
homeworld. Ryloth is an inhospitable planet filled Kala'uun doesn't have taxes on any goods,
with twisted rock formations and mountains. One nor a head tax for visitors.
side is constantly baked in the heat of Ryloth's sun,
while the other side barely survives the perpetual
-
-
Platt's Starport Guide
------
--_._----~- --
~"- . - - .--p._- -_._------=--.. ..
=-~-_
Spacers can avoid many of the outrageous make much, as most of his ill-gotten credits are
fees Koh'shak requests by offering him trib- tossed into his clan's coffers. However, he's always
willing to forego any taxes in credits in exchange for
ute of some kind. Tribute ranges from a few personal gifts, which are exempt from clan claims
hundred credits as a contribution to since gifts usually carry acertain sentimental value.
Koh'shak's clan, to personalitems offered as Although Koh'shak seems the most important
gifts. Those spacers who've visited Kala'uun Twi'lek in Kala'uun, his jurisdiction and power only
before and maintain good relations with the cover the main level of the starport. Beyond that he
is little more than Kala'uun's ambassador to
Twi'leks there - and Koh'shak in particular spacefaringvisitors. Koh'shakcow-tows to his peers
- are welcomed with open arms, and are on the head-elan, since they treat him as an inferior.
exempt from any head or cargo taxes (al-
The Starport Master's seat or offices are
though gifts are always acceptable -see the
located between the starship entry passage
sidebar, "The Protocol of Gifts").
and the large fan ducts which provide this
• Koh'shak cavern of Kala'uun with air. The offices con-
Type: Twi'lek Starport Master sist of a duracrete building facade covering
DEXTERITY 2D+2
Archaic guns 40, dodge 30+2, pick pocket 60+2 several caves. In addition to the Starport
KNOWLEDGE 4D Master's office, there is one cavern which
Alien species 70+2, bureaucracy 90, business 80, cui· serves as a meeting room and a common
tures 50, languages 60+2, streetwise: Ryloth 70+2, value
7D room for the small complex, and a series of
MECHANICAL 2D smaller cells for the Starport Master's run-
PERCEPTION 4D+ I ners and assistants.
Bargain 100+2, command 50+2, con 50, investigation 60,
persuasion 60+2, search 60 The starport runners assist Koh'shak dur-
STRENGTH 2D ing inspections, help direct incoming ships
TECHNICAL 2D to landing spots, and are available to assist
Computer programming/repair 40, security 50
Special Abilities: in loading and unloading cargoes if paid a
Tentacles: Twi'leks can use their head tails to communi- small tribute or gift. The runners are some-
cate with other Twi'leks or others fluent in their "secret" times hired to help spacers with repairs. But
language.
Force Points: 1 the runners are most often used as messen-
Dark Side Points: 2 gers by the Starport Master. Runners carry
Character Points: 12 news of new starship crews and cargoes to
Move: 10
Equipment: Datapad, fine robes, 2 Sevari f1ashpistols other parts of Kala'uun, informing the other
(4D.2) head-clan members of potential problems
Capsule: Koh'shak is the officious Starport Master and letting businesses know of potential
for Kala'uun. Ungainly and portly lor a middle-aged
Twi'lek, he can most often be found doddering ..
commerce needs of visitors. Koh'shak also this· and other city caverns in Kala'uun. Pas-
uses his runners as personal spies, collect- sages lead deep into the rock, opening into
ing information from visiting spacefarers, clan common rooms, kitchens, feast halls,
those businesses catering to spacers, and discussion rooms, and caverns used for the
any political rivals. various cottage industries the Twi'leks en-
Typical Runner. All stats are 20 except: gage in to maintain commerce between dif-
Dexterity 3D, dodge 4D, pick pocket 4D+2, ferent clans. Living quarters are divided into
running 5D, streetwise 4D, Perception 4D, sneak cavern complexes (quarters, common rooms
5D, stamina 3D. Move: 10. Runner's tunic, and kitchens) for unmarried men and women,
Starport Master's baton. and caverns for extended families within the
clan.
The runners are mostly young Twi'lek Thousands of clans inhabit the caves of
boys dressed in uniform tunics. They carry Kala'uun, each maintaining a warren in the
hollow metal batons inscribed with Twi'lek city's rock walls. The hereditary leader of
signs - symbols of their authority as mes- several clans is named one of the five mem-
sengers of the Starport Master. bers of the head-elan which govern the city.
Near the Starport Master's seat is the In Kala'uun, each of the main city caverns
entrance to the master's clan warren, a sys- within the Lonely Five has it's own head-elan
tem of interconnecting caves where the clan member.
lives. The entrance is carved from the living Other important members of Koh'shak's
rock in designs typical of this clan. Several clan oversee the operation of several areas
clansmen are usually seated near the en- which provide this city cavern with limited
trance, watching business at the starport, electricity, fresh air and water. Koh'shak's
discussing the issues of the day, and making brothers Elam'shak, Troa'shak and
sure strangers don't enter the clan warren. Wrou'shak are the Fan Master, Water Keeper
The warren is typical of the innumerable and Wind Master respectively forthe starport
other cave entrances on the upper levels of city cavern. They all live in Koh'shak's clan
ever, Seeker doesn't have many credits, so tains import used or scrapped machinery to
he is often reduced to trading from his work- Kala'uun at a profit loss, purchasing it be-
ing stock for damaged parts taken from tween 3,000 and 5,000 credits used and sell-
freighters stopping in Kala'uun for repairs- ing it at Kala'uun for what amounts to a small
Seeker spends much of his spare time trying tribute of 1,000 to 2,000 credits.
to repair these damaged starship compo- Smafl vehicles -cargo skiffs, ground haul-
nents with bits and pieces from other parts ers and landspeeders - are also in demand.
strewn about the Junkard. Kala'uun uses these vehicles to transport
Other high-tech imports include beam fungus-from the lower caverns to sale in the
drills, mining and smelting equipment. The city markets and haul ryll and ore-bearing
mining machinery is used to dig and refine rocks to the small refineries. Most vehicles
ryll, a mineral which has medicinal and ad- in the city are run-down and pushed to the
dictive purposes, and has been used as a workable limit. Used vehicles on otherworlds
recreational substance in the Corporate Sec- cost between 1,500 and 2,000 credits apiece
tor and other affluent places around the (depending on whether they're ground trans-
galaxy. The equipment also maintains ports or repulsorcraft) - the Twi'leks of
Kala'uun's mine and refinery which provides Kala'uun buy vehicles from free-traders for
enough metal to supply the city with mun- between 2,000 and 3,000, about as much as
dane items - pots, doors, furniture and they can afford.
tableware, and metal braces for unstable Surprisingly, droids are rarely found in
caverns. Most of Kafa'uun's industrial equip- Kala'uun and are not imported. The city
ment is aging, and the Twi 'leks cannot afford Twi'leks are just as suspicious of droids as
much new machinery. Often freighter cap- they are strangers.
Export
Adventure Idea Kala'uun, like most Twi'lek cities on Ryloth,
The wealthy OIan clan in Kala'uun spends most of its resources and industry
has caverns near the exterior rock walls trying to remain self-sufficient, with varying
of the city. While other wealthy clans degrees of success. The city has little to
have thick, opaque crystal viewports to export but the blue powder mineral spice
the outside world - allowing a veiled known as ryll.
red light into the caverns - the alan In its natural form, rylliooks much like the
clan wishes to purchase heavily insu- andris or white spice found on Sevarcos - it
lated transparisteel for true clear appears as a tan, crumbly substance. When
viewports in their main clan hall. refined in a process known only to certain
The characters are among several Twi'leks, it turns into a fine, light blue pow-
groups of smugglers and free-traders der.
docked in Kala'uun's starport cavern Although useless in its raw form, when
when a representative from the alan processed ryll is used in carefully measured
clan, Choi'olan, offers to pay 25,000 cred- doses for local Twi'lek medicinal purposes.
its to the first trader to return with a However, when used to excess, it can be a
sheet of transparisteel four meters high, dangerous and addictive drug which stimu-
six meters long and one meter thick. lates (and sometimes burns out) the plea-
The characters must race against time sure centers in most species brains. Smug-
to find a nearby world where they can glers can get high prices for pure ryll on
buy the transparisteel from a manufac- worlds throughout the galaxy. It is used as a
turer (costing between 5,000 and 7,500 - narcotic on countless worlds by the wealthy.
credits) or from a scavenged source A certain fashionable practice with addicts
(derelict space liner, high port space is to ingest a small amount ryll, then down a
station or abandoned resort). Only the shot of Gruvian Tovash. The ryll and alcohol
first trader to arrive with the properly react, producing a blue gas which the ad-
sized transparisteel is paid the 25,000 dicts puff out when they burp.
credits. The mining and refining of ryll is kept a
secret among Twi'leks, so slavers and smug-
... .Y
v
~
='-- ..1 ~
glers often pay a high price for the blue with outsiders. The locations of ryll veins
powder. A crate of ryll (1 00 kilograms) can and mines are kept the strictest of secrets.
be purchased from the Starport Master's
vaults for anything from 5,000 to 10,000 cred- Slaves could also be considered Kala'uun's
its. Depending on what world and to what second export. Most freighter captains stop-
market the ryll is sold, enterprising smug- ping at Kala'uun know better than to ask for
glers could get 10,000 to 25,000 credits. Of slaves. Many find it morally repulsive that
course, ryll is ~onsidered an illegal substance the Twi'leks have to sell their own kind into
in the Empire. Transport of ryll is considered . slavery as tribute to Voorg the Thandicant,
a class two infraction and carries a penalty of the current slave lord who provides protec-
at least a 10,000 credit fine and from five to 30 tion and a limited amount of technology to
years on an Imperial prison world. keep the city functioning. Out of respect,
Since visitors are restricted to the main most spacers know not to even mention the
level of the starport cavern, ryll to trade is subject of slavery, However, occasionally a
brought from other city caves and stored in dirty smuggler attempts to cash'in on a few
the Starport Master's vaults behind a se- slaves beneath Voorg's snout and works out
curely locked blast door. Usually five to 10 a deal with one of the local clans. The Twi'leks
crates of ryll are stored here at any time. consider slavery to anyone but Voorg smug-
Koh'shak oversees sales of ryll to smugglers gling, since rogue slavers are cutting into the
and bargains the highest prices he can for "stock" available for Voorg's annual tribute.
every crate of the valuable narcotic. If more
than one trader in the city is interested in Illegal Goods
purchasing the few crates of ryll in his vaults, While the Starport Master and his runners
Koh'shak auctions off the crates, allowing keep track of whatever ryll is being exported,
competition between bidders to drive up the they also keep constant watch for slavery
price and increase Kala'uun's profits. outside of what they pay Voorg the
Certain Twi'lek clans within Kala'uun (and Thandicant in tribute each year. The Twi'leks
in other cities) mine and refine ryll. Knowl- view sending their own kind into slavery -
edge of these processes is traditionally re- including their children, siblings and par-
stricted to these clans, and is never shared
ents - as a necessary evil. Without the slave deem a citizen a political threat, or should a
tribute paid to Voorg the Thandicant, he Twi'lek be found guilty of a crime against his
would withdraw the pilots and starfighters people - most often murder - that Twi'lek
which protect the city from other marauders is sold to the first available merchant willing
and slavers, and would restrict other trade to enslave the offender and take them off
for valuable technology which keeps the city world. Quite a few political and clan rivals
running. are eliminated in this way, as unpopular
Koh'shak and his runners keep careful individuals are framed for crimes and politi-
watch for anyone else dealing in slaves. The cal unrest they did not commit.
only slaves permitted out of the city are Kala'uun has one major import restriction:
those going to Voorg - otherwise, slavery is no explosives, weapons, or armor are allowed
viewed as an affront to Voorg's power and to be shipped into the city. Anything of an
generosity in protecting Kala'uun. If the overtly war-like and confrontational nature
Starport Master or anyof his runners believe found aboard a starship is impounded in the
a ship is transporting slaves from the city, a Starport Master's vaults until the ship leaves
search is immediately ordered. The Twi'leks port. Twi'leks are not confrontational by na-
impose stiff penalties on those engaging in ture, preferring to work behind the scenes to
unauthorized slavery - the enslaved bring about their rivals' downfall. Weapons in
Twi'leks are freed, all other cargo on board is large quantities only encourage open opposi-
taken, and the freighter captain is sent off tion and revolt against the establishment and
immediately, never to return upon penalty have thus been banned from import.
of death. While the Twi'leks allow visitors to carry
There are occasional exceptions to the their sidearms around on the starport
exclusive hold Voorgholds on Twi'lekslaver cavern's main level, and indeed some
in Kala'uun. Should the head-clan members Twi'leks carry weapons of their own, they
Tru'ebs Story
Tru'eb was led before the head-clan Ku'amar smiled slyly from the audi-
bound in chains. He had donenothingwrong. ence, knowing Tru'eb's crimes far out-
He had not murdered a fellow Twi'lek. He weighed Ku'amar's own dark ambitions.
had not betrayed his people to slavers. All It was one thing to think differently than
he had done was discuss with some close other Twi'leks, even to discuss new ideas
associates in his clan of how the city could which challenged the ways of the city. But
free itself from the yoke of slavers. to be caught was a completely different
"Tru'eb, you have been accused and matter. And a convenient way for Ku'amar
found guilty of poisoning the minds of to gain the heir's right to the head-dan.
your fellows, fomenting revolt, and chal- "Your protest is not valid," the head-
lenging the very way of life by which our clan speaker responded. "Your claims of
people have lived for more than 500 gen- Ku'amar's ambitions are unfounded and
erations," the head-clan speaker an- circumstantial. If nothing further is to be
nounced, more for the benefit of the oth- said, the sentence shall be rendered.
ers gathered pensively in the judgment Tru'eb, you are to be pronounced an ex-
hall. "Do you wish to speak before the ile, and sold into slavery. Our city cannot
head-clan renders judgment?" endure your seditious activities any
Tru'eb straightened his already tall form longer."
into a pillar of pride. "As I have done during As Tru'eb was led away to the waiting
this entire tribunal, I once again protest slaver's shuttle, the other Twi'leks and
these accusations, as they are brought the head-dan turned their backs on the
against me by my cousin, Ku'amar, who exile. And the head-clan speaker did not
stands to take my place as an heir to the even shed a tear as his only son was cast
head-clan if I am sent from my city." from Kala'uun.
and living quarters for Mal'aa's immediate fam- smells of a good meal.
ily and her corps of young Twi'lek serving • Maraa
maids. Type: Twi'lek Hostess
Mal'aa's Kitchens are home to many visit- OEXTERITY 20+ I
ing spacers. Here they conduct deals with Blaster 40+2, brawling parry 30+ 1. dodge 50, pick pocket
60+2
the Starport Master, catch up on old times KNOWLEDGE 40
with colleagues, eat meals and drink too Bureaucracy 50, business 60+ I, cultures 5D+2,languages
much, and negotiate with Mal'aa for pots of 60, planetary systems 50+2. streetwise 80. value 60.
willpower 70
rycrit stew they can preserve on the voyage MECHANICAL 20
to their next destination. At night, most of PERCEPTION 40+2
the tables and benches are stacked against a Bargain 70+2, command 50+ 1, con 60, investigation 80+ I,
persuasion 60+2, search 70.2, sneak 80+2
wall and large fabric bags of scush-fungus STRENGTH 2D
are brought out for visiting spacers to sleep Brawling 40, lifting 30+2
on. TECHNICAL 2D
First aid 40+2
A decent meal from Mal'aa's Kitchens can Speclal Abilities:
run a spacer about five credits. Meals often Tentacles: Twi'leks can use their head tails to communi-
include a bowl of rycrit stew served with a cate with other Twi'leks or others fluent in their "secret"
language.
mug of fermented fungus ale, a loaf of munch- Force Points: 2
fungus bread, and some raw munch-fungus Character Points: 11
soaked in a warm broth. Mal'aa's serving Move: 10
Equipment: Apron, hold-out blaster (30), tavern rag
maids are more than happy to offer up sec-
ond helpings for a mere one credit. Mal'aa's Capsule: Mal'aa is a matronly Twi'lek whose large
form is bound by her voluminous bodice, skirts and
generosity and good food are known among apron. She has a hearty laugh, a broad smile. and
the many spacers who frequent Kala'uun, always has a warm place in her Kitchen for her
and her kitchens are always overflowingwith patrons.
more than enough food as well as the hearty Mal'aa is an exile of sorts from her original clan.
-~
-
.- ..... - .-..:....:.
_ When one member of a head-elan dies. the remaining four are driven out to make room for the next generation.
Slaver Z-95 Headhunter, Starfighter, deep impression called the Procession. Worn
starfighter piloting 6D, starship shields 4D, down by countless decades of traffic, the
maneuverability 10, space 7, atmosphere Procession is filled with traffic during most
400; 1,150 kmh, hull 4D, shields 10. Weap- of the day. Two-wheeled carts driven by
ons: 2 triple blasters (fire-linked; fire control rycrits carry goods to other city caverns,
10, damage 3D). and messenger runners and other emissar-
ies pass along here to visit allied clans.
The Procession A short ramp leads out of the depression
Two gates lead from the starport cavern to the main level of the starport cavern for
to other city caverns within Kala'uun. The traffic heading here. A metal bridge leads
road between these two gates is a meter- over the Procession, allowing traffic to pass
below while patrons of Mal'aa's Kitchens to
pass above.
• ADDENDUMIPERSONAL ..
At either end of the Procession are the
• OKEEFE. PlATT gates, large blast doors guarded by several
Most visiting spacers ignore these ruffians. It isn't wise Twi'lek militia soldiers. The blast doors are
to provoke them - getting on Voo/y's bad side by controlled from small guard post caves
harassing his cronies is a good way to find yourself nearby, and are often closed during the dor-
enslaved. And don't start a/yuing with the Starport mant "evening" hours within the city.
Master - these guys have a habit ofshowing up right The grim militia soldiers scan the passing
when tensions are high. Just leave them alone and crowd, sometimes stopping messenger run-
you'll be okay. ners or inspecting wagons filled with mer-
.The slavers'presence is a sad reminderofthe invisible cantile goods or fungus. They do not let any
chains Voo/y has aroundthe city. Without them Kala 'uun outsiders through the gates unless they are
would be prey to otherslavers and marauders. The run- accompanied by a Twi'lek bearing a writ of
down old Z-95s are enough to protect the city from escort passage, allowing visitors into the
attack by other ships, as well as ward off unwelcome other tunnels and city caverns with a Twi'lek
spacers. And ifyou're not careful and pick a fight with companion.
these ruffians, they'll follow you out on Your departure
and attack you from behind -just to get a parting shot.
Twi'lek Gate Guards. All stats are 20 of the Twi'lek girl and her promises of ryll
except: Dexterity 3D, blaster4D+2, dodge 4D, tempt the characters to find a way to free
melee combat 6D, melee parry SD+l, intimi- her.
dation 4D, Strength 3D, brawling 4D+2. Move: Episode Two: Determined to rescue the
10. Blast vest (+ 10 physical, +1energy, torso Twi'lek girl, the characters question those
only), force pike (STR+2D), sporting blaster on the main starport level, seeking some way
(30+1). to free her from her clan. Most Twi'leks they
meet laugh, saying the Clan Dira warrens are
Adventure Outline: Twi'lek well protected and are among the highest in
Trouble this city cavern. However, Mal'aa herself
"But please, you must help me leave knows of someone who would guide them
Kala'uun. I hate living with my clan, and I through secret caverns to the c1an-warren-
want to travel the galaxy in search of my a young servant boy she retains to fetch
betrothed." water and run errands. The Twi'lek boy,
"Sure, no problem. We can always use named Halno'an, agrees to guide them to the
more help aboard the ship ..." Dira Clan warrens and back again, but only if
"Wait a minute. What if she doesn't have the characters give him some possession
permission from her clan chief to leave? they prize - a favorite blaster, a droid, a
What then? The last thing we need is
an angry clan here on Kala'uun. You
never know when we're going to hole
up here again."
"Worry, worry, worry. All we have
to do is talk to her clan chief. Maybe we
can even buy her freedom outright
with a few credits."
"Which we don't have ..."
"Don't worry, this is easy. I know
how these Twi'lek clan things work ... "
Adventure: While the characters are'
visiting Kala'uun, they are approached
in MaI'aa's Kitchens byayoungTwi'lek
woman named Shan'dira. The girl -
who isn't one of Mal'aa's serving maids
- is seeking passage off the planet,
intending to take up a life learning the
ways of spacers and traversing the
space lanes in search of her enslaved
Twi'lek sweetheart.
Episode One: The characters meet
Shan'dira in Mal'aa's Kitchens one
night, and she relates her need to leave
the city with them. She's willing to
work hard aboard their ship, and might
even be able to bring along enough ryll
to make it worth the spacers' time.
However, as she is passionately im-
ploring them to bring her along, sev-
eral stern-looking Twi'leks barge into
Mal'aa's and haul Shan'dira off. The
leader of the group warns the charac-
ters not to interfere. However, the cries
'--- -.1 i
_ Strangers are not allowed into Kala'uun's clan warrens.
personal memento - something they're not so the Starport Master overlooks her during
easily going to part with. Halno'an leads his inspection (or perhaps bribe the Starport
them up through tight tunnels, past dark Master ...) and then blast off Ryloth - all
crevasses, and perhaps through several before angry Clan Dira soldiers and elders
booby traps, until they reach the back-most stop them from leaving altogether.
caverns of the Clan Dira warrens. Once free from her oppressive home life,
Episode Three: The characters search Shan'dira serves the characters well as a
the Clan Dira caverns, looking for Shan'dira. crewmember, learning quickly the impor-
When they find her, they are discovered by tant spacer skills. She soon wants to head off
several Twi'lek guards, who immediately try to search for clues and rumors regarding her
to stop them from taking Shan'dira. After sweetheart's whereabouts ... possibly lead-
escaping back into the secret passages, they ing to adventures with vicious bounty hunt-
must sneak her aboard their ship, hide her ers and vile slavers.