
Galaxy Guides
Development and Editing: Bill Smith
Graphics: John Paul Lona • Cover Art: Lucasfilm Ltd.
Interior Art: John Paul Lona, Allen Nunis, Mike Vilardi
Additional Illustrations: Paul Jaquays, Mike Manley, Lucasfilm, Ltd.
Publisher: Daniel Scott Palter • Associate Publisher/Treasurer: Denise Palter
Associate Publisher/Sales Manager: Richard Hawran
Editors: Greg Farshtey, Bill Smith, Ed Stark • Art Director: Stephen Crane
Graphic Artists: Cathleen Hunter, John Paul Lona • Sales Assistant: Bill Olmesdahl
Licensing Manager: Ron Seiden • Warehouse Manager: Ed Hill
Published by West End Games
RR 3 Box 2345, Honesdale PA 18431
40069
®, ™ and © 1993 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games under authorization.
"Mos Eisley Spaceport ... you will never find a more wretched hive of scum and villainy."
Two figures saunter with a measured gait down a narrow, dusty alley: one is a Human, the other a Droid. The sandstone walls protect them from the terrible brightness of the twin suns, but not the oppressive heat. A small cowled figure detaches herself from a doorway and approaches them. There is some discussion as the woman shows the man a package concealed beneath her shabby cloak. The man fingers the bag of spice the woman offers, and then hands it to the Droid for examination with a sensor probe. The man is thumbing a money pouch around his waist when the Droid makes a disparaging comment. The woman points a threatening finger at the Droid, and then at the man. The man lets go of both the spice and his money and shoves her. She replies with a blur of motion: a blaster pistol is suddenly in her hand and there are two flashes of green blaster fire. The man drops, then the Droid. She quickly finds the coin pouch and covers the bodies with debris. She strolls away unhurriedly. The woman walks down the alley with confidence. It is a rich haul. And no one will ask questions about what has happened. She knows that she has mastered the ways of Mos Eisley in a way that few others will. Now, it is time for a brief celebration. She fails to notice the three ruffians watching from one of the rooftops. They move in and drop a lasso. It lands expertly around her neck: they have done this before. She is soon forced to part with her ill-gotten gains and her last breath. The ruffians hurry away. Meanwhile, a maintenance Droid on a break from work saunters past the two bodies. It stops upon hearing the damaged Droid's plea for help and bends over the helpless Droid, rummaging around. It grabs a pair of the Droid's servomotors, ripping them from the damaged Droid's legs. It then continues down the alley.
Beware! Welcome to Mos Eisley! Galaxy Guide 7: Mos Eisley presents an in-depth look at this famous pirate spaceport. Known in many quarters as the home base of the infamous crime lord Jabba the Hutt, Mos Eisley is a dark and dangerous city with profits to be made and lives to be lost. This traveler's guide offers you a glimpse into the people and places of the notorious spaceport, with illustrations, diagrams, maps and game statistics for use with Star Wars: The Roleplaying Game, Second Edition.
This book takes you to the back streets and docking bays of a pirate city famous for its dangers and opportunities. Characters come to life and the famous Mos Eisley Cantina and many other fantastic locations are now ready for your own Star Wars adventures. This book contains detailed information on the city, but it is suggested that the gamemaster have Tatooine Manhunt for additional information, as well as a beautiful full-color map of the interior of the city. If gamemasters are looking for additional interesting characters to populate Mos Eisley, refer to Galaxy Guide 1: A New Hope and Galaxy Guide 5: Return of the Jedi.
Naturally, this guidebook is useful for running adventures in and about Mos Eisley. This book allows the characters to wander freely in this interesting location, while giving the gamemaster information on many new locations, breathing life into this city. Additionally, most of the information in this book can easily be transported to other rough-and-tumble trade cities. For example, the personalities inhabiting the Mos Eisley cantina can be transported to another spacer bar halfway across the galaxy. Anywhere a sizable collection of beings congregates, aided by an ever-present underworld and a policy of free trade, you can find a place suitable for mayhem. Mos Eisley is but one of many such areas in the galaxy. After skimming through this book, the potential for adventure should be obvious. The texture of Mos Eisley is rundown and derelict. There are transients in alleys and dark forms flittering to and fro down dark passageways. All five senses are assaulted. The winding stairs, dark alleys, crumbling buildings, and random mine shafts are great for running battles. A landspeeder chase, conversely, is likely to end quickly because skewed alleys narrow suddenly or turn abruptly. A lack of police protection makes the often-messy consequences of a firefight nonexistent. This attitude is reflected in most of the inhabitants. As long as you do not damage their property or injure them, they are not likely to take much notice. Characters can also get pulled into corporate espionage adventures: the key is to grab what is needed before the shooting starts. Characters can become involved in the massive organization of Jabba the Hutt, or simply run into the countless small-time hoods who inhabit the back alleys of the city. The factory areas to the north of the city offer a slight change of scenery: the piping and caverns of the oil rig-like buildings and abandoned mining tunnels add suspense. Remember when the Millennium Falcon was going through the tunnel inside the second Death Star? The pipes and corridors created by the superstructure of the battle station were a terrific background for a high-speed chase. Keep the Death Star in mind when your smugglers careen through abandoned oil refinery platforms and closed Droid construction plants. The caverns are great for "bug hunts" or "hide and shoot" scenarios: the cavernous chambers and overhead spars create ominous shadows behind which might be lurking ... anything. In short, Mos Eisley is a great setting for many different kinds of stories, all with danger, excitement, and adventure unique to the Star Wars universe.
Mos Eisley has its own terminology, just like any other city across the galaxy. Some of the more choice bits which visitors may stumble over are listed below.
Bantha Fodder: Worthless or waste. "You won't be worth bantha fodder."
Binary: As in, "You can be so binary at times." Meant as a criticism, denoting extreme stubbornness, or inability to compromise on an issue.
Bloated One: Specifically Jabba the Hutt, but can be used as a disparaging reference to any Hutt.
Buy the Depp: To die, usually violently. Rather recent, named for the former Prefect. Probably started in the police force.
Feed the Sarlacc: To disappear, never to be seen again; to hide from legal authorities.
Final Jump: To die, usually peacefully. Origin is from the jump to lightspeed.
First Twilight: The time between the first and second sunsets.
Gravel Maggot: (Also "feed like a gravel maggot.") A disparaging term for a person who takes advantage of others. Named after a native scavenger.
Grease the Servomotors: To bribe an official.
Jawa Trader: Anyone who isn't honest, or trades in stolen or badly damaged goods. Other comparisons to Jawas often involve dishonesty as well.
Moisture Boy: Young moisture farmers who come to Mos Eisley wild-eyed and with no common sense. Refers to anyone who doesn't know his or her way around. Warning: Using this phrase in farming communities is a good way to start a fight.
Lost in the Wastes: To be totally unprepared for a situation. Refers to getting lost in the Jundland Wastes.
Sand Mine: Something worthless. Something that anyone with common sense should know better than to get involved with.
Suns-Scorched Ball: Tatooine.
Tatoo: The Imperial Reference for Tatooine's twin suns, Tatoo I and Tatoo II.
Tourist: A person unable to get anything done. Refers to Governor Tour Aryon's inability to accomplish anything. Deliberately confusing to visitors.
Type: Terrestrial
Temperature: Hot
Atmosphere: Type I (Breathable)
Hydrosphere: Dry
Gravity: Standard
Terrain: Desert
Length of Day: 23 Standard Hours
Length of Year: 304 Local Days
Sapient Species: Humans, Jawas(N), Tusken Raiders(N)
Starport: Standard Class
Population: 80,000 (Estimated. There has never been a census taken on Tatooine.)
Planet Function: Smuggling, trade, subsistence
Government: Imperial Governor
Tech Level: Space
Major Exports: Illegal munitions (smuggled), illegal security devices (smuggled), illegal drugs (smuggled), minerals (salt, sand-products)
Major Imports: Mid-technology, high-technology, metals, foodstuffs, chemicals
Points of Interest: Mos Eisley Spaceport, Jabba the Hutt's Palace
Region: Outer Rim Territories
Sector: Arkanis
Moff: Alexander Julstan IV
Governor: Tour Aryon
System Name: Tatoo
Star Name: Tatoo I, Tatoo II
Star Type: Yellow binary
Orbital Bodies:
- Tatooine (Hot terrestrial)
- Ohann (Gas giant)
- Adriana (Gas giant)
"It was a vast, shining globe and it cast a light of lambent topaz into space - but it was not a sun. Thus, the planet had fooled travelers for a long time. Not until entering close orbit around it did its discoverers realize that this was a world in a binary system and not a third sun itself."
Like many other frontier planets plotted by the Republic Survey Corps during the heyday of the Old Republic's expansion, the first planet in the tri-planetary system J11.9 looked to be a promising source of minerals and other raw materials for a hungry galaxy. The initial (admittedly cursory) inspection turned up no intelligent indigenous life forms, and the planet was approved for colonization. Settlers were plentiful back then. The Republic had been growing in leaps and bounds. But the Republic was unimaginably huge. Millions of habitable worlds had been catalogued by the time they discovered this little planet - it took time to settle them. So it was no surprise that almost a thousand years passed before the first official Republic colony ships dotted the surface of the rugged planet. No matter what conditions might be like on the new world, the settlers were convinced that it was superior to what they had left behind.
As is now known, there were indeed indigenous life forms. One species was encountered soon after the settlers arrived. Although instinctive cowards, these small beings seemed covetous of the Republic's technology. Whatever their origin, these intelligent, rodent-like scavengers avoided direct contact with the settlers, and communicated in a language indecipherable to the new homesteaders. The leader of the new colony, Melnea Arnthout, suggested letting the enigmas be. There was an urgency evident in this request: one of the colony ships, the Dowager Queen, had crashed many kilometers away while on final approach, denying the remaining colonists extra supplies, leaving not even the slimmest margin for error. It was critical to finish getting the water, power, and food processors up and running. That first season was difficult: sandstorms nearly destroyed every building, most of the Banthas disappeared, and barely enough food was grown. The settlement, dubbed Bestine by the new homesteaders, barely survived that first precarious season. The disappearance of Melnea's protocol Droid after just one season changed everything. The settlers were enraged; Melnea knew that she must act quickly - not only to assuage her group's fear and regain valuable property, but to prevent this from happening again. She needed to begin negotiations, but she was a settler and had little experience as a diplomat. Nevertheless, Melnea decided to make the attempt herself. She succeeded in opening a dialogue with the local group of Jawas who had taken her Droid. With the aid of the Jawas, the Republic settlers adopted the Jawa term for the planet ("Tah-doo-Een-e"), learned the names of various land features and wildlife (such as the Dewback lizard that Melnea aided), and were warned about the second form of intelligent life on Tatooine that was somehow missed by the Republic Survey Corps: the Sand People. The colonists expanded, founding Fort Tusken in the Jundland Wastes far to the north. Both Bestine and Fort Tusken got down to the serious business of ore mining and learned the delicate art of coaxing moisture from the atmosphere for growing crops. However, the Sand People made their presence known. The first attack on Fort Tusken lacked the element of surprise, but still resulted in casualties. Over the next several seasons the colonists sparred with the newly named Tusken Raiders. The settlers apparently were deemed to be too much trouble to tangle with, and the new residents determined that the population of the Sand People was too small to pose any real threat. The Raiders have since contented themselves with attacking a few colonists a year, and since the Human population claimed its share of Tuskens, peace (of a sort) reigned.
The origin of the Sand People is yet another area of great debate. Some scholars believe that it is likely these savage warriors evolved from a long-forgotten colonization attempt by an unknown species; others theorize that they simply evolved on the planet. They are savage, but fearful, known to attack only when they have a clear numeric advantage. They seem to have a nearly symbiotic relationship with Banthas (it is unknown whether the Banthas were stolen from the colonists, or, as on many other worlds, they were present on Tatooine prior to colonization), and also utilize some technology, such as blasters stolen from their victims. For now, their history and background is a mystery; perhaps someday, scientists will acquire a Tusken Raider for examination, but as of yet, none have been captured.
Melnea set out into the hot desert at first twilight. As she walked into the darkening hills, she hoped she could win over the small creatures by approaching them alone and unarmed. Scrambling over a small hill, she paused. Despite the setting suns, the desert was still too hot. But she knew it would soon turn bitter cold. She checked the parka and tools stored in her backpack, swept her long black hair back behind her ears, and resumed her hiking. Another hour's walk brought her scraped hands and knees, but no sign of the elusive residents. For all she knew, they were watching her from the dark regions of the canyons. Rounding a corner, she suddenly spotted a group of the tiny folk cornered against a rock outcropping. Facing them was what looked to be a huge reptile. It was whimpering in pain as its massive head lolled from side to side. Melnea saw immediately that the lizard's bleeding front paw was caught in a fissure of rock. She also saw that the beast was well within range of the little creatures, who could only huddle in fear. She moved swiftly, throwing a rock behind the beast. The lizard turned away, toward the distraction, and she moved in closer. Grabbing a hydroshovel from her backpack, she wedged it in the crevice and yanked. There was no change, and the beast was turning back to her. She dodged a front paw plunked down blindly by the lizard as it attempted to twist free its foot. Melnea grabbed a piton from her pack and, using the hydroshovel as a hammer, chipped away at the sides of the fissure. Her hair fell into her face. She could feel the warm air blowing from the beast's nostrils as she worked. She concentrated on chiseling away at the stone. Then its head blocked out the final light of the second twilight as its jaws dipped toward her. She gave the hydroshovel one last pound, the rock splintered, and the lizard suddenly heaved itself free. It snorted once or twice, but made no move to attack. Instead, it lay down and licked its injury.
With that, the brown-clad natives grabbed a heavy cable and threw it over the beast's head. They jabbered to each other in that language Melnea and her friends had puzzled over for so long, and finally beckoned for her to follow. With her heart soaring, she walked behind them as they led her to a nearby area. It was a small village hidden among the cliffs and mountains of the area. A corral of sorts was set up, in which two other beasts like this one appeared to be grazing for moisture, pushing their noses deep into the desert gravel. The creatures put the lizard in the stockade and disappeared into a cave. Melnea followed. Although it was dark out, the utter blackness of the cave required some adjustment. She paused, trying to listen. Surely these creatures weren't capable of seeing in the dark? Suddenly a metal arm grabbed her and a voice exclaimed, "Mistress Melnea! Oh, thank goodness!" "Twopio? Is that you?" "Thank heavens you've come! These Jawas ... these creatures! Oh, my. And not an oil bath anywhere to be found!" Melnea grinned and relaxed. It was, indeed, 2PO. "Twopio, is that their name? Jawas?" She could almost sense the Droid straightening himself up, in a move as close to a strut as was mechanically possible. "Yes, Mistress. I have had ample opportunity to be immersed into their culture and have managed to decipher some of their language, complex as it is. They call themselves Jawas. And they, uh, borrowed me mostly out of curiosity, not malice." Melnea patted 2PO's arm. She knew the high-strung Droid. When the Jawas first captured him, he probably thought he was about to be eaten or broken down for parts. She realized he had had terrific motivation to learn the language, for which she was very thankful. As she sat down, a stove deeper in the cave glowed to life. Melnea brushed the hair away from her face and saw Jawas scurry about preparing a meal. "Twopio, tell me more."
With the Sand People situation under control, Melnea's full attention could now be turned to the mining of local ores. An evaporated sea bed east of Bestine, near the wreck of the Dowager Queen, was surveyed with promising results, and preparations for mining were begun in earnest. The planet's terrain, while not "fertile," could still support enough crops to provide sustenance for the small population, leading to the establishment of the small towns of Anchorhead and Motesta; Fort Tusken was abandoned due to the harsh conditions of the area. The Republic miners established a new town on the sea bed itself, called Mos Eisley, around the site of the Dowager Queen's remains. Not far from the boundaries of the new town, a power and water distribution plant was built, and the town prospered, despite its rough-and-tumble nature. Nuclear-powered steam vehicles dubbed crawlers served as huge, mobile mining platforms. With the crawlers easing the excavation and smelting chores, Tatooine seemed well on its way to economic success. Mos Eisley grew in leaps and bounds, serving as the major spaceport in addition to the center of mining. However, the colonists soon learned of another great danger of this desert world. It was learned that the huge sandstorms completely blinded starship sensors. Casting sand many kilometers into the air, with storm fronts sometimes hundreds of kilometers long, a sandstorm could effectively cut off all settlements from contact for weeks. Ship sensors couldn't tell where the storm ended and the planet began, resulting in several crashes in a very short period of time. Worse, the storms could come up in a matter of minutes, giving almost no notice to the towns that lay in the path of these engines of destruction. Then another disaster struck. Tatoo III, the brand-new orbital station designed to transfer cargo to and from those transports not capable of atmospheric flight, was destroyed. The first impulse was to blame the ship Obvious Nirvana, which was approaching for refueling at the time the disaster occurred. But the survivors who escaped in its lifeboat stuck to their story that, as the ship approached the station, there was an irresistible pull. The flight recorder verified that the ship's engines were in full reverse. There was no immediate explanation for the disaster. In the final analysis, the culprit proved to be the metal used in the construction of the station, the majority of which had been manufactured on Tatooine. The ore, after refinement, seemed to randomly assume the properties of a magnet. Experiments were hurriedly performed, and it was found that this reaction was linked to the cycles of the twin suns; the means to fix the ore was determined, but it was prohibitively expensive. Competing sources could charge one-fifth the final price that the miners would have to impose. Tatooine's heyday was over. The mining corporation went bankrupt, and in a few short seasons the mines were all but abandoned. Although some miners left Tatooine, most of the support services, moisture farms, and most of the colonists themselves, remained. The majority of mining equipment was sold off (or, in the case of the crawlers, abandoned and then reclaimed by the Jawas), and Mos Eisley eventually grew over the top of the excavations.
"If there's a bright center to the universe, you're on the planet that's farthest from."
To say that Tatooine is far from the galactic mainstream is an understatement bordering on the ludicrous. While Tatooine is easy to get to, there are very few reasons to actually go there. As the mining industry collapsed, so did Tatooine's economy. Subsistence farming fed the population, and the sand provided some small revenue, but for the most part, the planet's trade was minimal. So far removed from the happenings of the galaxy was Tatooine that the passage from Republic to Empire was but a change of name to the local moisture farmers.
Prefect Orun Depp was toying with his breakfast when the officer appeared. He pushed around the contents of his plate, upon which was resting the remainder of his one thousand one-hundred and thirty-eighth breakfast of poached Krayt egg and leg of Sandhawk. He welcomed the interruption.
"Yes?"
Lieutenant Harburik controlled his impulse to sneer. "ComScan reports that a Star Destroyer and a small Corvette dropped out of hyperspace half an hour ago. There was some exchange of laser fire. Governor Aryon has asked you to handle the matter."
The Prefect stood, hurriedly swallowing the remaining bits of Krayt egg. "Well, now, that is news. Well, well. It's a good thing I - they'll have to parlay with me for the right to refuel, or whatever, right? Lieutenant, how much room is available in our jail?"
Harburik sighed. "Sir, we have the Tonnika sisters; a Human was arrested for impersonating an Imperial officer; a Gamorrean is charged with beating a civilian; and a Radian was caught pickpocketing."
"Hmm. Better release the twins. I want to have enough room for -"
"Sir, the twins are by far the worst offenders of the lot!"
"Lieutenant. An Imperial Star Destroyer. Here. At Tatooine. Why, the implications of that are staggering. Well, now ..."
Harburik smiled to himself in anticipation of the reaction his next bit of news would have. "And, sir, they have just informed us they are sending down a detachment of stormtroopers."
The Prefect stared at Harburik as if he had three heads, and then began spinning around the room, bumping into everything. Harburik had the vague urge to grab the man as if he were a spinning top. "Informed us? Not requested? What is the meaning of this? There are proper channels which must be followed, after all. Don't you agree, lieutenant? We will see about this."
Depp broke off and strode out of the room. "Well, err, yes. Yes, sir," he repeated again for emphasis, inwardly gloating over the Prefect's discomfort as he followed the man through the building and into the control center.
"Let me talk to that captain. How dare he think he can simply send down troops without authorization."
Harburik excused the communications officer and sat at the console himself, signaling the Destroyer. Depp furiously paced the small room as the lieutenant tapped a few last controls and gestured over to the hologram pod.
"Here you are, sir."
Depp stepped onto it, and as his image was being captured and transmitted to the Destroyer, a corresponding hologram formed in front of him.
"Now, just what is the meaning of this?" Depp began, but cut himself short as a chill swept through the chamber. "Why, err ..."
The raven figure flickered. "I have no time for pleasantries, Prefect. I have ordered a detachment of troops down to Mos Eisley on official business -"
Depp clutched at every last wisp of fleeing outrage and swallowed hard. "Yes, but the proper channels need to be followed, uh, Lord Vader." He felt his resolve weakening. "Even one such as yourself, ur, understands the need for discipline in the ranks." His resolve wavered for a moment, then collapsed. "Isn't that right?"
The holo image continued as if it had never been interrupted. "By order of the Emperor. Expect two more Star Destroyers which shall constitute a quarantine of Tatooine. Effective immediately. Is that clear, Prefect?"
"This, this is highly irregular ... but as you wish, Lord Vader."
The image faded, and Prefect Depp turned to Harburik, pulling on his collar. "Make appropriate accommodations for the soldiers, lieutenant. I want them to be served in every way possible."
However, Tatooine has in many ways recovered, but not through respectable industry. An up-and-coming crime lord known as Jabba the Hutt selected Tatooine to be the base of his organization. Jabba's reasons for choosing Tatooine are clear. First, Tatooine is close to a major trade route, yet it is a world that is easily ignored. From Tatooine, it is easy to reach Alderaan and several minor trade worlds; from there, Imperial System (Coruscant), the Corellian System, and other major systems are easily accessible. On the other hand, there is no reason to venture to Tatooine - only a bunch of poor sand farmers. Jabba could be close to the action, yet remain virtually unnoticed.
Second, Jabba was able to secure some means of security. No one knows how or why, but Jabba was able to bribe or frighten the old Imperial Moff into ignoring his activities. Over the years, new Moffs have come and gone, but all have been subservient to the crime lord for reasons unknown. As a result, Tatooine is technically under the domain of the Empire. However, it has had a string of ineffective and apathetic governors. The desert world has become a center of smuggling and criminal activities, with the galaxy at large unaware. In short, Tatooine is a world that no one notices or cares about.
Tatooine still lacks a unified central government: there is so much unclaimed territory that one is unnecessary. Representatives of each township meet as necessary to discuss matters of trade and mutual defense. The Imperial governor issues decrees only as necessary to maintain the peace and collect taxes. As residents are fond of saying, "Tatooine isn't worth fighting over; it's a big hunk of nothing."
Tatooine's economic picture seems universally gloomy, at least in an analysis of official businesses. Tatooine is incapable of sustaining itself using planetary resources, with a trade imbalance that has yet to be adequately addressed, at least officially.
First, the moisture farmers are the very backbone of the planet's economy. Moisture farms cover almost ten percent of the planet's surface: an incredible amount of land. It is a risky business and most farmers are barely getting by season after season. A few have managed to parlay their profits into larger and larger farms, but the vast majority continue to border on poverty. Water is one of Tatooine's most precious commodities. In addition to its value for drinking and other essential uses, the harvested water is pumped into huge subterranean produce gardens.
The sand offers a creative being a means to live. Processed sodium sand is used in several polymers and glues common in industrial construction. However, Tatooine faces competition from many other sodium sand-rich worlds, not to mention a dozen other substitutes. Therefore, the market value is always in flux - a shipment might only be worth half its original value once it reaches its destination.
Third, sand is used to create Tatooine sand castings. Always on the lookout for the unique, the upper stratum of Imperial society discovered the value of this handcrafted art as unique conversation pieces. Unfortunately, the demand for this fad, now five years old, appears to be leveling off.
Jabba the Hutt's criminal syndicate appears on no Imperial economic analysis, yet its mere presence sustains the entire planet's economy. The Hutt indirectly employs a good percentage of Mos Eisley's residents, and the government turns a blind eye to most of the Bloated One's revenue-producing exploits. The underworld itself traffics mostly in information, with smuggling illegal goods and information about smuggling illegal goods (both theirs and others' operations), a close second. Mos Eisley's need to import most of its manufactured goods decreases official interest in the exact nature of a cargo. The situation encourages low-cost bribery and extortion as a way to move products smoothly. For whatever reason, the Imperial Moff of the sector has always made sure that Jabba can conduct his business undisturbed.
The standard Imperial method of extracting subservience from client planets consists not so much of invasion as subversion. A token presence is deposited, with the authority to shape and mold law; the threat of an Imperial crackdown is enough to elicit obedience. From this position of strength, the local customs and rules are often modified to better fit the Imperial penal and revenue codes. On Tatooine, this procedure fit the needs of the Empire perfectly. Moff Julstan's appointments have tended toward generating tax revenue and ignoring smuggling. To the average resident of Tatooine, the Empire was a long way away. The current governor of Tatooine, Tour Aryon, has taken even less of a hand in the daily affairs of her people. When first appointed, she moved her offices to an almost palatial house in Bestine, and appointed Orun Depp her Imperial Prefect, and charged him with running the day-to-day affairs of Tatooine. Aryon and Depp were under great pressure when the Empire turned its sights to the distant world in pursuit of two escaped Rebel Droids, but as the Imperial Fleet retreated, things went back to normal. More stormtroopers have been garrisoned on the world, but they don't answer directly to the government, providing a convenient time lag for those, like Jabba, who benefit from unorganized military efforts. As a result, the extra troops are still unable to stifle smuggling - perhaps the desired result of someone higher up in the Imperial chain of command. After Depp's rather unfortunate demise, Aryon appointed Eugene Talmont as her new Prefect, advising him to keep a lower profile than his predecessor.
As said before, to the average person who lives on Tatooine, the Empire is a very long way away. Unless one happens to be in the wrong place at the wrong time, the Empire's military forces are seldom encountered, and people don't see much of the militia or the police either. People, especially in the isolated farming communities, are expected to take care of themselves. Because virtually everyone has some kind of weapon and homesteads are so scattered, there is a great amount of respect between neighbors - few people will ever rely on the courts when simple negotiation can solve most disputes. There are moderate sales, income, and property taxes that everyone complains about but no one seems inclined to actually protest. Townships are self-governing, doing what they will with their own tax revenues - often little more than buying a few spare power generators or repairing something that was destroyed in one of the massive sandstorms. Each town also issues its own IDs to all citizens, although they all contain the same information: name, age, nearest relatives, occupation, and address.
Template Type: Imperial Governor
Loyalty: To the Empire
Height: 1.6 meters
Species: Human
Sex: Female
Homeworld: Treylon II
Age: 37
DEXTERITY 2D+1
Blaster 4D+1, dodge 4D+2, melee combat 4D, melee combat (vibroblades) 5D+1, melee parry 4D+2
KNOWLEDGE 2D+1
Alien species 4D, bureaucracy 5D+2, cultures 4D+2, planetary systems: Tatooine 5D, streetwise 3D+2
MECHANICAL 1D
Beast riding 4D+1
PERCEPTION 3D
Bargain 6D+1, command 7D, con 5D, gambling 5D+1, persuasion 5D+2
STRENGTH 2D
TECHNICAL 1D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 11
Move: 9
Description: A finely-featured woman with an ebony complexion, sporting the latest fashions. She is slight of build, yet exhibits an imposing presence.
Background: Tour's contributions to Tatooine have been mainly cultural: Bestine has the only museum on the planet, with a complete Krayt Dragon skeleton. Her lavish parties and expensive imported entertainment have kept her busy, although her efforts have been lost on the moisture farmers and mechanics. She has little respect for the residents of Mos Eisley and considers them peasants and savages.
Personality: Tour is sharp and quick-witted. She can size up a situation in moments, and react accordingly. She often assumes an air of a general inspecting her troops.
Objectives: Keep Tatooine quiet, and thus secure an eventual promotion (and relocation).
Quote: "Sigh. I will not postpone my garden party simply because Talmont cannot deal with a small insurrection. I will handle it tomorrow."
Template Type: Retired Con Man
Loyalty: To his wife
Height: 1.7 meters
Species: Human
Sex: Male
Homeworld: Bethars
Age: 32
DEXTERITY 3D+1
Blaster 5D+1, brawling parry 4D, dodge 6D+2
KNOWLEDGE 3D
Cultures 4D, languages 4D, streetwise 6D+2
MECHANICAL 3D
Astrogation 4D+1, beast riding 3D+1, repulsorlift operation 4D
PERCEPTION 3D+1
Bargain 4D, con 5D+1, gambling 6D+2
STRENGTH 2D+1
Brawling 4D+2
TECHNICAL 3D
Computer programming/repair 5D, Droid programming 4D+1, security 4D
Force Sensitive?: Yes
Force Points: 3
Dark Side Points: 2
Character Points: 10
Move: 10
Description: A robust man of medium height and ebony complexion, dressed in the latest Imperial fashions. He looks like he used to smile a great deal.
Background: The son of a baron and baroness, Kant grew up in the lap of luxury. He has concocted many elaborate swindles and soon learned that a great deal of money was available for the asking if he played along. He has served as an agent for the gangster underworld for many years. His love of con games is matched only by his love for Tour. They met eight years ago and were soon married. It was blind luck that landed the two here on Tatooine, so near Jabba the Hutt.
Personality: Kant is no longer the happy-go-lucky gambler. He is aware that his career could jeopardize the only thing in his life he truly cares about: Tour. This has turned him into a recluse, and a somewhat jumpy, nervous fellow.
Objectives: To keep separate his underworld business and his personal life.
Quote: "I quite agree that the prefect can handle the disturbance, my dear. Here, let me prepare a whirlpool bath of Krayt egg salts."
The course of the characters' adventures may take them to some of the distant townships and locations of Tatooine. Some of the most likely destinations are described below.
Anchorhead: Several hundred kilometers southwest of Mos Eisley, this farming hamlet has a population of only 700. The town itself only has a small cluster of buildings, including a transport station, a restaurant and other elementary services, but it serves a large community of moisture farmers. It is effectively cut off from Mos Eisley by the Jundland Wastes. It is linked to Mos Eisley by regular transport service.
Arnthout: A small farming community south of Bestine, with a population of about 350.
Bestine: The official capital of Tatooine, Bestine is a small town about 200 kilometers to the west of Mos Eisley. Home to about one thousand permanent residents, Bestine has the only museum on Tatooine and little else.
Dune Sea: A vast desert expanse, stretching for thousands of kilometers, known for unbearably hot days and frigid nights. The Western Dune Sea borders on the Jundland Wastes.
Fort Tusken: An abandoned settlement far along the northern reaches of the Jundland Wastes. It was the site of the first conflict between Human settlers and the Sand People, or Tusken Raiders.
Great Pit of Carkoon: A huge pit in the heart of the Dune Sea, home to the infamous Sarlacc monster.
Jabba the Hutt's Palace: Located thousands of kilometers from Mos Eisley, in a small range of hills within the Dune Sea, the Palace is where the infamous gangster holds court. Isolated from civilization, people seldom arrive at the palace unless they are wanted by Jabba.
Jundland Wastes: A rough, dry canyon, mountain and mesa area, known to be nearly impassable except for the narrow Arnthout Pass. Known to be populated by Tusken Raiders, Krayt Dragons and many other dangerous creatures. The area runs along the Western Dune Sea, with a major branch cutting off Anchorhead and Mos Eisley.
Mos Eisley: The center of civilization on Tatooine, Mos Eisley is a major spaceport and is a prominent base for smugglers and criminals.
Motesta: A small farming hamlet in Arnthout Pass.
Tosche Station: A power, water and refueling depot about three kilometers due south of Anchorhead. The Tosche family is well respected by farmers in the Anchorhead region.
Mos Eisley is the only major civilized area on the vast desert planet of Tatooine, yet it is a dangerous, dirty and uncivilized port city, at least compared to the sprawling centers of trade in the Core Worlds. The pirate city offers much to the daring and enterprising, but the meek should definitely stay in the farm towns. The average population of Mos Eisley is about 50,000-60,000 beings. This estimate increases when the local harvests come in, decreases when the economy of the sector sags, and increases (slightly) with tourism during Tatooine's "cool" season. Most transients live in Mos Eisley since there is little else on the planet. The mix of species here is reminiscent of the Old Republic - a time when each species' individual viewpoint and contributions were prized instead of belittled. Of course, the fact that there are potential fortunes to be made encourages people to be a little bit more accepting as well.
Approaching Mos Eisley from space, the city is unremarkable. Situated in a sprawling valley to the north of the Jundland Wastes, the city literally simmers with the constant heat of the twin suns and the motion of its many inhabitants. For a complete overview of the standard landing procedure, see location 23, "Spaceport Control Tower." In general, unless a ship's pilot makes a stupid statement (such as "We're smugglers," or "We're here on business from the Rebellion."), most ships are ushered into the city without any serious scrutiny. If a ship is identified as being in the employ of one of the local corporations the ship is virtually guaranteed to be allowed to land without hesitation.
Ostensibly, the customs office is supposed to prevent the smuggling of illegal goods and guarantee that all products are properly taxed. In practice, customs officials spend more time collecting bribes than confiscating goods. Corporate docking bays are not subject to customs inspections in Mos Eisley. Instead, the companies each submit a seasonal list of incoming freight, upon which they pay two percent duties. This system is rife with deceit, but the city administration is understaffed and uncaring. Using a privately-owned docking bay means a ship may be visited by a customs inspector, although the process has evolved into a tradition of nearsightedness. Free traders who visit the spaceport are required to fill out a cargo manifest and transmit it to the docking bay's owners, who then have a week to file it with the spaceport control tower. Regulars have become adept at creative writing, offering such diverting prose as "socio-economic technical adjusters" when describing a shipment of blasters. Physical inspections of incoming cargo are infrequent. If a ship does manage to get inspected (only about one in 500 ships are so honored), the inspector usually expects 100 credits or so to overlook any minor infractions; unless a smuggler is on Jabba's payroll, bribes for serious crimes, like spice smuggling or gun running, can be much higher. The inspectors don't expect an elaborate ruse, high-quality roleplaying or a song and dance to convince them that the smugglers are honest, happy-go-lucky tourists; they simply want their credits and they will go away. Attempting to coerce or intimidate a customs official is a bad thing, and is one of the few things in this city that will summon police officers or stormtroopers, normally within a few minutes. The officials wear headset comlinks hard-coded to the spaceport control tower and police headquarters. Customs officials in Mos Eisley are out for themselves. If Jabba wants a particular ship impounded, and he is willing to pay a thousand or so credits for the privilege, no one at customs will refuse him. Of course, if someone blows a whistle on one of the Hutt's shipments, Jabba can easily buy the officials' ignorance.
"Is it watching us?" "What? Is what watching us?" "That Jawa over there - don't turn! Looks like it's got a comlink. It may be the same one who has been following us since we landed here this morning." Vareth's brows furrowed in concentration over her fozbeer. It was bad enough that they had forged ship credentials, but they lacked time or money to even try and get their own IDs changed. And they certainly had no legitimate business in this city. Now she wished she hadn't let Garron talk her into this. Pull a job for a gangster like the Hutt? She almost shuddered. But it was the only way to turn a quick credit. And it wasn't like they were preparing to engage in robbery or theft. Not really. She glanced at her companion. At least Garron looked pretty calm. But it was difficult to tell with a Sullustan. "How is it I am to tell you if he is watching or not, shall I?" asked Garron. "Sigh. I don't know. I guess you can't. I wish we had an electronic scanner, or some kind of Droid eavesdropper. Or maybe -" Garron cut her off. "Yawn." "Pardon me?" asked Vareth, watching the Jawa out of the corner of her eye. "Yawn, yes. Trust me." Garron smiled. That was their personal signal, and their private joke. No one should ever trust a smuggler. "Okay." Vareth did what she hoped was a good imitation of a yawn. She saw Garron's own jaw muscles clench until he finally succumbed to the overwhelming urge. And as she watched, the suspected spy turned away and put its hand to its mouth. Vareth grinned and momentarily considered the universality of the yawn reflex. "Good idea, Garron. Let's go." The two stood and swiftly left the cantina. Their exit was noted. The glare of the suns on the sand made Vareth want to turn back to the dim coolness of the bar. She glanced at Garron, who had already placed goggles over his sensitive eyes. "How do we find his place? This whole area is a maze. We went in to get directions, but nobody seemed to know." "Perhaps perchance it is not we who need to find them; the other ones must find us?" "Yeah, maybe. Let's keep moving, though. I don't want to give anybody time to get a bead on us." Vareth put her scarf up to her nose as they passed a group of Jawas. At least she had learned this much about Tatooine. "Excuse me," spoke a metallic voice. Vareth froze. It sounded like a stormtrooper. She turned slowly around. She blinked once, then twice. There was no one there. "Excuse me," the voice said again, from somewhere near her waist. Vareth looked down to see the Jawa holding a hand translator to its throat. "I have greetings from your employer. Please follow me." "See what I have been telling is true now, yes?" "Shut up, Garron." They followed the brown-cloaked figure as it weaved through the crowds, avoided a speeding landspeeder, and ducked into a dim doorway. Vareth easily kept stride with the creature as it sped down the cool dark tunnel, past passageways and side tunnels, first taking a left, then a right, skipping several doors, turning another corner, and finally stopping at a closed door. It muttered something Vareth was sure would have been incomprehensible even if she had heard it clearly. The door slid open with a scraping sound of steel against sand. The room was dimly lit by a portable generator sitting on the floor. The earthy smell invading her nostrils was produced by the enormous number of mushrooms and other fungi covering the floor and walls. The only furniture in the room was a chair occupied by a pasty-looking Twi'lek, his head-tails draped around his shoulders. The Twi'lek swallowed the last of his mushroom and licked his fingers. Vareth heard Garron enter the room behind her, and the door shut. This Twi'lek was egotistical indeed, to feel safe against two free-traders. Then again, Vareth reminded herself, they were here at his disposal to gain employment. Still, showing any fear would likely not get them the job. "Yes," the sitting being said, his left head-tail twitching, "you have been watched since you entered the system. And if you were to injure me, it is unlikely you could find your way back out of this maze." Vareth straightened up to her full height. "Of course. Except my friend here," she stepped to the left to let the Twi'lek get a good view of Garron, "is a Sullustan. When it comes to tunnels they have a photographic memory. Shall we try this again?" She stepped forward. "My name is Vareth." "Greetings, sly one. I am Bib Fortuna." He paused for a moment to let the announcement sink in, as if it were some great pronouncement. Because of the way the Twi'lek carried himself, Vareth had an itching notion to kneel, but ignored it. Fortuna cleared his throat. "You appear adequate to the task."
Species: Near-Human
Sex: Female
Age: 29
DEXTERITY 2D
Dodge 3D
KNOWLEDGE 1D+1
Alien species 3D, bureaucracy 5D, languages 4D+2, law enforcement 5D+1, streetwise 2D+2, value 2D
MECHANICAL 2D
Repulsorlift operation 4D+2
PERCEPTION 2D
Bargain 6D+1, con 5D, gambling 4D, search 6D+1
STRENGTH 2D+1
TECHNICAL 1D
Security 3D, space transports repair 4D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 6
Equipment: Headset comlink, blaster pistol (4D damage), datapad
Description: A pale near-Human of indeterminable heritage, Putten's gray skin and large ears have attracted quite a few stares over the years.
Background: Putten has always been an outcast. Eventually, she wound up in Mos Eisley, and decided to take up residence and find a job here.
Personality: Gruff, demanding and abrasive. She does have a few close friends; everyone else is greeted with boundless hostility.
Objectives: To be obnoxious and demanding up to the very limit of her target's patience.
Quote: "Sure you're a tourist - you're not fooling me, so give me another 50 credits. Hurry up so I can get out of here."
Those who are overly-sensitive about the prospect of being searched can always try a desert landing. While this normally isn't too hard, it isn't very safe either. There is a very good chance that a ship out in the desert will get attacked by Tusken Raiders, torn apart by Krayt Dragons, dismantled by Jawas or simply blown away by the sudden and devastating sandstorms. There are a few private estates outside the city proper that might offer landing space. Entering Mos Eisley on foot or by vehicle is nothing unusual - this is how most moisture farmers and Jawas reach the area. There are daily transports to other towns on the planet, such as Bestine, Motesta, or Anchorhead (with its famous "circle-route" around the Jundland Wastes which has been romanticized in popular songs). Trips from other towns on or near the Dune Sea require chartering a transport.
It is always easier to get onto Tatooine than to leave. Pilots with legal documentation and unremarkable cargoes should have no trouble. The typical Mos Eisley freighter, however, has neither. Freighters and scouts who arrive empty and prepare to leave apparently still empty are expected to grease the servomotors before departure to prevent a sudden search. Delay also holds the captain liable for rental of the docking bay for as long as the ship is forced to remain. It is possible to simply leave without authorization. The reaction in such cases depends upon circumstances: if the bay is company-owned, it is likely to take a dim view of such hasty goodbyes. This unhappiness often manifests itself in the manner of dispatching corporate starfighters, in hopes of persuading the offender to return and say a proper good-bye. Privately owned docking bays rarely have such options available. Instead, all information about the offender is transmitted to the authorities. On the off chance an Imperial cruiser is in orbit, has the time, and the captain is cooperative, the delinquent vessel might find itself outmatched. On rare occasions traffic control's antique cloud car tugs are dispatched (it is even rarer for them to succeed in waylaying a ship). Most often the complaint is simply filed, and passed on to all databases controlling access to bays on the planet. Should Tatooine be placed under quarantine (such a thing has happened only once in modern history), the presence of Imperial Dreadnaught Cruisers (or larger ships) should dissuade any but the most foolhardy or courageous from attempting to run a blockade. Launching from outside a civilized area - the middle of the Jundland Wastes, for example - is usually performed without incident ... as long as the ship has not been buried by sandstorms or dismantled by Jawas by the time you return to it.
The speeder inched its way slowly along the crooked streets. Dozens of disreputable-looking beings meandered through the maze, oblivious to the shiny speeder with the Imperial emblem. The place was hot, the buildings huddled close to the ground. Every so often a narrow alley offered shadows strung along its length, but the twin suns made sure that the shadows provided no relief from the heat. Or the smell.
"It's not much to look at, is it?" sighed Prefect Eugene Talmont, tugging open the collar of his uniform.
Lieutenant Harburik looked up from the instrument panel. "No, sir."
The soldier quickly weaved around a cluster of Jawas. The brown-cloaked creatures scuttled alongside the speeder for a few meters, stroking the hood and jabbering at each other. The Prefect noticed a few flies buzzing about the hoods of the short creatures and instinctively recoiled. He turned around to watch them as the speeder eventually outpaced them and the small beings receded into the distance.
"Hmph. If this is the greatest settlement on the planet, I'd say that my stationing here will be a waste of my considerable talent. You'd think old Moff Julstan could find someplace more deserving of my skills as a negotiator: my learned finesse."
"Yes, sir. It's true that nothing much happens here."
Harburik had met the man only five minutes ago and already detested him. He decided to let the Prefect find out for himself just how much activity was seething under the surface of this docile-looking city. Perhaps that would learn some of the smugness out of him.
"By the way, what do you know about why the old Prefect was removed from his post? I had heard of his general incompetence and idiosyncrasies - imagine wasting Imperial revenue on producing thousands of local maps to hand out free to visitors - but loosing general incompetence onto this backwater planet seems harmless enough."
"Prefect Depp was killed in the line of action, sir."
"On this planet?" Prefect Talmont shifted uncomfortably in his seat. "Surely not a local uprising?"
"The report was a little vague, sir," Harburik said, in his most infuriating drawl, enjoying the Prefect's discomfort. "Something about an assassin Droid, as I recall."
"Oh. Oh ... my." Talmont blanched and sat back. "Shall we put the canopy roof up? Yes, the canopy, I think. We had better review the current police deployment once we reach my office. Oh, my."
The lieutenant smiled as he directed the speeder toward the Prefect's new office.
From a distance, much of Mos Eisley blends into the desert. Sand-colored mounds disappear among the wavy currents of heat rising from the sunbaked land. Closer inspection, however, begins to reveal definition and purpose. Low grade concrete, stone and plastoid mounds spread out from power and water distribution plants like disease on a Gundark's wing. As form follows function, these buildings have curves and domed roofs to support the weight of the sand and to passively minimize dune buildup. Resistance to sandstorms is greatly improved by a subterranean emphasis. The domes also help reduce the size of mysterious mists which rise regularly from the ground at the points where desert sands wash up against unyielding cliffs and mesas, encumbering travelers with obscuring fog. Although traditional Mos Eisley construction is underground, with perhaps one or two stories poking their heads out of the sand into the intense heat of the suns, some of the newer buildings, mostly commercial, are four or five stories high. Pourstone walls mask durasteel double walls with circulating coolant flowing freely between. This enables multi-story construction above ground and circumvents the problems of shifting sands during construction of the traditional two- or three-story pits. Virtually all building entrances are equipped with electrostatic repellors (in varying degrees of repair) called sand traps, designed to keep entrances clear of the drifting sands. Mos Eisley has never been a community fixated on urban planning. In this city, family houses are built next to landing bays and across the street from heavy manufacturing factories. In short, the city is a hodge-podge of construction, with few true neighborhoods. Adding to the confusion is the fact that none of the streets have been surfaced or even named - directions are given by businesses and landmarks instead of street crossings. It's assumed that if someone wants to go somewhere they'll know how to find it. At the heart of the city are the original spaceport docking bays, along with the power and water distribution plants that supply the city's core buildings. The spaceport control tower is located here. Due to Mos Eisley's typical lack of initiative and funds, the collection and distribution water and power network still does not reach the majority of the city. This means that moisture vaporators, seen by the hundreds out on Tatooine's omnipresent moisture farms, can also be found tucked into numerous corners and alleys. This area is also over the site of the old ore mine and the ground is pocketed with shifting and unstable sands. There are minor sinkholes which appear and disappear at the slightest sandstorm. There are many factories to the north of the city, including Notsub Shipping, Tatooine's largest company. Other industries include limited goods manufacturing (from the specially treated ores), including Droids, landspeeders and sand skiffs.
The wholly unregulated part of the city lies beneath Mos Eisley. The abandoned mines and excavations left by the original settlers remain hidden far below the surface. Some corporations use the shafts, crevices, and dead-ends as dumping areas for contraband goods or toxic waste, for discreet agro farming, or for illegal operations. Jabba's cronies use the tunnels as a means to enter and leave the city without being observed, and as rent-free warehouses. The Imperial government, of course, has some knowledge of the existence of these tunnels, but no real hint how extensive they are. The new Prefect has neither the interest, the time, nor the personnel to even begin charting a piece of the city which (so far) has not caused him any problems. Jabba's operatives, on the other hand, have mapped out more of the caverns than all the corporations put together. But this actually means that no more than a fifth of the caverns have been explored ...
Mos Eisley is run solely by the dictates of the Imperial Prefect, who has all of his decrees approved by the planetary governor. This system allows the most direct and effective method of bribery and intimidation. Jabba the Hutt has found much influence with Prefect Talmont's government by bribing most of his main advisors.
Mos Eisley has a limited police force, newly created through the governor's edict. Some of these officers are former militia members, and now get paid a better salary for the same duties they were already performing. Only now, they work at it full-time and have spiffy new uniforms and vehicles. Although the police force is small, the city still relies upon remaining available members of the local militia (both current and retired) for any real trouble.
Most businesses employ private security guards. And those that do not are relatively new, have other means of protection, have little worth taking, or quickly find the guards' employment well worth the expense. It is commonly believed that the location of Jabba's Townhouse in the city deters criminals from indiscriminately plying their trade. This is true, but only because Jabba himself hands out neighborhood "licenses" for various gangs and hoods. They help reinforce his will, insure prompt payment of protection money (for those few businesses Jabba feels can afford to pay - he has no desire, so to speak, to lay Bantha fodder in his own backyard), and keep an eye out for information. After all, the Kubaz known as Garindan (Mos Eisley's premiere spy, recently added to Jabba's full-time payroll) can't be everywhere at once. All these factors combine to make the city a relaxing place for Jabba and his cronies. No one can cause trouble without Jabba hearing of it, either through reports by security guards or by his many, many eyes on the streets. This suits Jabba fine, but makes newcomers very nervous.
Mos Eisley takes a rather leisurely attitude toward crime. Law and order is more of a suggestion than a policy. As a result, the courts emphasize localized conditions, welcome attempts at bribery and political influence, and plaintiffs actually expect extremes in style and degree of chastisements. The specifics depend upon who the victim is, who the perpetrator is, and where the crime occurred. A crime deemed by a judge to be directed against the Empire or the general welfare of its citizens (a term designed to be as vague as possible) typically causes the defendant to receive a strict sentence. However, this claim is normally only levied against non-Tatooine residents who commit offenses against natives; crime committed by a full-time resident against another is likely to be treated as a minor crime.
It is generally difficult to get arrested in Mos Eisley for those who possess a modicum of self restraint and common sense. Minor infractions are often overlooked: this is a place where beings from all across the galaxy meet, mix, and do business. It is unlikely that all who visit have a grasp of local customs and laws. The police are aware that the traders expect more tolerance here in the Outer Rim Territories than in the Core Worlds. Besides, a city which permits its citizens to openly carry small arms is obviously not going to employ a trigger-happy squad of constables. However, once in trouble, things can get serious very quickly for outsiders. A lawyer experienced in both Tatooine and Imperial law is almost a requirement if the defendants are to stand a chance of avoiding a slave gang.
The most serious infractions committed in Mos Eisley (and which are brought to trial) are as follows, identified by the Imperial Penal Reference. Local Tatooine laws which are on the books - but not necessarily enforced - are indicated by parentheses. While the punishments for these crimes are clustered on the low end of the indicated consequences, and often include attempted rehabilitation, they are listed here for easy comparison of severity.
Consequences: Arrest, five to 30 standard years in a penal colony, loss of business or pilot license, possible execution.
Consequences: Arrest, fined up to 10,000 credits, five to 30 standard years in jail, probable loss of business or pilot license.
Consequences: Arrest, fined 250 to 5,000 credits, and/or up to two standard years in jail, possible loss of business or pilot license.
Consequences: Arrest, fined 175 to 5,000 credits, and/or up to one standard month in jail.
Consequences: Fined 100 to 5,000 credits.
There is currently a detachment of about 20 stormtroopers in Mos Eisley, deposited here after an unfortunate incident involving a pair of Droids and their young owner from Anchorhead. The stormtroopers are assigned to the governor, but they aren't under her direct command. They are answerable directly to Imperial military officials - off-planet and very far away. As a result, they generally determine for themselves what tasks they are supposed to accomplish and what they can choose to avoid.
They accompany Governor Aryon and her husband on their trips "into the country" or to Mos Eisley, and perform law enforcement duties that the police and militia can't handle on their own. Some say the arrangement makes good military sense: the Imperial presence requires a force which can react without emotional ties to those it is subjugating. Others suggest that posting someone here is punishment for incompetence. The garrison has full access to all equipment possessed by the police force. They also maintain a fleet of military speeder bikes for their own use. One would suspect that this group of stormtroopers would crack down on smuggling. In fact, if they knew the extent of what was going on, they would attempt a crackdown. However, the local government doesn't talk about the smuggling (since most of the officials would end up executed for corruption and bribery). Jabba's contacts, both in the local government and with the sector Moff, enable him to keep a close watch on the activities of the troopers and protect his operatives - making any smuggling activities that are discovered appear to be small, localized organizations.
Template Type: Desert Terrain Stormtrooper
DEXTERITY 3D
Blaster 4D, blaster: blaster rifle 5D, brawling parry 4D, dodge 3D+2, melee combat 3D+1
KNOWLEDGE 2D
Bureaucracy 2D+1, intimidation 3D+2, law enforcement 3D
MECHANICAL 2D
Repulsorlift operation 2D+1
PERCEPTION 2D
Search 2D+2
STRENGTH 4D
Brawling 4D+1
TECHNICAL 2D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 0-5
Equipment: Heat-reflective armor (+1D from energy, +2D from physical attacks; +1D to Strength, -1D to Dexterity), comlink, filtermask; blaster rifle (5D damage, 3-30/100/300), blaster pistol (4D damage, 3-10/30/120)
Quote: "Let me see your identification."
Craft: Aratech 74-Z Military Speeder Bike
Type: Speeder bike
Scale: Speeder
Skill: Repulsorlift operation: speeder bike
Crew: 1
Passengers: none
Cover: 1/4
Cargo Capacity: 3 kilograms
Altitude Range: Ground level - 5 meters
Cost: 7,000 credits
Move: 140; 400 KPH
Maneuverability: 3D+2
Body Strength: 2D
Weapons: Laser Cannon
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 2D
Range: 3-50/100/200
Damage: 3D
Speeder bikes sacrifice altitude for speed, and the 74-Z is no exception. This particular brand of bike is mass-produced for the ever-growing Imperial war machine, and the bikes have even reached the desert world of Tatooine. Here, they are officially restricted to law enforcement personnel. Realistically, only stormtroopers have access to the bikes. They are considered undignified transportation by many local officials, while the stormtroopers consider them excellent craft for the desert terrain.
The police patrol on foot, scooter and Dewback (see location 10, "Dewback Stables" for statistics). The police use the scooters because they can chase offenders more effectively, and the scooters can cover more ground. The eight scooters in the possession of the Mos Eisley force are kept in good condition via an extensive maintenance routine conducted at the police station garage. The police use Dewback beasts only rarely, when scooters aren't available and there is more territory to be patrolled than a foot patrol can cover. The chief of police, Lieutenant Harburik, reports directly to Prefect Talmont. He is unhappy with this arrangement, correctly identifying Talmont as an ineffective leader and lazy bureaucrat. However, his military background almost assures that he will blindly follow any imposed procedures. It has not yet occurred to him that his police force outnumbers the Imperial presence. It has occurred to him, however, that the Empire could easily reduce the planet to slag.
Template Type: Police Officer
DEXTERITY 3D+1
Blaster 3D+2, dodge 4D+2, melee combat 4D+1
KNOWLEDGE 3D
Languages 3D+1, law enforcement 5D+2, streetwise 4D
MECHANICAL 2D
Repulsorlift operation 2D+1
PERCEPTION 2D
Search 2D+2, sneak 2D+1
STRENGTH 4D
Brawling 4D+1
TECHNICAL 2D
Security 2D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 0-5
Equipment: Protective desert clothing, comlink, filtermask, riot armor (+1D from energy attacks), blaster pistol (4D damage, 3-10/30/120), force pike (4D damage)
Quote: "All right, break it up. Both of you get out of here and I won't report this. Again."
Template Type: Imperial Prefect
DEXTERITY 3D+1
KNOWLEDGE 4D
Bureaucracy 6D+1, languages 4D+2, law enforcement 3D+1
MECHANICAL 2D+1
Beast riding 5D
PERCEPTION 3D
Bargain 4D+2, command 5D+1
STRENGTH 2D+1
TECHNICAL 3D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 2
Description: A slight-built, wiry man of medium height; he has an obvious toupee.
Background: Born and bred to serve the Empire, Eugene's unremarkable background and unsmeared reputation led him from one boring post to another. Talmont was never very thrilled about the post at Mos Eisley - once he learned that the old Prefect, Orun Depp, had been killed by an assassin Droid, he went from apathetic to fearful. Now Eugene makes do, hoping for a transfer from this hideous world.
Personality: Eugene is full of himself and misjudges his importance. The Prefect is nearsighted, but is too vain to wear corrective lenses. He is impatient with his subordinates when tense, but otherwise treats them well.
Objectives: To increase his prestige while avoiding Governor Tour Aryon.
Quote: "I see! They think they can get away with it, but they have yet to deal with Prefect Talmont!"
DEXTERITY 3D
PERCEPTION 2D
STRENGTH 4D
Brawling 4D+1
Orneriness: 3D
Move: 35; 100 KPH (during day) / 7; 20 KPH (at night)
Size: 2.1 meters at the shoulder
These lizards are huge omnivores native to Tatooine. Active during the heat of the day, they become docile and sluggish at night. The police utilize these animals when patrolling outside the city proper. They are less likely to be affected by sandstorms than are landspeeders, usually ignoring the storm's effects as they stride to their destination. When Dewbacks eat meat, their usual prey is Womp Rat-size or smaller.
DEXTERITY 4D+1
Blaster 6D+1, brawling parry 4D+1, dodge 6D+2, grenade 4D+2, melee combat 5D
KNOWLEDGE 3D
MECHANICAL 2D
Beast riding 3D, repulsorlift operation 4D
PERCEPTION 3D+1
Gambling 6D, search 5D+1
STRENGTH 2D+1
Brawling 4D+2
TECHNICAL 2D
Computer programming/repair 5D, demolition 4D+2, security 5D
Force Sensitive?: No
Force Points: 1
Dark Side Points: 0
Character Points: 6
Equipment: Armored blast vest (+1D to front from both physical and energy attacks), heavy blaster pistol (5D damage, 3-7/25/50), comlink, holographic imager, macrobinoculars
Description: A large, well-muscled man. He would be devastatingly handsome except for the vicious look in his eyes.
Background: Harburik represents everything that is reprehensible about the New Order. Harburik originally resented being posted as personal liaison to the Prefect, especially as he had to assume the dead Prefect's responsibilities while Mos Eisley waited for a replacement. He soon realized that the power vacuum could be turned to his advantage and now enjoys his new position as Chief of Police. He likes being a large fish in a small pond. His biggest problem is Prefect Talmont's pompous and overbearing demeanor. He has not yet decided how to go about replacing the man with someone more capable, but a trend of Prefects being killed by assassin Droids is appealing.
Personality: Crass, rude, and cruel are the anchor points of Harburik's personality. He is well known for abusing every subordinate who comes into contact with him.
Objectives: To keep his power base from transferring to Prefect Talmont.
Quote: "No problem. You don't want to tell me who paid you off, so I'll just take this weapon off the stun setting."
Docking Bay 94 is typical of the numerous landing bays scattered throughout the city: little more than a large pit gouged in the soil, with a simple entrance ramp for removing cargo and three sets of stairs to the surface (one is directly to street level, while the other set runs by location 2, "Spaceport Customs"). Much of the bay is below ground level - the floor of the bay itself is 10 meters down, as are the offices and maintenance facilities. The bays are small and old, harkening back to the time when landing craft were mostly shuttles to orbiting ships or small tramp freighters, such as the widely found YT-1300. They were designed to withstand the backblast of the older Orion-style ion sublight engines. Since most modern ships are equipped with the much more efficient Hoersch-Kessel ion drive and repulsorlift units for fine maneuvering, the pits are no longer necessary but they remain in use rather than spend the credits to build new facilities. Ohwun De Maal, with his mate Chachi, are the proud owners of Docking Bay 94 and are considered to run some of the best independent bays in Mos Eisley. Like the other independents, the frequency of the De Maals' business is directly tied to "gifts" bestowed upon Jabba the Hutt. But since the crime lord also ensures protection from harassing thugs and busybody government officials, the De Maals (until recently) did not begrudge the high insurance premiums. Mos Eisley's docking bay rates are far below galactic standard - Docking Bay 94 charges 25 credits a day for the bay (raised twice from the original 20). Restocking and resupply fees are 8 credits per person's worth of consumables for one day (about 20% below standard rates); fuel cells are replaced at a cost of 10 credits per cell (a standard light freighter has 50 cells). The De Maals employ three part-time assistants who load and unload cargo, service the ships which come in, do moderate cleaning and maintenance chores, perform Mynock inspections, and supervise delivery of goods. They also work at the De Maals other docking bays and warehouses. They also have an odd assortment of Droids underfoot who seem always to be busy working at things, but never seem capable of finishing a job without organic help.
The De Maals also own five other docking bays (27, 43, 67, 71 and 86), a service shuttle, and eight nearby warehouses, from which they make most of their profit. The warehouses charge 5 credits per ton of cargo storage per week (average for Mos Eisley), and each can hold 250 tons of cargo. Current relations between the De Maals and Jabba are strained. One of their regular customers, a Corellian smuggler who regularly worked for Jabba, defied the quarantine of Mos Eisley and took off from their bay. It took almost an entire season for the De Maals to prove their innocence in the affair - although it may just be that the authorities waited until things quieted down to hand back their docking permit. Nonetheless, the Hutt was supposed to handle such interferences. Although he arranged for bail while the charges were pending, they were required to pay it back (with 25% interest - a relatively modest rate for Jabba). The loss of a season, and their good name, has not been overcome. Their business is still only three-fourths of what it should be. Chachi and Ohwun haven't quite decided what to do about it, nor have they figured out how to collect on the outstanding debt of the formerly-honorable Corellian who skipped out on them.
Template Type: Duros Docking Bay Owner
Loyalty: To Ohwun De Maal
Height: 1.8 meters
Species: Duros
Sex: Female
Homeworld: Duro System, Jivv Space City
Age: 35
DEXTERITY 3D
Blaster 4D+1, blaster: blaster pistol 5D+2
KNOWLEDGE 2D+1
Alien species 3D+1, alien species: Humans 5D, languages 3D
MECHANICAL 2D
Communications 3D+2, repulsorlift operation 4D+1, space transports 6D
PERCEPTION 2D+2
Bargain 5D+2
STRENGTH 3D
TECHNICAL 3D
Computer programming/repair 4D, space transports repair 7D+2
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 8
Template Type: Duros Businessman
Loyalty: To Chachi De Maal
Height: 1.8 meters
Species: Duros
Sex: Male
Homeworld: Tatooine
Age: 38
DEXTERITY 3D
Blaster 3D+2, dodge 5D+1
KNOWLEDGE 2D+1
Alien species 3D, alien species: Humans 4D+2, business 4D+1
MECHANICAL 3D
Astrogation 4D, repulsorlift operation 6D+1, sensors 3D+2, space transports 5D, space transports: YT-1300 7D, space transports: Service Shuttle 23K 7D+2
PERCEPTION 2D+2
Bargain 5D+1
STRENGTH 2D+1
TECHNICAL 3D
Droid programming 5D+1, Droid repair 5D, medicine 4D, space transports repair 7D+2
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 10
Equipment: Comlink (on belt), work clothes, various starship repair tools, datapad, 100 credits, magnetic grapplers, fusion welder (5D damage, 1-meter range)
Description: Chachi and Ohwun De Maal appear to be unremarkable Duros. Their blue skin, noseless faces, similar body types and slitted mouths contribute to their undifferentiated appearance. This makes them difficult to distinguish from each other.
Background: The De Maals, it seems, have always owned Docking Bay 94. Actually, Ohwun's parents owned it before him, and his grandmother before them. The De Maals are hardworking, decent beings, who want nothing more than to have the gangsters and the civil war go away. As this does not look likely, they are considering alternate avenues, but aren't really sure what it is that they want.
Personality: Chachi and Ohwun are devout Duros, who follow in the traditions of their folks. This means walk quietly, talk quietly, play fairly.
Objectives: To stay on Mos Eisley with their friends and to make a decent, honest living.
Quote: "Sure, we can have you refueled in less than a day. Your fuel cells just need some topping off. Glad to oblige for a good customer, Han."
Template Type: Flighty Card Shark
Loyalty: To herself and then the De Maals
Height: 1.5 meters
Species: Human
Sex: Female
Homeworld: Ord Mantell
Age: 24
DEXTERITY 4D
Blaster 4D+2, dodge 5D+2
KNOWLEDGE 3D
Languages 4D+1, planetary systems 5D
MECHANICAL 2D
Astrogation 3D+1, space transports 4D
PERCEPTION 3D
Con 4D, con: card sharking 5D+2, gambling 6D+1, persuasion 5D+2
STRENGTH 2D
Brawling 5D+1
TECHNICAL 2D+1
Computer programming/repair 3D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 4
Description: Arjon F.M.P. has golden-yellow skin and almond-shaped eyes. She dresses in typical Tatooine browns and tans.
Background: Arjon F.M.P. ("F.M.P." to her friends) stopped at Tatooine for a layover and never boarded her connecting flight. She no longer is sure why she stays: her home is long gone, her lover has no doubt stopped wondering what happened to her, and her own memory of that life has faded. Arjon has taken up card sharking in the alley directly adjacent to Docking Bay 94. She has a continuing feud with the begging Jawa further down the alley.
Personality: F.M.P. is a typical gregarious con artist, with no real scruples about deceiving a naive passerby. She does not otherwise engage in stealing: pickpocketing, for example, offends her.
Objectives: Keep her spot in the alley, keep food in her belly and an eye out for news.
Quote: "Step right up. Choose your card, let me guess which one it is. If I'm wrong, you win the pot. I've got a one in sixty-three chance. C'mon, place your bets."
Many landing bay services can gain additional income by using service shuttles to refuel large, non-atmospheric craft. In addition, some landing bay companies offer shuttle service between the surface and the spacecraft. The De Maals are no exception. They own a dilapidated, but sturdy Gallofree Yards service shuttle which has room to transport small groups planetside and enough medical supplies to aid small crews in distress. They charge 10 credits to restock the equivalent of one day's worth of supplies for one person (minimum charge of 250 credits). Replacement fuel cells are replaced at a flat 25 credits each. Shuttle fares are 20 credits per person one way. Docking Bay 94 holds a contract with Spaceport Speeders to regularly inspect and service the service shuttle, as well as their pair of binary load lifters.
Craft: Gallofree Yards Service Shuttle 23K
Type: Orbital service shuttle
Scale: Starfighter
Length: 18 meters
Skill: Space transports: Service Shuttle 23K
Crew: 1
Crew Skill: Space transports 4D
Passengers: 6*
Cargo Capacity: 1 metric ton*
Consumables: 1 day
Hyperdrive Multiplier: none
Hyperdrive Backup: none
Nav Computer: none
Maneuverability: 1D
Space: 2
Atmosphere: 225; 650 KPH
Hull: 1D+1
Shields: None
Sensors:
Passive: 10/1D
Scan: 15/1D+2
Search: 20/2D
Focus: 1/2D+2
Weapons: NoneService shuttle can hold either passengers or cargo.
This small, dingy office, adjacent to Docking Bay 94, serves as a field office for customs officers who must work in the inner sections of Mos Eisley (the central office is part of location 23, "Mos Eisley Spaceport Control Tower" several blocks away). Due to the rather lax customs regulations of Mos Eisley, this building is vacant most of the time - dust has settled throughout the rooms and each has a stuffy smell, as if the ventilators have broken down (they have). There are three doors to get into the building: one on a second floor balcony, one opening in the streets of Mos Eisley, and one along the stairwell corridor leading from the surface to Docking Bay 94. Each has a Strength 3D door with a lock requiring an Easy security roll to open.
The Spaceport Speeders shop, southeast of Docking Bay 94, is an unassuming affair. It offers a motley collection of speeders of all shapes, sizes, and degrees of repair, and the occasional oddball speeder bike or sub-orbital craft. The shop itself contains an average assortment of tools and equipment. Unut Poll, the Arconan proprietor, has a small apartment below the shop. He employs a young Human mechanic named Geordi Hans and a salesman, Wioslea, who in addition to her sales skills, is fluent in many languages. In addition to sales, Spaceport Speeders also rents and repairs vehicles. Spaceport Speeders has repair contracts with five local docking bays for their loading equipment. In addition, those docking bays refer repair requests to Unut. Geordi Hans is the real star of Spaceport Speeders. He has his own landspeeder, which is more often up on blocks than actually in use. Geordi prefers tinkering - either with his own vehicle or someone else's. He is well-known for his mechanical ability, and the locals in the area often seek his advice on engines, or pay him to repair their speeders.
The speeders described are samples of the kinds of vehicles available for sale by Spaceport Speeders; new craft come in and go out over the course of a few seasons. In many cases, they have been modified by either the original owner or by Geordi; some have been so battered by use that their game stats are lower than typical vehicles of that model. The prices listed reflect the price at which Unut is prepared to sell. Unut is fairly reasonable as far as pricing. The listed price is often 5-10% lower than what a comparable reseller across town might charge. Many of these speeders were seen in Mos Eisley, or in the Lars garage during Star Wars Episode IV: A New Hope.
Craft: Incom T-16 Skyhopper
Type: Skyhopper
Scale: Speeder
Length: 5.2 meters
Skill: Repulsorlift operation: skyhopper
Crew: 1
Passengers: None
Cover: 3/4
Cargo Capacity: 25 kilograms
Altitude Range: Ground level - 150 km
Cost: 7,100 credits (used); 300/day (rental)
Maneuverability: 3D
Move: 450; 1300 KPH
Body Strength: 2D+1
Weapons: Four Stun Lasers (fire linked)
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 0D
Range: 50-300/800/1.5 KM
Damage: 2D* (*Stun damage only)
Speed and agility are the highlight of this older but popular skyhopper. It uses mechanical control flaps to brake and change direction, allowing it to turn on a coin without slowing. The T-16 is equipped with ion afterburners in addition to its standard repulsorlift engine, enabling it to achieve suborbital flight. Its vertical panel extends down and forward, visually separating the front windshield into two halves. This can be unnerving to the inexperienced pilot, but the heads-up tactical holodisplay flawlessly projects a simulation of the obscured terrain. This particular T-16 was retrofitted with a bank of four forward-mounted stun lasers, powerful enough to stun small animals. When Unut purchased it, someone was in the midst of overhauling its engine; Geordi Hans spent the better part of two days reassembling the engine and it now runs flawlessly. Although Unut rarely worries about ownership of the vehicles he purchases, the group of Jawas who sold it to him didn't seem the type to deal in airskimmers. Nevertheless, everything seemed in order, and Unut needed new inventory.
Craft: SoroSuub XP-38A
Type: Landspeeder
Scale: Speeder
Length: 7.4 meters
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 2
Cover: 3/4
Cargo Capacity: 5 kilograms
Altitude Range: Ground level - 1 meter
Cost: 1,600 credits (used); 45/day (rental)
Maneuverability: 2D
Move: 35; 100 KPH
Body Strength: 2D
Weapons: None
SoroSuub's XP-38 is currently the most advanced and hottest-selling landspeeder on the market. Performance (it is capable of reaching 320 kilometers per hour), along with a stylish reclining seat and aerodynamic design, easily keeps it ahead of the competition. Their popularity has even reached Tatooine: a few have been sighted in the streets of Mos Eisley. The XP-38A is the precursor to this hot rod, and is far more common. The XP-38A ground speeder is designed more as a utility vehicle than a racer. Technically capable of seating three (one uncomfortably), it is usually advertised as a two-seater. Just like the XP-38, this model sports the now-famous autopilot shaped to resemble an Astromech Droid. Geordi advised Unut that it no longer runs as fast or as well as it did when it was new. It also has a broken sensor array which Geordi has been unable to fix - much to his consternation. This heavily-used landspeeder was one of two sold to him by a group of eager Jawas. It wasn't until a day later, when cleaning out the speeder, that Unut found evidence of a previous owner. Wedged behind the rear seat was a holocube showing a family of three: a boy of about fifteen with his parents. The more Unut studied the picture, the more he thought he recognized the boy. Unut keeps the holocube on the desk in his office, having decided to make a hobby out of discovering who the speeder used to belong to. So far he has had no luck.
Craft: Bespin Motors Void-Spider TX-3 Air Taxi
Type: Landspeeder
Scale: Speeder
Length: 7.6 meters
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 1
Cover: 3/4
Cargo Capacity: 7 kilograms
Altitude Range: Ground level - 5 meters
Cost: 12,000 (new); not for rental
Maneuverability: 3D+1
Move: 105; 300 KPH
Body Strength: 1D+1
Weapons: None
Bespin Motors. The name signifies attention to detail, quality and superior performance, both for personal and commercial vehicles. The TX-3 is powered by a highly efficient Quadrex Corestar repulsorlift engine, and solar panels along the exterior of the craft power an induction cooling system. The unusual bubble-domed vehicle looks cramped when viewed from afar, but actually affords more leg space than the popular XP-38. The occupants sit side by side, facing in opposite directions.
Craft: Mobquet A-1 Deluxe Floater landspeeder
Type: Landspeeder
Scale: Speeder
Length: 7.1 meters
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 1
Cover: 1/2
Cargo Capacity: 10 kilograms
Altitude Range: Ground level - 2 meters
Asking Price: 6,500 credits (new); 150/day (rental)
Maneuverability: 1D+1
Move: 55; 160 KPH
Body Strength: 2D
Weapons: None
The Deluxe (as it is referred to) is not the fastest, sleekest, or most desirable craft available. Instead, this rocket-like craft offers two things: reliability, and low cost. Intended by Mobquet Industries to be a craft that anyone could afford, they kept the machine down to the basics. The passengers sit one behind the other. The exhaust outlets are almost completely outside the main body: it is possible to get burned getting out of a Mobquet Deluxe. The inlet ports on the front of the vehicle betray its forced-air-cooled design. Unfortunately, this system is well known for failing to prevent outside odors from filtering into the canopy. It is lacking numerous luxuries that are standard on most other craft: autopilot, entertainment systems, navigation beacon sensor, and on-board computers. The company's marketing efforts have emphasized affordability: despite its low cost, the Deluxe still retains a high resale value. The body of the Mobquet often disintegrates before the engine quits. Unut ordered two of this particular model after getting in a used original Mobquet A-1, which sold within two days. It appears to have been a mistake: these unremarkable models, despite an excellent price (reduced twice so far), have been here for two seasons.
Craft: Ubrikkian 9000 2001
Type: Landspeeder
Scale: Speeder
Length: 6.8 meters
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 2
Cover: 3/4
Cargo Capacity: 50 kilograms
Altitude Range: Ground level - 3 meters
Asking Price: 7,500 (rebuilt); 85/day (rental)
Maneuverability: 3D+1
Move: 55; 160 KPH
Body Strength: 2D+1
Weapons: None
The rounded design of the 9000 reflects the species this model was aimed at: the amorphous Ugors. It has viewports on all sides. While the original model failed to attract very many buyers (despite several design features, including a unique boarding system: the craft elevated, allowing the Ugor to flow under and up into the craft, which sealed after boarding), Ubrikkian Yards was unfazed. The company modified the original concept, and released the 9000 2001. The 2001 has a trio of seats around a central shaft, presenting an unresolved problem of movement sickness. The 2001 is entered by elevating the chassis up from its base. The occupants simply walk under it and allow it to lower around them. It possesses incredible maneuverability for a landspeeder, something Ubrikkian Yards touts when complaints surface about its speed.
Craft: SoroSuub XP-291 Skimmer
Type: Landspeeder
Scale: Speeder
Length: 6.5 meters
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 3
Cover: 3/4
Cargo Capacity: 10 kilograms
Altitude Range: Ground level - 2 meters
Asking Price: 3,500 credits (used); 30/day (rental)
Maneuverability: 2D+1
Move: 80; 230 KPH
Body Strength: 2D+2
Weapons: None
To look at, you'd never think this speeder would amount to much. Its flat bullet shape masks the forced-air-cooled system (with the same odor problems as the Mobquet A-1 Deluxe Floater). The engines are not manufacturer's original: Geordi thinks that the originals were blown, but the replacements offer better performance than the manufacturer's specs. Unfortunately, the condition of the chassis masks the care with which the engines were handled, making this a hard sell. Unut originally priced the speeder at 4,000 credits. After three seasons, it is now down to 3,500.
Craft: Ikas-Adno Starhawk 2b
Type: Speeder bike
Scale: Speeder
Length: 5 meters
Skill: Repulsorlift operation: speeder bike
Crew: 1
Passengers: None
Cover: 1/4
Cargo Capacity: 3 kilograms
Altitude Range: Ground level - 12 meters
Asking Price: 3,600 (used); not for rental
Maneuverability: 3D+1
Move: 125; 360 KPH
Body Strength: 1D+1
Weapons: None
Rarely does Unut price a vehicle based on market demand instead of quality, but the out-of-production Starhawk is not just any bike. It has the same mystique afforded to it as other legendary vehicles of old. Songs are sung and stories are told of Starhawks being passed down from parent to child. At Bestine's annual Starswoop Biker's Fair, which is ostensibly for swoops, the Starhawks are the highlight of the show. The Starhawk is not the fastest speeder bike, but it is among the most graceful, and one of the most sought-after, especially by collectors. Geordi has been carefully eyeing the bike ever since it showed up. Unut hasn't admitted this to anyone else, but one of the reasons the bike is priced so high is to discourage sales. He has decided if it does not sell in the next season, he will give it to Geordi as a birthday gift.
Craft: GoCorp Arunskin 32 Cargo Skiff
Type: Skiff
Scale: Speeder
Length: 17.2 meters
Skill: Repulsorlift operation: skiff
Crew: 1
Passengers: 14
Cover: 1/4
Cargo Capacity: 100 metric tons
Altitude Range: Ground level - 50 meters
Cost: 9,000 credits (used); 100/day (rental)
Maneuverability: 1D
Move: 30; 90 KPH
Body Strength: 1D+2
Weapons: None
The Ubrikkian Bantha II Cargo Skiff's workhorse reputation was well known. Unfortunately, it was also well known for its rather flimsy chassis. The upstart GoCorp company attempted to capitalize on that weakness by offering the Arunskin 32: it is equipped with a tougher shell without losing the Bantha's primary selling point of cargo capacity. This particular cargo skiff was fitted with a complete Wengel communications/entertainment system. This equipment stands out in an otherwise utilitarian craft. Unut isn't quite sure what to make of it, and has done little to actually push the sale.
Unut first met Geordi Hans when he was a street urchin, repairing speeders outside bars in order to get something to eat. The Arconan instinct for insuring the safety of their young influenced Unut to look out for the scrawny kid from Motesta township, and they now share a warm, almost family relationship, with Unut occasionally referring to Geordi as a "hatchling" - a young Arconan. Unut has an excellent reputation in the city, even if he is stingy with his credits. Unut, as a small businessman, has been able to steer clear of most of the gang violence and inner conflicts. Due to a great tragedy in his past, Unut works for the Rebel Alliance, and is its main contact in Mos Eisley. However, he is extremely cautious in his activities in order to avoid detection.
Template Type: Arcona Refugee
Loyalty: To himself, Geordi Hans and the Rebel Alliance
Height: 1.6 meters
Species: Arcona
Sex: Male
Homeworld: Cona
Age: 70+
DEXTERITY 2D+1
KNOWLEDGE 1D+1
Alien species 3D, business 2D+2, languages 4D+2, languages: Basic 5D, streetwise 3D+2, planetary systems 2D+1, planetary systems: Alderaan 4D+1, planetary systems: Cona 3D+2, planetary systems: Coruscant 3D, planetary systems: Tatooine 4D+2
MECHANICAL 1D+2
Repulsorlift operation 4D
PERCEPTION 2D+1
Bargain 4D+1, con 6D+2
STRENGTH 2D+2
Digging 4D
TECHNICAL 1D+2
Computer programming/repair 3D, repulsorlift repair 2D
Special Skills:
Digging (Strength skill): Time to use: one round or longer. This skill is used to dig through ground or other substances.
Special Abilities:
Senses: Arcona have weak long-distance vision (add +1D to the difficulty when making checks requiring vision at distances greater than 15 meters), but have excellent close range senses, because their eyes, their sense of smell and a heat-sensing bulb provide detailed information on close-range movement, the presence of heat sources and such (add +1D to Perception for checks closer than 15 meters when using heat, smell or movement).
Thick Hide: Arcona have tough, armored hides that add +1D to Strength against physical attacks (not laser or energy).
Talons: Arcona have sharp digging talons which add +1D to climbing, Strength (in combat) or digging.
Salt Weakness: Arcona are easily addicted to salt: if an Arcona consumes salt, he must make a Very Difficult willpower roll or be addicted and need salt at least once a day or suffer -1D to all actions.
Force Sensitive?: No
Force Points: 2
Dark Side Points: 0
Character Points: 20
Equipment: Hold-out blaster (3D+2 damage, 2/4/8), ammonia tablets, clothing, 200 credits, datapad (pre-programmed with rental contracts), disguise kit.
Description: An older Arconan, Unut's face is careworn and gentle, characteristics which are obvious no matter what species the observer happens to be.
Background: Unut Poll is not really who he seems to be. The original Unut owned Spaceport Speeders - the "new" Unut is a refugee of the Galactic Civil War. No one knows his true name or identity. The new Unut is old enough to have witnessed the fall of the Republic. After the Empire executed his wife and children in the mistaken belief that they were involved in a local uprising on Cona, he did his best to hide innocent men, women, and children left behind during the Empire's purges, and to give them homes and new identities. He escaped to Tatooine, and took over the company from the dying owner. He uses disguise techniques to keep his true identity secret. He aids the Rebellion, no matter how quietly.
Personality: Unut is a quirky old codger, with a heart of gold. He is a gentle persuader and relentless charmer.
Objectives: To remain ignorant of the changing galaxy as long as possible.
Quote: "There are only three areas of legal commerce - antiques, used vehicles, and real estate - in which prices and terms are set by negotiation. Fixed labels and prices don't mean a thing. So ... how much do you think the speeder is really worth?"
Template Type: Young Mechanic
Loyalty: To Unut Poll
Height: 1.6 meters
Species: Human
Sex: Male
Homeworld: Tatooine
Age: 17
DEXTERITY 3D
Blaster 3D+2, dodge 4D
KNOWLEDGE 2D
Streetwise 3D, survival: desert 4D+2
MECHANICAL 4D
Repulsorlift operation 6D
PERCEPTION 2D
Search 3D+1
STRENGTH 3D
TECHNICAL 4D
Computer programming/repair 5D+1, Droid programming 4D+1, Droid repair 5D+2, repulsorlift repair 7D, space transports repair 4D+2
Force Sensitive?: No
Force Points: 3
Dark Side Points: 0
Character Points: 2
Description: Geordi has black hair and alert brown eyes.
Background: Geordi's parents abandoned him when he was six years old. Forced to fend for himself in a rough frontier town, he soon hitched a ride to Mos Eisley. Once there, he quickly learned about growing up. Having been swindled and double-crossed enough times to learn from it, he began tinkering with machines. They, at least, never lied. He spent his formative years repairing speeders and avoiding truant officers. Eventually he met Unut Poll, a kindly Arconan who treated him well. Judging from the way that Unut has been talking lately (about Geordi taking over the business), Geordi fears that he must soon choose between taking over Unut's business or following his own path out among the stars.
Objectives: To get that extra bit of performance out of a vehicle.
Quote: "Yeah, but see right here? The transcore gear is stripped. I'm afraid we'll have to take this entire engine apart."
Template Type: Vuvria Salesperson
Loyalty: To herself
Height: 1.9 meters
Species: Vuvria
Sex: Female
Homeworld: Unknown
Age: 34
DEXTERITY 2D+1
Dodge 4D+1, pick pocket 3D+2
KNOWLEDGE 3D
Alien species 4D+2, alien species: Humans 6D, business 3D+2, cultures 4D+1, languages 5D+1, languages: Aqualish 6D, languages: Arcona 5D+2, languages: Vregg (Gamorrean dialect) 7D, languages: Huttese 7D, languages: Rodian 6D+1, languages: Sullustan 7D, planetary systems 4D, streetwise 5D, streetwise: Tatooine 6D+2, value 4D, value: landspeeders 6D+2
MECHANICAL 1D+2
Repulsorlift operation 3D
PERCEPTION 3D+1
Bargain 5D, con 4D+2, gambling 4D+2, persuasion 4D+2
STRENGTH 2D
TECHNICAL 1D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 0
Equipment: Long cloak, comlink, datapad, 200 credits
Description: A tall Vuvria, with an almost comical face, Wioslea is a disarming personality: her physical appearance greatly relaxes customers, allowing her to cleverly drive hard bargains.
Background: No one knows where the Vuvria comes from, and she won't talk about it. She had been on Tatooine for a few months before she approached Unut for a job, and she has served well since then. Unfortunately, she has gotten into debt to one of Jabba's con man cronies (for over 1000 credits!), and thus she is quietly spying for the crime lord.
Personality: Friendly, but intensely private. She doesn't tell anyone any more about herself than she has to.
Objectives: To pay off her debts, and then look to relocate to another planet.
Quote: "4,000 credits ... only 4,000. You look like you could use a break, kid. Sold."
Geordi Hans, and his buddies, Jeff Pill and Franklin "Shorty" Scott, are the sole members of a "swoop" gang called the Farns. Actually, they are swoop gang wannabes, since only Franklin has a bike, and it is a speeder bike, not a swoop. The fourth quasi-member of their group is the Droid Ay-BeeSix (A-B6); she can be seen hanging around asking questions and generally getting in the way. The gang puts up with her, mostly because she will do almost anything and go almost anywhere for them. The group is occasionally thoughtless when it comes to the Droid: Franklin once asked Ay-BeeSix to go into the Mos Eisley Cantina, a known den of thieves, rogues, and brigands, and get a hydrospanner wrench. She came out with one, all right, but was closely followed by its owner, a very angry Gamorrean. Since putting her back together, they've treated her better. When Second Twilight approaches, they can usually be seen on the outskirts of town, tinkering with Geordi's speeder and Franklin's heavily modified Ikas-Adno Starhawk. This group is honest and unthreatening - they would rather race than wreak havoc. Their true dream is to escape Mos Eisley, but Jeff is unmotivated, Franklin is scared, and Geordi has realized that Unut Poll has dreams of eventually handing over the shop to him. For now, the locals must remain ready to jump out of the way when the "gang" tears through the streets at First Twilight, trying to beat their own record for getting out of town.
This establishment is actually named Lup's Wares and Supplies, but most everyone knows it as "Lup's General Store." Kai Lup and her husband Tar run the store, and despite their fierce, wolf-like appearance, they are both friendly and helpful. The store contains provisions, supplies, and a smattering of machinery. The main display room (about eight by five meters) has the front door on the south wall; opposite it is a row of countertops with barstools, with a monitor at each seat. These are touch-screen activated, allowing the prospective patron to browse the catalog of available merchandise. Out of the fifteen monitors, six are still functioning (one in black and white). There are three metal doors on the wall behind the counter. Mounted on the left wall is a block of twelve large monitors, advertising the day's specials and the latest merchandise. All of these still work, but the sound fades in and out. Kai has been meaning to fix it but can never find the time. The first of the doors leads to a large, well-lit bathroom. The mirror above the rinsing station can slide open. Here is where most illegal transactions are conducted between the Lups and their customers.
The second door leads to a pair of rear offices and a meeting room. This is where customers with specific (read: illegal) requests can haggle in private. The final door is the warehouse access portal, where three Droids pack merchandise for customers. The Lups charge reasonable prices and stock a good variety of foodstuffs and equipment, charging anywhere from 90 to 110% of the prices listed on page 161 of the Star Wars: The Roleplaying Game, Second Edition rulebook; they charge 120% of market value for medical equipment and weaponry. Using the availability codes on page 161 will help establish Mos Eisley as an out-of-the-way hole in the wall: thus, all code one products ("readily available") can be found in the general store, most code two products ("large cities and spaceports") are available or can be ordered, but specialized or rare products (codes three and four) simply cannot be had here. The Lups have been experiencing some trouble with Jabba lately. When business is slow, he still expects the same protection payments, while the Lups would prefer a sum targeted to their weekly gross receipts. In fact, they have demonstrated that the payment amount would actually increase under their system when business was good. But Jabba, concerned that the thugs he uses to pick up the payments might find the temptation to start skimming the fluctuating take to be overwhelming, has so far declined the offer. The Lups are congenial lupines, but tend to remember any slights and perceived rudeness. They do not like anyone poking about in their business. They have an old blaster carbine (4D+2 damage, 3/20/150) hidden behind the counter.
Height: 1.8 meters
Species: Shistavanen Wolfman
DEXTERITY 2D+2
Dodge 4D+1
KNOWLEDGE 4D
Business 5D+2, streetwise 6D, value 5D
MECHANICAL 3D
PERCEPTION 2D
Bargain 4D+2
STRENGTH 3D
TECHNICAL 3D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 1
Less a group of established businesses, and more of a Gundark-flea market, Market Place is the spot where free enterprise agro farmers come to sell their produce and fledgling businesses go to start trade. The area was nothing more than a sandy lot when the farmers began setting up their tents here. Over the years, the market place has thrived, and no one bothers it even though no one has ever secured trade permits or any other official documentation. The tents mark off territory and provide protection from the searing suns - they have solar energy collectors, which power cooling generators, grill units or any other portable machinery. The tents offer vegetables and meat, harvested from underground agrofarms, or collected from hunters out on the Dune Sea. Some also sell trinkets, inexpensive tools, homespun clothing or other individually crafted or cheap items.
A typical stall is the one owned by Fillin Ta and Norun Gep, situated just behind Lup's General Store. Meeting in the same jail cell when they were street urchins, they have since become friends. The two young Whiphids have been making a good living by rendezvousing with hunters on the outskirts of the city and buying Bantha and Dewback meat from them. They do not question the origin of the meat, and have sometimes needed to cut off a brand or two which the careless hunters left on the haunches. On those off-weeks where the hunters have had no luck, Fillin and Norun have had no misgivings about looting local Bantha and Dewback stables, using pilfering skills they picked up by necessity as children on the streets of Mos Eisley. Once hauled to the tent and prepared, the Whiphids grill the meat throughout the day. Many local workers stop by during the day to sample their wares. The menu is simple, but adequate for quick meals.
Welcome to Gep's Grill! Today's Specials:
Bantha Burger - 1.5c
Bantha Platter - 2.0c (comes with all the fixings and salamander sticks)
Dewback Ribs (6 pack) - 2.5c
Dewback Ribs (10 pack) - 4.0c
The Whiphids also engage in more than grilling food - old habits die hard, and smuggling is Mos Eisley's business after all. They perform small scale courier runs of weapons, spice and other forms of contraband for various customers. While the boys haven't gotten into trouble yet, they have been quite indiscreet, crossing Jabba without knowing it.
Norun has recently allied with one of the local messenger services, Spaceport Express (a branch office is located immediately behind Gep's Grill). For a piece of the action, the messenger service accepts orders and drops them off at the tent. Omon Gantum, the Quarren who runs Spaceport Express, was more than happy to add to his already ample income. Spaceport Express started off handling only legal goods: jewels, medicine, goods and information. After teaming up with the Whiphids, business has blossomed. Fillin and Norun, while on runs out of town for meat, buy stolen equipment or meat stuffed with contraband - the messenger service handles all inquiries and payments. In fact, Omon Gantum is being so helpful because he is selling a list of the contraband to Valarian at the Lucky Despot. She reviews the deliveries and occasionally spots something worth looking into. This usually results in her sending a representative to purchase the stolen goods from the ultimate recipient or, less likely, directing a thug to waylay the messenger. So far Fillin and Norun are unaware of the duplicity.
Very similar to the now infamous Docking Bay 94, "old 86" is a round pit gouged in the soil. It is slightly smaller in landing space than most other docking bays, and the vast majority of its business consists of small shuttles and personal transports (scout ships and the like). Old 86 has an absentee owner, Trepler Darklighter, who spends most of his time away on resort worlds (no one knows where he has gotten his wealth, but since he is a local boy - his family is from Anchorhead - many assume it is from the smuggling trade). The bay is run by an ill-tempered administrative Droid named BX-9T. Its humanoid, blue and red form is easily recognized in the spaceport city, and most people know enough not to bother with the Droid unless they have to. Rates for the bay are 35 credits per day.
Directly across the street from Docking Bay 86, and within one block's walk of the famous Mos Eisley Cantina, Docking Bay 87 is among the top ten favorite bays of smugglers and merchants in this city. The bay is of the same age as the others in the central portion of the city, but its owners have continually modernized the facility - currently, the landing bay is at ground level, with a double blast door and forcefield that opens directly into the street. The bay charges 30 credits per day, and restocking and maintenance charges are charged at the same rate as Docking Bay 94. Unofficially, the bay also charges a flat fee of 25 credits to avoid "bureaucratic hassles" (i.e., cargo inspections) - if the pilot in question doesn't pay the fee, there is a one in three chance that his ship will be searched; if the fee is paid, the ship will not be searched barring very unusual circumstances. Needless to say, a good portion of that 25 credits is diverted to the customs officials of Mos Eisley. The bay has a larger landing area than average, enabling it to handle slightly larger ships (and with the size of the bays in Mos Eisley, every square meter counts). The bay is owned by a cheerful Ishi Tib (see Galaxy Guide 4: Alien Races) named Dr'xureretue (although he insists that people call him "Drue" since most people can't pronounce his name). He is easy going, but uncompromising when it comes to fees and business practices; however, he will warn newcomers about how business is done in Mos Eisley, so he is a good source of information and gossip. He has two common labor Droids that unload and load cargo, and Dom Antyll from location 21, "Docking Bay 92" performs any necessary maintenance and repair work.
This run-down building has the bare necessities and little else. For 10 credits a day (officially; the clerks try to haggle for more and pocket the excess), a customer gets a place to sleep, a shower, and access to public communicators. Those who are willing to pay the extra few credits get the subterranean rooms, which are dark and cramped, but cool; those who are tough bargainers often get stuck with the rooms on the upper floor, which are almost unbearably warm.
The inn has a central lobby with a transparisteel canopy and several imported trees. The clerk is a grumpy Human local, but for those who give a few extra credits he will give extra courtesy. The clerk knows how to get ahold of any number of underworld contacts, and can arrange escorts or any number of other services for additional tips. There are several beat-up servant Droids that are supposed to take luggage to guests' rooms, but they are seldom functioning.
This building houses Mos Eisley's militia, and in recent times, has become the permanent base of any stormtroopers stationed in the city. The militia used to have four full-time members, but they have been transferred to the newly formed police force. Now, however, the militia can call on up to 50 individuals to take up arms and put down Tusken Raider attacks or other potentially dangerous situations. In times of high crisis in the city, militiamen are also asked to perform patrol duties, but the men have been known to actively avoid action if at all possible. If they do become involved, the militiamen are likely just to arrest any visitors and allow the locals to escape punishment - after all, no one wants to arrest their neighbors. As it stands now, the militiamen are seldom called upon for duty. The building has a large weapons vault (Moderate security total to pick the lock; walls and door have a Strength of 7D). There are about 25 blast vests, 50 blast helmets, 50 blaster carbines, several dozen grenades, a score of stun batons, spare power packs and three E-web blasters in the vault.
There is always at least one militiaman on guard duty, and he can raise the alarm with his comlink. The militia uses location 10, "Dewback Stables," to store its vehicles.
DEXTERITY 2D
Blaster 4D, dodge 5D, melee combat 3D+2, melee parry 3D+2
KNOWLEDGE 2D
Intimidation 3D
MECHANICAL 2D
Beast riding 3D+1, repulsorlift operation 3D+2
PERCEPTION 2D
STRENGTH 2D
TECHNICAL 2D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 0-5
Equipment: Blaster carbine (5D damage, 3-25/50/250), stun baton (5D stun damage), blast vest (+2 to energy, +1D to physical attacks), blast helmet (+2 to energy, +1D to physical attacks), comlink
Almost as old as the city itself, these dewback stables hark back to a time when people couldn't easily afford repulsorlift vehicles and had to stable their dewbacks and banthas while visiting town. Now, the building has been turned over to Mos Eisley's militia, and new facilities have been installed to allow the building to be used as a garage. A heavy-duty lock (Difficult security total to pick) has been installed on double blast doors (Strength 4D+1). Inside, the three armored landspeeders at the militia's disposal have been garaged, with a simple R3 unit providing maintenance on them. The landspeeders are normally used only on maneuvers, which occur four times a year. Most often, "maneuvers" are just an elaborate excuse for the militiamen to go womp rat hunting, rather than a military exercise. The militia also has half a dozen patrol scooters, which are used for inner-city patrol by both the militia and the police. With the addition of a full-fledged stormtrooper garrison, they have begun storing speeder bikes in the garage area, making it fairly cramped.
The R3 began loudly complaining about the lack of proper maintenance space until Prefect Talmont threatened to have its memory wiped and sold off to Jawas.
Craft: Modified Ikas-Adno Sunrunner ZX landspeeder
Type: Armored landspeeder
Scale: Speeder
Skill: Repulsorlift operation: landspeeder
Crew: 1
Passengers: 1, plus gunner
Cover: 1/2
Length: 6.2 meters
Cargo Capacity: 40 kilograms
Altitude Range: Ground level - 2 meters
Cost: 14,950 credits
Maneuverability: 1D
Move: 105; 300 KPH
Body Strength: 2D
Weapons: Laser Cannon
Fire Arc: Turret
Skill: Vehicle blasters
Fire Control: 2D
Range: 3-25/100/250
Damage: 4D
Craft: Menstar Motors 22 Patrol Scooter
Type: Patrol scooter
Scale: Character
Skill: Repulsorlift operation: patrol scooter
Crew: 1
Passengers: 0
Cover: 1/4
Cargo Capacity: 5 kilograms
Length: 2.1 meters
Altitude Range: Ground level - 4 meters
Cost: 5,420 credits
Maneuverability: 1D+1
Move: 25; 70 KPH
Body Strength: 4D
The patrol scooter is perfect for low-speed, high-visibility patrols through the twisting, narrow streets of the city. They are not designed for high-speed pursuit against other vehicles, but they are perfect for keeping up with suspects fleeing on foot.
Tatooine's administration is handled from this cramped building by Prefect Talmont (Governor Aryon is only bothered when absolutely necessary). This office handles land deeds, weapon licenses, Mos Eisley resident IDs (each town issues its own form of ID card), settlement charters, taxation and court appearances (there are two small courtrooms in back corners of the building, and court is held once per week at night). Prefect Talmont is often in his office, which was once a spacious, if run-down room. However, it has become cramped due to a preponderance of datadisks and personal effects. It also has a desk, a computer, several chairs, an overhead fan (which never works), and a pair of lights near the ceiling. The office has not been cleaned in several years. Commonly encountered personnel include three clerks, behind desks and computers, who are responsible for recording all vital information. There are no guards here unless there has been a disturbance of some kind in the city that requires official attention.
This station provides power to speeders, Droids, and other items of machinery. As such, it is a place where merchants, clerks, farmers, and others meet and discuss business, politics, the weather (or lack thereof), or anything else that springs to mind. This business is busy in the early morning or late afternoon, as it is a gathering place for the "common" people of Mos Eisley who must work daytime hours. Just by hanging out for a few minutes, characters are likely to hear a number of different rumors (all with varying degrees of truth). The station is run by an unenthusiastic power Droid named 4-LB who seems to care little for the comings and goings of his customers. A speeder recharge runs about 15 credits; Droids require only 3-4 credits worth of power.
Jabba the Hutt's influence in the affairs of Tatooine is perhaps felt most at his small, almost humble townhouse in the heart of Mos Eisley. The Hutt has found it convenient to direct many of his operations through his workers at the townhouse, even if the Bloated One seldom comes here personally. The townhouse, in addition to a local center of operations, also houses many guests who come to Tatooine to do business with the Hutt. Dwarfed by the Mos Eisley Inn, which stands alongside it, Jabba's Townhouse is a converted blockhouse. It is here that he holds court for only one week or so per season, and only for those business associates he feels are worthy of his time.
At first, the building seems to be lacking the kind of security one would expect of a crime lord's building. However, one must also bear in mind that retribution from the Hutt is discouragement enough for criminals. Jabba employs a dozen servants and two dozen guards here; two or three of the guards are disguised as loiterers and beggars stationed in the narrow alley across the street from Jabba's front door. These guards keep tabs on who comes calling, as well as how long they stay.
All doors are heavily reinforced durasteel (Strength 5D), and the walls themselves have been reinforced against explosives (Strength 3D). Every portal in the building is covered by security cameras hidden in the doorjambs (which transmit to the monitoring station), along with motion-detector fields, which trip when anything passes through a window or door. Every room in Jabba's Townhouse is wired for sound. The recordings are often played back for the amusement of the employees, especially ones detailing guests' more private moments.
DEXTERITY 2D+1
Blaster 4D+2, dodge 3D, melee combat 3D+2, melee parry 3D
KNOWLEDGE 2D
MECHANICAL 1D+2
PERCEPTION 2D
STRENGTH 2D
TECHNICAL 2D
Equipment: Blaster pistol (4D, 3-12/25/50), vibroblade (STR+2D), blast vest (+2 from energy attacks, +1D from physical attacks), comlink
Description: Jabba's guards are Human and alien vermin (as one might expect), but by the time they have completed Jabba's training program, they are loyal vermin. They dress in their own clothing, for a rather motley appearance, but they are impatient and eager for a scrap.
The Bloated One also has a sophisticated weapon-detecting Droid stationed in his audience chamber. It serves to warn the Hutt of any firearms, explosives, or other incendiaries which might conceivably be hidden on a being's person, or in a shipment (the Droid has search 8D to detect weapons in open view; with exotic infrared sensors and the like, it has search 5D to detect hidden weapons). The Droid has, on occasion, failed to detect more exotic weapons, as well as weapons which seemed to be tools.
A massive wire-mesh net is suspended near the domed ceiling for the use of Jabba's very special guests. Roosting there are four Kayven Whistlers (carnivores who resemble a cross between a monkey and a bat and who have voracious appetites). The species is used to nesting high in the tall trees of their native planet of Kayven, and no longer descends to the forest floor. Jabba has used this trait to his advantage. When the Hutt is displeased, a cage descends to the audience chamber floor, where it is filled. It then rises back up past the mesh, and the door opens. The victim is free to roam along the topside of the wire mesh; it is too narrow to allow a typical Human to drop down through. The victim remains trapped topside until the Whistlers are hungry, usually about twice a week. There is seldom anything to remove after the Whistlers are done feasting. Although the Whistlers have nowhere near the intimidation capability that Jabba's Rancor is rumored to possess, they are nevertheless effective.
DEXTERITY 4D
Brawling parry 6D
PERCEPTION 2D
STRENGTH 4D
Brawling 6D
Move: 15
Size: 1 meter long
Attacks: Razored teeth (6D damage)
Template Type: Hutt Crime Lord
Loyalty: To himself
Size: 3.9 meters long
Species: Hutt
Sex: Male
Homeworld: Nal Hutta
Age: Unknown
DEXTERITY 2D
KNOWLEDGE 3D
Alien species 5D, bureaucracy 7D, bureaucracy: Tatooine government 9D+1, business 6D+1, cultures 4D+2, intimidation 7D, languages 4D, law enforcement 4D+1, law enforcement: Tatooine 9D, streetwise 9D, streetwise: Jabba's organization 11D
MECHANICAL 3D
PERCEPTION 4D
Bargain 8D, command 8D, con 7D+1, gambling 7D+2, persuasion 7D+2
STRENGTH 3D
Brawling 6D, lifting 6D, stamina 7D
TECHNICAL 3D
Special Abilities:
Force Resistance: Hutts have an innate defense against Force-based mind manipulation techniques; they roll double their Perception dice to resist such attacks. Hutts cannot learn Force skills.
Force Sensitive?: No
Force Points: 5
Dark Side Points: 6
Character Points: 26
Move: 2
Description: A hairless, bloated slug with quick, snakelike eyes, fetid breath, and a slobbering mouth.
Background: Jabba the Hutt is among the most famous, but not necessarily the most powerful, of the Hutt crime lords. He is credited with forcing the various Hutt crime families to band together to form an unstoppable organization. His pudgy hand is in everything from spice running to extortion to protection rackets stretching halfway across the galaxy.
Personality: Bloodthirsty, ruthless, and altogether foul, with no redeeming qualities.
Objectives: To remain in his position as numero uno in the region's crime syndicate.
Quote: "Bo shudda."
Template Type: Jawa Henchman
Loyalty: To Jabba the Hutt
Height: 1.3 meters
Species: Jawa
Sex: Male
Homeworld: Tatooine
Age: Unknown
DEXTERITY 2D
Dodge 4D
KNOWLEDGE 3D
Streetwise 5D
MECHANICAL 4D
PERCEPTION 3D
Con 5D
STRENGTH 2D
TECHNICAL 4D
Droid programming 5D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 3
Move: 8
Description: Short, smelly, and covered completely by a heavy, hooded cloak.
Background: Mousey, even for a Jawa, Akkik has always had a reputation for being a nasty little piece of vermin. His exploits in and around Mos Eisley soon earned him the respect of one of Jabba's guards, who took it upon himself to propose that Akkik join the guards. Jabba agreed, and fired him on the spot to make room for Akkik.
Personality: Akkik is covetous, nasty, tricky, a coward, and talks a lot. Nobody can understand him (and Akkik is not his real name, anyway), but that doesn't bother him a bit.
Objectives: To work for Jabba as long as Jabba continues to feed him.
Quote: "Mop-Jou dink dink hee, hee."
Template Type: Gamorrean Goon
Loyalty: To Jabba the Hutt
Height: 1.7 meters
Species: Gamorrean
Sex: Male
Homeworld: Gamorr
Age: 24
DEXTERITY 4D
Melee combat 4D+2, melee combat: vibroaxe 6D
KNOWLEDGE 2D+1
Intimidation 5D+1
MECHANICAL 2D+2
PERCEPTION 2D+1
STRENGTH 4D+1
Brawling 6D+1
TECHNICAL 2D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 1
Move: 9
Equipment: Vibroaxe (STR+3D+1 damage)
Description: This Gamorrean is green-skinned, with a pig-like snout, small horns and tusks, and powerful muscles.
Background: Gorrt's innate skill as an enforcer was not always recognized out in Jabba's palace beyond the Jundland Wastes. After a brief run-in with an uncooperative store owner, however, Gorrt's "finesse" and skill were rewarded with a permanent post in Mos Eisley.
Personality: Gorrt tends to be protective of Akkik, but generally loves to beat on anything that is smaller than him.
Objectives: To be allowed to beat on other, weaker beings as much as he wants.
Quote: "Grunt!"
The Hutt also owns the rectangular building behind the Townhouse, which serves both as barracks for his guards and as a garage. It has room for a small sail barge, an assortment of speeders, and posts along the rear to tie up a dozen Dewbacks or Banthas.
Mos Eisley was built around the wreckage of the colony ship Dowager Queen; what little remains of the ancient ship is still on display in the heart of the city. As the city grew and expanded, the central power and water distribution plant came to be recognized as the heart of the city, but the original blockhouses that stand around the wreckage attest to its age. As the site of the wreckage is city property, vagrants, hustlers, and street preachers of all kinds have taken to staying in the vicinity of the area. Jawas gather shade under the wreckage, con men set up impromptu card trick tables as night and cooler temperatures come, and preachers find a space in the shade of a building and exhort the benefits of their religion. The most common preachers are Dim-U monks from a distant community called Oasis, who preach that banthas are nearly divine creatures and that they present a perfect society that the residents of Tatooine should emulate. Here, in the heart of the old section of the city, there is constant bustle and hustle. Jawas scamper about examining Droids and vehicles, aliens and spacers of all descriptions come and go, and Mos Eisley's residents struggle for daily survival. There are numerous traders who wander through, and if something is going on in the city, people will be in this area discussing the happenings.
Located in the heart of the city is the infamous Mos Eisley Cantina. The building hosting the cantina was one of Tatooine's first blockhouses, designed as a shelter against Tusken Raider attacks. The assaults on the city never materialized, and the building became an armory for the local militia. As Mos Eisley grew, the armory was moved, and the cantina went up for sale. Over the years it has undergone extensive modification and numerous owners. The current owner, a Wookiee named Chalmun, bought the building with gambling profits made while swindling visitors on Ord Mantell. Its central location has been a boon to smugglers, bounty hunters, and others with business deals that must be conducted quickly. Now, the cantina is the place to meet freighter pilots who handle special cargo. Anything contraband or illegal, from weapons to spice to Droids, is fair game on the cantina open-market trading floor.
Wuher, the bartender, is a non-communicative, ill-tempered local, but he knows how to keep his mouth shut. The patrons are a fairly boisterous lot who are used to the rough nature of the city; newcomers to the cantina are often given a hard time, but if they return after their initial visit, they are often tolerated. The cantina has no actual gambling tables (or permits), but there are always a half-dozen card games and other games of chance being played around the room. The cantina pays Jabba the Hutt for protection, and has very little trouble from the crime lord. The cantina is open all day and all night, every day of the year, even during official holidays.
Template Type: Wookiee Bar Owner
Loyalty: To himself
Height: 2.0 meters
Species: Wookiee
Sex: Male
Homeworld: Kashyyyk
Age: 157
DEXTERITY 2D+1
Blaster 3D+1, bowcaster 4D, dodge 3D+2, melee combat 3D
KNOWLEDGE 2D
Bureaucracy 5D, business 3D+2, intimidation 6D, streetwise 3D
MECHANICAL 2D
Beast riding 4D+1
PERCEPTION 2D+1
Bargain 4D+1, command 5D
STRENGTH 4D
Brawling 6D
TECHNICAL 1D+1
Special Abilities:
Berserker Rage: +2D to Strength.
Climbing Claws: +2D to climbing (see Star Wars: The Roleplaying Game, Second Edition, page 137 for details).
Force Sensitive?: No
Force Points: 2
Dark Side Points: 1
Character Points: 17
Move: 12
Equipment: Bowcaster (4D damage), 200 credits, datapad
Description: A beige and gray-colored Wookiee with a scar that runs diagonally across his left pectoral muscle, beginning at his shoulder and fading out just below his chest.
Background: Chalmun was a street tough as a youth, and quickly learned that his height and weight usually gave him a distinct advantage in a brawl. He also learned that a good blaster can negate that advantage. The Wookiee has never had much need for saving money, and therefore lived from season to season on the profits from the cantina.
Personality: The way Chalmun treats other beings reminds many people of a slightly dim older brother. He means well, but gets frustrated and often loses his temper. Chalmun is warm to people who can handle his rough affection, but he can also be callous and cruel to those he does not know.
Objectives: Continue on the quiet path toward retirement.
Quote: (translated) "I don't care who those guys are. Kick them out; last time they were here, they roughed up some of my regulars."
Vareth is a slender Human in her early twenties. Garron is a Sullustan who will not reveal his age. They have been buddies for years, ever since they met in piloting school. Garron's unique sense of humor, and Vareth's wise-beyond-her-years knowledge, quickly made them an inseparable team. When Garron's parents died in a shuttle crash, they poured the insurance money into a freighter, the Startled Circuit. They borrowed the remainder of what they needed to overhaul and refit the ship, and were soon outward bound. The duo are currently on Mos Eisley, looking for work. If the characters are in need of a ship, Vareth and Garron are available.
DEXTERITY 2D
Blaster 3D+2, dodge 5D
KNOWLEDGE 3D
Alien species 4D+1, languages 4D
MECHANICAL 3D
Astrogation 4D+1, communications 4D, space transports 4D
PERCEPTION 3D
Bargain 7D, con 5D+2, search 4D
STRENGTH 3D
TECHNICAL 2D+1
Computer programming/repair 4D+1, Droid programming 5D
Force Sensitive?: No
Force Points: 2
Dark Side Points: 0
Character Points: 9
Move: 8
Personality: Vareth is a practical young woman, with a great deal of trust and pride in Garron. Garron is expressive, a typical Sullustan trait, but can sometimes become morose over his recent loss.
Objectives: To pay off the loan they got in order to start their shipping business.
Quote: "Sure, we can take you just about anywhere you want to go, as long as the price is right. Trust us."
Species: Kibnon
DEXTERITY 5D
Blaster 6D+1, dodge 5D+2
KNOWLEDGE 2D+1
Planetary systems 4D, streetwise 3D+2
MECHANICAL 3D
Astrogation 4D+1, starfighter piloting 4D+2
PERCEPTION 3D
Bargain 4D+1, gambling 5D
STRENGTH 1D
Climbing/jumping 4D
TECHNICAL 3D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 1
Character Points: 9
Move: 11
Description: A 2.8-meter-tall insectoid member of the Kibnon species, a distant relative of the Verpine. Kibnon are green in color and look similar to a praying mantis, with bulbous eyes atop a slender stalk. Their four legs aid in stability, and their arms are usually held close to their bodies.
Background: Sinthia Pulchatt is one of many Mos Eisley "spice merchants." Pulchatt was groomed for this position at an early age, and fulfills her duties without question. She is a liaison between Jabba and her boss, whose name she will not reveal.
Personality: Pulchatt projects a kind and lofty attitude. She is exotic-looking enough to parlay that trait into a conversation starter; however, she is also looking for new spice customers, regardless of the harm the spice will do.
Objectives: To become rich.
Quote: "Here, try some. It's only a little. It can't hurt you."
Species: Devaronian
DEXTERITY 2D+1
Dodge 4D
KNOWLEDGE 3D
Streetwise 3D+2
MECHANICAL 2D
Beast riding 4D+1
PERCEPTION 4D
Bargain 6D+1, con 4D+2, gambling 5D+1
STRENGTH 2D
TECHNICAL 3D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 4
Move: 9
Description: Oxbel looks the part of a typical Devaronian: a humanoid with razor-sharp teeth and a pair of horns.
Background: Oxbel is the brother of Labria, a Devaronian who used to work for Slag Flats. Like his brother, Oxbel arrived on Tatooine with the intention of a holiday of gambling and having a good time. Also like his brother, Oxbel has yet to leave. Oxbel makes his living keeping his eyes and ears open to news, and selling that news to whoever would most like to hear it. His favorite spots are outside Docking Bay 94 and, more likely, either the Lucky Despot or the cantina. However, Oxbel lacks the talent and ambition of Labria; he spends more time downing lum than poking around for information.
Personality: When he drinks (which is now a daily habit), Oxbel becomes alternately morose and chatty. He babbles incoherently about both public and private information.
Objectives: Keep selling information so he can afford to drink.
Quote: "Damnable Gamorreans. Can't trust 'em. Hey, spare a credit? I'll let you in on some information."
DEXTERITY 3D+1
Blaster 4D+2, dodge 3D+2
KNOWLEDGE 3D
Bureaucracy 5D+2, languages 4D, streetwise 3D+2
MECHANICAL 3D
Astrogation 4D, repulsorlift operation 3D
PERCEPTION 3D+1
Bargain 3D, gambling 4D+1
STRENGTH 2D
TECHNICAL 3D
Computer programming/repair 5D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 4
Move: 10
Description: A heavy man of medium height and pale complexion. He is often wearing dark clothing of high-society cut.
Background: Beeyon Nace was a promising logistics clerk on Coruscant. One little indiscretion with the daughter of a ruling governor, and he was sent packing. His latest assignment is here on Tatooine, working for the Prefect, counting the freighters that come and go. The data is recorded in the spaceport control tower. His resentment is growing and his patience is wearing thin. If plied properly, such as enabling him to either get off-planet, be transferred to a new assignment, or jump to a private company, he might offer his extensive knowledge of the Imperial bureaucracy. Beeyon can usually be found lurking in the back of the cantina, nursing a drink in an otherwise empty booth.
Personality: Beeyon is perpetually depressed.
Objectives: To lose himself in drink.
Quote: "It wasn't so bad that I got caught, but the fact that all I got to do was kiss her really bothers me."
Many consider Jawa Traders to be merely a more sophisticated version of a Jawa sandcrawler: Jawa Traders repairs and maintains their Droids, but sandcrawlers make house calls. Traders is now owned and managed by a Jawa going by the name of Aguilae, who bought it out from another group of Jawas. Aguilae is not her real name, but it is a convenience for those who can barely manage Basic, much less the Jawa language. Aguilae is a scavenger who displays all the worst Jawa traits. She is filthy, ill-tempered, suspicious, and miserly. She employs only mechanicals because she does not trust organics. Due to her carelessness and lack of concern, Droid accidents are commonplace in the facility. However, Aguilae had a problem. As a Jawa, a technology hoarder by nature, she found it more and more difficult to actually part with her Droid stock. As she found herself incapable of parting with the machines, she contacted the Squib Mace Windu, who is now a minority stock holder in Traders. Windu owed her money, and in exchange for her forgiving the remainder of his debt, Mace paid into the company half of what he owed her. In addition, he agreed to help run the place for three-quarters of a season for the first three years, with the remainder of time to do with as he wished. For the next three years, he would only have to help out for half a season. He will be free and clear after the full six-year period. As a Squib, Mace would have liked a more complicated arrangement, but Aguilae would compromise only so far. Squibs hold few things as sacred as bargaining. Reproduction, exploration, conquest, and acquisition pale in comparison to the Squib haggling instinct. Telling a Squib that he is a good bargainer is the greatest compliment possible. Business has picked up, but the money situation is not necessarily better. Aguilae is still a collector by nature, and Mace has his own peculiarities: his deals do not necessarily include the exchange of credits. Aguilae has been careful to steer him firmly in that direction after catching him completing a deal in which he offered a buyer from the Dim-U Monastery a protocol Droid if she would pay half the listed price in credits, and throw in her bosses' old Cloud Car. Aguilae had to spell out to Mace that creditors normally want cash, not Cloud Cars which no longer function. Mace defended himself by explaining that he was going to have Spaceport Speeders fix the Cloud Car in exchange for buying it at three-fourths the going rate. That way, Mace would get the same profit as he would if he had voluntarily allowed himself to be bargained down to 80% of the Droid's list price. Aguilae simply shook her head in disbelief and went in the back to count her Droids. Since that day Mace has tried to adhere to Aguilae's policies. He feels guilty for misleading her about the simplicity of recent deals, which, despite his best efforts at restraint, are becoming more and more complex. On the business side of things, Traders has struck up a profitable relationship lately with Doctor Cornelius and his Cutting Edge clinic. The doctor's requests are always for Droid parts, and always very specific. Aguilae does not want to know what the parts are being used for.
Species: Squib
Height: 1 meter
DEXTERITY 4D
Dodge 5D
KNOWLEDGE 3D
Alien species 4D+1, cultures 5D, languages 4D, value 6D+2
MECHANICAL 3D
Astrogation 4D+1, capital ship gunnery 3D+2
PERCEPTION 4D
Bargain 7D, con 5D+2, search 4D
STRENGTH 2D
TECHNICAL 2D
Computer programming/repair 5D
Force Sensitive?: No
Force Points: 1
Dark Side Points: 0
Character Points: 8
Move: 10
Description: A tiny, gray-furred biped with tufted ears. He wears a small cap adorned with tiny bits of metal serving no practical purpose.
Background: Mace has been across the galaxy, and is a wealth of useless trivia and misremembered facts on the multitude of species and planets in the galaxy. Mace agreed to help Aguilae run her Droid shop because he owed her money. He is loving every minute of it and is considering opening his own shop, but has no idea what to deal in.
Personality: Mace seems to be an airhead. Actually he is a shrewd Squib, transacting business and judging the importance of things according to Squib values - the love of bargaining.
Objectives: To honor the Squib tradition by achieving the most convoluted bargains possible.
Quote: "No deal. Try that again, and I'll be on you like a Squib at a two-for-one sale."
Species: Jawa
Height: .9 meters
DEXTERITY 2D
Blaster 3D+1, dodge 4D
KNOWLEDGE 2D
Languages 3D, streetwise 3D+2, value 4D+1
MECHANICAL 3D
Ground vehicle operation: sandcrawlers 5D
PERCEPTION 1D
Bargain 4D+2, con 4D+1
STRENGTH 1D
TECHNICAL 3D
Computer programming/repair 5D, Droid programming 6D+1, Droid repair 6D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 6
Move: 6
Description: Aguilae is a typical Jawa, with a brown hooded cloak and an aversion to bathing.
Background: When Aguilae acquired Jawa Traders, she had no idea how much it would occupy her life. Her fondness for Droids quickly became an obsession, and Mace Windu was the closest she could come to finding a reliable business partner.
Personality: Aguilae is extremely suspicious of non-mechanicals.
Objectives: To remain around Droids and other high-tech machines.
Quote: (translated) "I guarantee that this Droid is in good working order and of worth as I represent it."
Jawa Traders has a number of vehicle and starship repair Droids simply because that is what the local market demands. These Droids are not types, but specific, individual Droids; as such, they often have higher skill levels or better equipment than stock Droids would have. Note that skill bonuses listed due to equipment are in addition to the skill values listed under each attribute. All Droids come complete with a restraining bolt and hand controller.
Model: Industrial Automaton R4 Agromech Droid
Height: 1 meter
Cost: 750 credits (used)
Move: 5
DEXTERITY 1D
KNOWLEDGE 1D
Business 2D, business: agriculture 5D+1, languages: computer languages 4D+2, languages: Droid languages 4D
MECHANICAL 2D
Machinery operation 5D+1, repulsorlift operation 3D+1
PERCEPTION 2D
STRENGTH 2D
TECHNICAL 3D
Computer programming/repair 4D+2, machinery repair 5D, machinery repair: moisture vaporators 6D+2, repulsorlift repair 4D
Equipped With:
• Three wheeled legs
• Video sensor
• Two fine manipulation arms (+1D to repair skills)
• Arc welder (3D damage, +1D to repair skills)
• Video display screen
• Cybot acoustic signaller (Droid and computer languages)
Despite the R series of Droids having a deserved reputation for co-piloting small space craft, aftermarket engineers discovered that the R4 series were quite suitable for numerous repair operations. Almost identical to the R5 astromechs, the R4 series sports the Intellex III computer, capable of handling both Imperial Navy and Corporate Sector Standard transmission modes, although not as versatile as the Intellex IV in most R2 Droids. Its pair of fine manipulation arms allows the R4 to perform intricate maintenance or repair work, at the cost of flashier equipment such as an R2's holographic projector. This particular Droid, R4-M17, has seen better days. Its arc welder has an intermittent short (on a mishap result, the welder further damages the subject of an attempted repair, increasing the difficulty of subsequent repair attempts), and its third leg can no longer retract. Despite these flaws, R4-M17 would excel in a mechanic shop or farming community. R4-M17 is a quiet worker. She is stubborn when it comes to completing her assignments, and can sometimes be found in the middle of her off-duty time finishing up a job that her owner has told her to abandon. She is also rather quiet for a Droid, content to let her work speak for her.
Model: Veril Line Systems EG-6 Power Droid
Height: 1.1 meters
Move: 3
Cost: 4,000 credits (rebuilt)
DEXTERITY 1D
KNOWLEDGE 2D
Languages: Droid languages 4D
MECHANICAL 1D
Energize power cells 5D+2
PERCEPTION 1D
Search 4D+2
STRENGTH 1D
TECHNICAL 3D
Capital ship repair 4D, machinery repair 5D, repulsorlift repair 4D+1, space transports repair 4D, starfighter repair 4D+2, systems diagnosis 5D
Equipped With:
• Video sensor
• Bipedal locomotion
• Ultra-fine manipulation arm (+1D Technical skills)
• System diagnosis package, including infrared receptor, sonar, X-ray, and spectrometer equipment (+1D to systems diagnosis)
• Cybot acoustic signaller (Droid and computer languages; Droid may not speak Basic or other common languages)
• Armored housing (+2D to Strength)
Power Droids, as a subject, evoke remarkably limited interest. Many people consider power Droids to be simple mobile fusion generators, but the latest EG-6 is far more than that. In addition to fueling equipment and vehicles when power grids are unavailable, the EG-6 analyzes all power components and runs diagnostics associated with the equipment it is servicing. EG-6's sophisticated sensing equipment can detect flaws and wear long before routine maintenance checks normally pick them up. This helps reduce the number of potential breakdowns and dangerous explosions, as the EG-6 will not proceed with refueling if the equipment falls outside of preprogrammed tolerance values. This programming has bestowed upon the EG-6 an undeserved reputation for stubbornness, but it is in the interest of safety. EG-67 is rather cranky for a Droid. His memory has been wiped quite a few times, usually haphazardly. This means he remembers snippets and pieces of former events and owners, but not enough to get a cohesive feel for his past duties; as a result, EG-67 tends to embellish and interweave these few scraps of memories into stories. Since his acoustic signaller is limited to complex Droid languages (and not Basic or other common languages), he is only capable of relating his stories to other Droids - many of which have no interest in the fanciful tales.
Model: Cybot Galactica WED15 Treadwell
Height: 1.6 meters
Move: 8
Cost: 650 (used)
DEXTERITY 2D
KNOWLEDGE 1D
Languages: Droid languages 4D
MECHANICAL 1D
PERCEPTION 3D
Search 3D+1
STRENGTH 1D
TECHNICAL 2D
Computer programming/repair 4D+2, machinery repair 6D, repulsorlift repair 4D, space transport repair 4D+1, starfighter repair 5D+1
Equipped With:
• Video sensor
• Dual-tread locomotion
• Fine manipulation arms (+1D to repair skills)
• Extensible video microbinoculars (+2D to search for microscale work)
• Various tools
• Cybot acoustic signaller (Droid languages)
Droid Key: 1. Roche J9 Worker Droid; 2. Arakyd BT-16 Perimeter Droid; 3. Demolition Droid; 4. R4 Agromech Droid; 5. WED15 Treadwell Droid; 6. EG-6 Power Droid.
One of the first commercially successful uses of treads for Droid locomotion was in the aptly named Treadwell model. The Cybot Galactica company managed to overcome the pitfalls in earlier tread designs by using a pair of heavy-duty treads powered and steered by a set of ten wheels, along with a chassis with a low center of gravity. The WED15 has been deemed "flighty," but its capabilities outweigh the personality. WED15s can be found almost anywhere on Tatooine's surface, repairing and maintaining all forms of equipment with microbinoculars that are unmatched in their capability to view fine detail. The Droid has a six-arm capacity along its single stalk, but most come equipped with four to five of varying strengths and elegance. However, the arms are delicate, and they continually get caught in machinery as the WED15 passes by, obliviously hard at work repairing this or that. Replacement arms tend to be of lower quality. Its vocabulator is restricted to binary languages. This particular Droid, WED15-D3, is capable of repairing virtually any vehicle or piece of machinery. WED15-D3 is a suspicious Droid. Maltreated and ostracized since first being placed in a job, it resents its perceived flighty personality and takes great pains (usually unsuccessfully) to counter the impulses which have been programmed into it.
Model: Cybot Galactica LIN Demolition Mech
Height: 0.7 meters
Move: 3
Cost: 800 (used)
DEXTERITY 1D
Blaster artillery 4D
KNOWLEDGE 1D
Languages 2D
MECHANICAL 1D
PERCEPTION 3D
Gambling 5D+1
STRENGTH 6D
TECHNICAL 3D
Demolition 6D+1
Equipped With:
• Video sensor
• Dual-tread locomotion
• Fine manipulator arm under dome (for planting explosives)
• Cybot acoustic signaller (can only speak Droid languages)
• Armored Housing (+2D to Strength)
The LIN Droid chassis is based upon the familiar Cybot Galactica Treadwell design, but with a high-density, reinforced durasteel dome. The awkward slowness of this mining Droid was a design tradeoff: in exchange for an almost impenetrable armor shield, the Droid could plant mining explosives in the most dangerous caverns without concern for falling debris or corrosive soil. Alas, the LINs were prone to breakdowns resulting from the incredible moisture levels commonly encountered in caverns and caves. When a charge a LIN was holding went off prematurely, causing a cave-in and the loss of ten miners, the Droids were pulled off the market. LINs can now be found scattered around a thousand worlds, performing tasks far beyond their original programming. This specific Droid, LIN-D2D, was first reprogrammed to serve as a data recorder for legal cases. Her second job was as a mobile entertainment system in a shipboard casino. Fitted with theatrical lasers, prerecorded music, and a level surface on top of the dome, she would synchronize a light show with music as she served drinks. And, using specially-equipped gambling tables, she would plug into the table's computer terminal and gamble with patrons. LIN-D2D is currently programmed for use as a forward military observer. Her installed programming module is capable of linking up to common combat artillery. The Droid was due for a memory wipe, but this was forgotten in the panicky shuffle to sell it off before the lieutenant who devised this unauthorized experiment was demoted (or worse). LIN-D2D is reticent about revealing this aspect of her past, and instead discusses her previous experience as an entertainer. Not surprisingly, after five seasons she remains unsold.
Model: Roche J9 Worker Drone
Height: 1.9 meters
Move: 10
Cost: 1,100 credits (used)
DEXTERITY 2D
KNOWLEDGE 4D
Alien species 5D+1, bureaucracy 5D+2, languages 4D+1
MECHANICAL 1D
PERCEPTION 3D
Bargain 4D+2, sneak 4D
STRENGTH 2D
TECHNICAL 3D
Security 5D+1
Equipped With:
• Video sensor
• Bipedal locomotion
• Olfactory sensor (+1D to odor-based search)
• Torplex microwave sensor (+1D to security)
• Arjan vocabulator
• TranLang II Communication module (+2D to languages)
The Verpine, a highly evolved insectoid species, developed this remarkable unit. Named for the secondary species of the Verpine, the J9 Worker Drone embodies many of the qualities of the popular 3PO-series protocol Droid. The J9 is equipped with a TranLang II Communication module, making it possible to understand over a million different languages. Its Arjan II computer is roughly equivalent in capacity to Cybot Galactica's M-1 VerboBrain. The major difference between a protocol Droid and a Worker Drone is appearance. J9 Droids have insectoid eyes, and piston-like limbs. Their legs are even more awkwardly-jointed than a protocol Droid. If potential purchasers could get over the outer shape of the Droid, they would see that it performs almost as well, at two-thirds the price of, Cybot Galactica's offerings. Worker Drones are notoriously busy, although their ability to complete a job is sometimes in question. This Droid, J9-6, has seen his share of duty. He has developed a hyperactive twitch in his neck servomotors, which causes him to turn his head back and forth, as if alternating between one insectoid eye and then the other.
Model: Arakyd BT-16 Perimeter Security Droid
Height: 2.3 meters
Weight: 75 kilograms
Move: 14
Cost: 3,100 (refurbished)
DEXTERITY 4D
Blaster 5D+1, dodge 5D+1, grenade 5D+1
KNOWLEDGE 2D
Languages 3D+1, law enforcement 4D+2, survival 3D+1
MECHANICAL 1D
PERCEPTION 4D
Search 4D+1
STRENGTH 1D
Climbing 2D+1, swimming 2D+1
TECHNICAL 2D
Computer programming/repair 3D+2, security 3D+1
Equipped With:
• Video sensor
• Six-leg locomotion
• Sensor package: Carbanti motion sensor, fabritech seismic sensor (+1D to search)
• Imperial standard comlink
• Arakyd vocabulator (speaks Droid languages only)
• TranLang I Communication module (+1D to understand languages)
• Armor (+2D to Strength)
• Taim & Bak Repeating Blaster
Fire Arc: Turret
Range: 2-10/25/50
Damage: 6D
The BT-16 perimeter Droid is a reliable model, based on an arachnid design that has long been in service. Its six legs support the abdomen of the Droid in which most of the Droid's sensor controls are located, giving it far superior speed than a bipedal Droid design. It is capable of sensing almost any type of disturbance imaginable: its multiple sensors can even detect small animals burrowing in the soil underneath it. LBT-16, when it arrived at Jawa Traders, was a psychological mess. While in excellent physical shape, the Droid needed a complete memory wipe to overcome whatever traumatic experience it had been through.
This store is, to put it bluntly, a junk shop. The shop offers an odd collection of old bannisters, ancient Holovid players, cracked hallway mirrors, decrepit baby cribs, and other assorted things which are of no real value to anyone except as curiosities. Behind the counter is a collection of unique souvenirs depicting local Tatooine sites. One is a glass bubble under which a water-filled diorama depicts the Jundland Wastes; if shaken, crystalline shards are stirred up to mimic a sandstorm. Another is a collection of purplish rock chips fused together, with the words "Mos Eisley" drawn in glue and covered in sand. Yet another item is a tiny shard of pourstone, with a painting of the Mos Eisley cityscape. The outstanding offering is a mounted, glazed womp rat. Other knick-knacks exhibit the same lack of taste. Of course, Tatooine's tourist trade is so small that no souvenir shop, especially with this caliber of merchandise, could make a profit. The new owner, Moplin (he bought the shop from Tebbi, Heff's daughter, after Heff was killed in an unfortunate incident involving bounty hunters a few seasons ago), makes his living not from the shop.
Species: Sullustan
Sex: Male
Height: 1.4 meters
DEXTERITY 2D
KNOWLEDGE 4D
Bureaucracy 4D+1, bureaucracy: Tatooine 5D+2, business 6D, languages 4D+1, law enforcement 6D
MECHANICAL 1D
PERCEPTION 3D
Bargain 4D+1, forgery 9D+2
STRENGTH 2D
TECHNICAL 3D
Computer programming/repair 5D, Droid programming 5D+2, security 4D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 8
Move: 9
Description: Moplin is a middle-aged Sullustan (indicated by extreme wrinkles around the eyes), with an apparent distaste for cleanliness.
Background: Moplin became skilled in forgery after a short stint in a prison colony for a "slight misunderstanding." The food rationing system forced him to come up with a skill with which he could barter with the other inmates for food.
Personality: Moplin is a nervous little being, with a perpetual squint and hunched back. He laughs a lot, for no apparent reason.
Objectives: Remain indispensable in Mos Eisley so that he can continue to indulge in "antiques."
Quote: "Well (hee), yes. I can do the job. Only a hundred credits."
Heff's Souvenirs could never survive on retail sales alone, and Moplin makes his living through his forgery abilities. The old Sullustan can forge false Tatooine township IDs for 100 credits and false Tatooine passports for a minimum of 200 credits. Docucards for other worlds are correspondingly more expensive because of the more difficult nature of getting a good forgery. Such forgeries normally require at least a full day's notice. Prices and times can fluctuate based on local demand, availability of suitable materials, and other factors, so the prices above are merely general guidelines.
Kayson's Weapon Shop has been in business for many decades, providing personal armaments to farmers, street thugs, and anyone else with good credits. Kayson is a grizzled alien with atrocious manners and a seemingly sour disposition. His greatest asset is his ability to keep his thoughts to himself when dealing with customers. The shop is typical Tatooine construction. The interior walls are literally covered in new, used, ancient, and modern weapons (all are kept empty and unloaded). Almost anything of a personal nature can be found, but heavy artillery is unavailable. Kayson knows his weapons, and maintains them well. His reverence for them shows in the care and handling they receive. Because of the quality of his equipment, most everyone shops here. It is not unusual to see off-duty police examining the wares. Kayson attempts to maintain the appearance of a reputable business; however, his skills at acquiring contraband weapons, especially on this isolated backwater, are exceptional. Black market weapons have obscured identification plates, and customers can avoid officially registering them with local officials.
| Item | Cost |
|---|---|
| Heavy Blaster Pistol | 1,500 |
| Blaster Rifle | 2,000 |
| Light Repeating Blaster | 4,000 |
| Heavy Repeating Blaster | 6,000 |
| Thermal Detonator | 4,000 |
This building, adjacent to Docking Bay 92, is a small restaurant and bar that hosts numerous spacers. Like the Mos Eisley Cantina, it is a popular meeting place for those who need to hire smugglers for unsavory business. While the Cantina generally attracts the most talented individuals, those who are newer to the business (and thus, eager to take on more dangerous missions for lower fees) are known to frequent this location.
The cafe is dimly lit, with many alcoves and booths for private conversation. There is no gambling to be had here, but there is a live band and several very attractive waitresses (always a morale boost for tired spacers). The bartender is a pokey, bitter Droid named CG-X2R; however, the Droid seems to take no notice of what happens, so most spacers are more than happy to tolerate the complaining.
This docking bay is owned by Dom Antyll, one of the best starship mechanics in all of Mos Eisley. In fact, this bay is used almost exclusively for starship repairs, and in its underground rooms are all manner of starship repair tools, labor and engineering Droids and other items that Dom might need (Dom has a distrust of most organics and prefers to rely on Droid labor for assistance). Dom charges about 125% of what "average" mechanics charge, but his work is first-class and guaranteed.
Species: Human
Age: 37
DEXTERITY 1D+1
Blaster 3D, dodge 4D
KNOWLEDGE 1D+1
MECHANICAL 2D+2
Repulsorlift operation 4D, sensors 5D, space transports 4D+2, starfighter piloting 5D+2
PERCEPTION 2D
Bargain 5D+1
STRENGTH 2D
TECHNICAL 4D+2
Armor repair 5D, blaster repair 5D+1, capital starship repair 6D, capital starship weapon repair 6D+2, repulsorlift repair 6D+1, space transports repair 9D+2, starfighter repair 9D+1, starship weapon repair 9D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 15
Move: 10
Equipment: Comlink, fluid-spattered work suit, blaster pistol (4D damage), several cigarras, hat, any number of starship repair tools, datapad.
Description: Dom always looks like he has just crawled out from underneath a leaking cargo ramp: covered in fluid and grease, with sweat trickling down his nose. He is always chewing on a cigarra (he never smokes them), and all of the pockets in his work suits are full of tools. He looks tough and talks tough.
Personality: Determined. He knows his business and doesn't like people questioning his abilities. If someone argues about the quality of his work, he doubles his price. If people pay his fee and get out of the way he is happy.
Quote: "You don't think I can do it? Well, son, that just doubled the fee ... and I tell you what: I'm the only person in this town who can fix that plasma transvertor. Pay or walk to Coruscant ... it's your choice."
There's not much to say about the "Spaceport Hotel" except that the quality of the service is about as imaginative as the name of the business. It's adequate and nothing else. There are about 40 small rooms available for rent, each about 15 credits a night (up from the 10 credits a few seasons ago). The beds are almost comfortable, the sonic showers work ... mostly, and the air conditioning unit works at least some of the time. The Sullustan clerk doesn't ask questions, so he feels that customers shouldn't ask for favors.
In the heart of the city, the Mos Eisley spaceport control tower is responsible for directing incoming traffic to landing bays, and is one of the few structures in the immediate vicinity fed by the city's central distribution system. The tower consists of a single Sienar Observation Module, which juts up five stories tall, and a two-story building that contains centralized administrative offices. The age of the tower can be verified by the ID plates showing "Republic Sienar Systems," predating the collapse of the Old Republic.
The observation module is designed for up to six Droids, with accommodations provided for Humans to take over in an emergency. Only three stations are occupied at any one time (one by the J9-5 worker Droid and two by Human technicians). The module also has a landing beacon so all incoming ships can instantly get a fix on the city.
When an incoming ship is detected by the spaceport's scanners, the central computer compares the transponder code with the spaceport's database of pertinent data. Meanwhile, one of the operators (either a technician or the Droid) hails the ship, requesting the ship's name, previous port, purpose of visit, and duration of stay.
There are a large number of corporate-owned ports in Mos Eisley; these ports have pre-arranged landing times and fees, and are responsible for their own customs inspections. If a ship identifies itself as being scheduled to land at a corporate bay, the tower quickly confirms the order with the company and then waves the ship through immediately, assigning a flight path. Companies will often send up escort vehicles, either cloud cars or fighters.
If the ship is scheduled to land in a private bay or doesn't have a pre-arranged bay, the landing procedure can take a bit longer. If a ship has no pre-arranged bay, the tower assigns a bay, informs the pilot of landing permit cost (normally about 20-40 credits a day), and states how long the ship has been cleared to stay in Mos Eisley (which seems to have no relation to how long the ship's captain actually wants to stay). The tower then sends the flight path coordinates and asks whether the ship requires an escort. If so, the pilot must wait a few minutes for one of the beat-up tan cloud cars to escort the ship to the appropriate bay.
At first glance, it seems that it would be unusually easy for ships to be caught by the control tower. However, the spaceport's database of ships, restricted cargo types, wanted craft, and other such pertinent data is incredibly slow. In addition, the central computer of the control tower is suspect: a few years ago it tried to have Moff Julstan's yacht impounded. As a result, the two technicians on duty often simply wait an appropriate amount of time, and then wave a craft through; J9-5 often keeps a ship in an orbiting holding pattern until the ship is cleared, unless the technicians overrule her and wave the ship through. If the computer detects a ship it deems questionable, the two technicians are still likely to wave it on through unless there is overwhelming evidence that the ship is guilty of wrongdoing; J9-5 will often demand a full investigation (she is almost always overruled on this too).
Well, yes, they will. Almost any ship, legal or not, will be able to pass the Mos Eisley controllers unless they get JayNine-Five. This is consistent with preserving the feel of Mos Eisley as a lawless town and facilitates story manipulation. It is easy to allow the characters to breeze through customs if desired; if the characters need a tough time, have JayNine-Five assigned to their ship.
Characters who make frequent runs into and out of Tatooine should probably learn about this Droid from older spacers at a local watering hole. Other spaceports around the galaxy have similar pressure points which can be adjusted to allow as much or as little harassment as needed (for example, a port might perform no computer checks but have every other ship physically inspected by an orbiting customs frigate). The threat of capture or harassment is often as exciting as actual apprehension, and avoids the monotony of "What story do we tell the spaceport goons this week?"
The control tower is worked by two Human technicians and a Roche J9 worker Droid (the Droid is on duty at all times; there are three different technicians, so there are always two on duty). The technicians are unconcerned about their job: they only work hard enough to prevent mid-air collisions. The Droid, however, follows regulations to the letter, and thus is despised by most traders and smugglers who visit the city.
The Droid despises the lackadaisical attitudes of her co-workers, but she has refrained from reporting it. The last time she attempted to, the two technicians on duty managed to unscrew her hip joints and she spent the next three weeks rooted to the spot until a maintenance Droid took pity on her and found her legs. Since that time JayNine-Five has used a mid-body support if she needs to stand for any length of time (several bolts are still missing).
Model: Roche J9 Worker Drone
Height: 1.9 meters
Move: 4
DEXTERITY 2D
KNOWLEDGE 4D
Alien species 5D+1, bureaucracy 4D+2, languages 4D+1
MECHANICAL 1D
Communications 3D, sensors 2D+1
PERCEPTION 3D
Bargain 4D+2, sneak 4D
STRENGTH 2D
TECHNICAL 3D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 2
Equipped With: Video sensor; bipedal locomotion; olfactory sensor; microwave sensor; Arjan vocabulator; TranLang II Communication module.
Description: JayNine-Five is a Roche J9 Worker Drone of indeterminable age. She stands 1.9 meters tall, and would fall over if not for a midbody support which she leans on. She has insectoid eyes, and piston-like limbs.
Background: JayNine-Five has been shuttled from owner to owner over the years due to her fussiness; she follows orders to the letter. She has finally found a job in which her punctuality and adherence to discipline is valued by her owner. Unfortunately, the same cannot be said for her spaceport control co-workers.
Personality: JayNine remains a bit nervous, doing her best to ignore the antics of her bored colleagues.
Objectives: To follow the rules of her job as exactingly as possible, and avoid her co-workers.
Quote: "Millennium Falcon, you are cleared to land. Do not deviate from your present course. Welcome to Mos Eisley."
The Lucky Despot, in its original incarnation, was a battered cargo hauler; when the ship became so beat up that it failed all safety tests, its owners let it sit idle until investors, lured to Tatooine by the supposed potential for tourism, purchased it. Foolishly optimistic, they felt that if they only built a better hotel, beings from all across the galaxy would come to see the sights. They took the ship out of the docking bay in which it had been sitting for decades and carted it off to an empty lot. The Despot was sunk into the ground, with one deck below surface level and three above ground.
It then was equipped with the best in entertainment and luxury facilities. A ground set of stairs, running from street level to the top deck, was installed with a retractable canopy. The round viewports were replaced with aquariums, each holding rare fish from a different world; a holographic projector, called The Star Chamber, was installed in the casino. It was designed to show the galaxy in all its splendor, portraying a full-color map of the galaxy as seen from Coruscant, the Old Republic's capital. Deluxe carpeting, imported wood paneling, and luxurious furniture was installed in each room.
Alas, the anticipated influx of visitors never appeared, and the Lucky Despot owners were ruined. Years later, a young Whiphid named Valarian, with an eye out for new investment opportunities and looking for a new base from which to operate her growing criminal empire, greased a few paws and took over the hotel. Jabba had a vested interest in frustrating the Whiphid. Valarian discovered the ship had never been decommissioned and found herself paying tax on the property, as well as needing to keep up the required permits to operate a passenger liner.
Next was the inexplicable difficulty in obtaining a liquor license, then the impossibility of getting a gambling license (she still hasn't received one). Never one to worry about official paperwork, Valarian opened anyway. Jabba retaliated with thugs, fire bombings, and legal wrangling. Valarian was stubborn, however, eventually learning the source of her problems; she now pays off Jabba, and promises to remain a small operation. In exchange, the crime lord alerts her to any planned police raids which attempt to nab her illegal gambling operations. To date, the agreement has held. Eventually, Valarian intends to upset the Hutt, but she is biding her time, marshalling her forces, and probing her enemy for weaknesses.
As for the Lucky Despot, Valarian has yet to pump any real money into it, and it shows. The Star Chamber celestial ceiling only partly works. The carpet is worn and faded. The first-class staterooms are third-rate. Most of the rare fish in the porthole aquariums have died off. Most of the empty portholes have since been transformed into advertisements for local businesses and terrariums for native Tatooine life, such as ugly bone-gnawers and hideous gravelmaggots. On the plus side, the food is excellent.
The walls of the top deck curve up toward the ceiling, which has been replaced with a transparisteel viewport with a retractable canopy (the viewport is open at night for viewing the stars). There is a staff of 40 here, counting six Droids for maintenance, maid, valet, and cooking service.
Species: Whiphid
Sex: Female
Age: 24
DEXTERITY 2D+1
Blaster 4D, dodge 3D+2
KNOWLEDGE 1D+2
Business 2D, languages 3D+1, streetwise 3D+2, value 3D
MECHANICAL 1D
Repulsorlift operation 4D, space transports 2D+2
PERCEPTION 3D
Bargain 4D+1, command 5D+1, con 4D, investigation 3D+2
STRENGTH 3D
Brawling 5D+2
TECHNICAL 1D
First aid 5D, (A) medicine 2D+1
Force Sensitive?: No
Force Points: 2
Dark Side Points: 1
Character Points: 12
Move: 9
Description: A young Whiphid, towering and intimidating.
Background: Valarian seemed destined for a life of crime. The daughter of two gangsters, she achieved a criminal record early. Once her parents were put behind bars, this freed Valarian to run away and really start moving into the big leagues. Her latest gamble, opening the Lucky Despot under Jabba's nose, is paying off. He is leaving her alone to pursue her interests, and her interests include finding out what Jabba is up to. Being the second-best crime boss on Tatooine does not bother Valarian. She knows that she will soon assume a larger throne.
Personality: Valarian has a positive attitude. She has always succeeded in her varied interests and she has no reason to think she will fail in this goal. She enjoys the company of Droids and treats them as equals.
Objectives: To destroy Jabba the Hutt and take over his business.
Quote: "My goodness, stop blathering. I do not handle business like some other crime lords do. I think this can be settled quietly. I understand that the shipment was lost. Consider yourself on probation, and report for your next assignment. The value of the cargo will be deducted from your cut of this new shipment. This time."
Template Type: Obsequious Waiter
DEXTERITY 2D+1
Dodge 4D+2
KNOWLEDGE 2D
Cultures 3D, languages 4D+1
MECHANICAL 2D
PERCEPTION 2D+2
Con 3D+2, gamble 4D+1, sneak 4D+2
STRENGTH 2D
TECHNICAL 2D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 0-5
Move: 10
Equipment: Tray, drinks, menus
Quote: "May I suggest the Ondo Lava '39, an excellent, full-bodied dewback spritz, with just a hint of wine."
Little more than a branch office (the Zygian savings and loan corporate office is actually located on Treylon II), Tatooine's Zygian building is in the heart of the old section of Mos Eisley. Due to Mos Eisley's poor economy, the bank has slowly evolved into a pawn shop of sorts. Items left as collateral on failed loans have begun to clutter the vault area, forcing the officers to either consign the items to local shops or sell them themselves. Considering the financial straits the branch office was in, they went into business for themselves.
Despite its reputation as a pawn shop, Zygian's offers several features which make it attractive to a potential customer.
The collateral required for a loan is typically twice the value of a loan. There are two clerks working at Zygian's: Sylvet Depp (brother of the late Prefect Depp), and an attractive near-Human female named Debrelle. In addition, there is Givvers, the manager, a full-time maintenance Droid, and two bank guards, who alternate shifts (attributes of 2D, blaster 4D+1, dodge 5D, search 4D), with a blaster pistol (4D damage) and a datapad/comlink that immediately alerts the militia when a specific keycode is entered.
One large meeting room has been turned into the pawn shop. An additional part-time staffer works here, helping customers. Historically, there has been little trouble in Mos Eisley insofar as bank heists are concerned. Residents who misrepresent themselves and skip out on loans, however, are a steady problem.
With the added attention Tatooine received as a result of Lord Vader's efforts to capture stolen technical plans, Mos Eisley's Prefect Talmont has found himself expanding the size of the police force. Formerly, Mos Eisley relied exclusively upon a small part-time militia and half a dozen stormtroopers to keep order. Now, Talmont has added a full-time police force (small as it is at only 20 officers), and increased the size of the militia. However, the larger force required room for numerous speeders and related equipment, necessitating the purchase of a building in one of the newer sections of the city.
Despite new facilities and increased funding, the militia-turned-police are laid-back about crime and corruption. The roof of the main building is flat, and contains a marked landing pad designed for airspeeders and cloud cars; there is a ladder leading to the ground. Patrol officers are not assigned desks because they use personal datapads to process information about arrests and complaints. Since Tatooine residents all possess IDs, a simple swipe of the card through the datapad brings up all records on that inhabitant, including address, closest family members, and other pertinent information. This enables patrol officers to operate in an independent fashion.
Momaw Nadon's home represents a typical upscale Tatooine residence. The opulence is obvious in the incredible amount of water the Ithorian utilizes. Indeed, the house is almost a miniature ecosystem. Momaw Nadon's home lies at the cul-de-sac of a quiet street, formed by two long residential buildings, on the southern edge of the city.
From the outside it looks fairly ordinary, with the typical two-story white pourstone construction; the ecological wonderland inside is a different story. The humidity is the first thing to hit a visitor. The insulated walls have actual condensation on them. The water originates from an artificial pond in the center of what would normally be an entertainment area. Wildlife of all kinds inhabit the forested room, with a majority of the water, flora, and fauna spilling over into the living room in the first subterranean level below.
The windows in the house are all very near the ceiling, and diffused. There is no direct light hitting the plants. This keeps the temperature down, and mimics the diffused light which penetrates the overhead canopy of Ithor's jungles. Few have entered his abode, and none without an invitation. He performs all the maintenance duties by himself: fertilizing the soil, feeding the animals, and changing the water purifier filters.
Momaw has several carnivorous plants to scare unwanted visitors. One particular plant, a Vesuvague Hanging Tree, is semi-intelligent. Momaw has stationed it over a secret room in which Rebel agents seek refuge; it listens to Momaw's commands and will attack on command.
DEXTERITY 5D+1
PERCEPTION 2D
STRENGTH 4D+2
Attacks: Vines (4D+2 damage), digestive juices (6D+1 damage)
DEXTERITY 3D
Dodge 4D, melee combat 3D+1, melee combat: powerstaff 4D+2
KNOWLEDGE 3D+2
Cultures 4D+2, survival 3D+1, survival: jungle 5D
MECHANICAL 2D+1
Repulsorlift operation 4D+1
PERCEPTION 3D+1
Bargain 4D+1
STRENGTH 3D
Lifting 4D
TECHNICAL 2D+2
First aid 4D+2
Force Sensitive?: No
Force Points: 2
Dark Side Points: 0
Character Points: 8
Move: 9
Equipment: Agri-kit (+1D to survival), powerstaff (STR+2D damage)
Description: An Ithorian of some age and grace, Momaw has a sandy-brown color, typical of Ithorians who spend a great deal of time away from their homeworld. His dual-throated stereo voice is unmistakable.
Background: Momaw was herd leader of Tafanda Bay, a grand visitor center on his homeworld. When the Imperials demanded the agricultural secrets of the Ithorians, Momaw knew that to refuse would mean the destruction of Tafanda Bay, and the loss of many lives. He complied and the Ithorians banished him. Momaw moved to Tatooine to nurse his pride. Once there, he set up contacts with the Alliance. He also fell in love with Slag Flats, a Tatooine settler and one of the original colonists. Since her death, he has slowly realized he was using Slag as a diversion from his feelings. He knows the time is nearing when he must return to the Mother Jungle and prove his value.
Personality: Momaw is a lonely Ithorian, in self-inflicted exile. He speaks softly and is a very gentle being.
Objectives: To regain his place among his people so that they agree to his anti-Imperial position.
Quote: "Sometimes one must turn the soil to save the garden."
The transport depot is a decrepit and unsafe building not far from the center of the city. The west end of the large building has a cafe, serving waiting passengers overpriced and undercooked food; the east end offers the ticket booth and rest rooms. The center area has chairs arranged in rows, with several video monitors to catch the latest Tatooine broadcasts; only two of the monitors actually work.
Since Tatooine's lone broadcasting station closed down years ago, all information on the airwaves is on disk, and the prerecorded commercials and programs are brought in once a month. The cost is one credit per ten minutes. There is a bank of lockers along the back wall, of varying sizes. They can be rented for 4 credits a week, or 1 credit per day. They use a key lock, with an Easy security total to pick the lock. Near the front door is a set of videophones with a maximum range of near-orbit (as long as there are no sunspots or sandstorms).
The proprietor of the depot is a near-Human named Yvonne Targis. She is a nasty, yellow-skinned spinster of some unknown age. Her hair hangs down in wisps from the green bun atop her head, and her nails are often jagged. Yvonne works for Jabba the Hutt. Some valuable objects are dropped off by smugglers at the depot, until one of Jabba's cronies picks it up.
The depot offers transport to almost any settlement on Tatooine, although that isn't saying much. The company purchases whatever becomes available, so transports include tour-bus speeders, sail barges, and cargo haulers. The following routes and times assume a thirty-minute layover at each stop, with transports available every three days. The transport makes a complete loop, returning to Mos Eisley (including the Anchorhead "Circle Route" around the Jundland Wastes); the direction of travel is alternated with each journey.
For every stop, the ticket costs 2 credits. Therefore, going from Mos Eisley to Bestine when going south to west costs 8 credits, but going west to south costs 2 credits. The transports are rarely on schedule, and sometimes the whole run is canceled. Yvonne's house rule is that there must be at least four beings wanting to ride in order for her to allow the R2 unit driver to leave the terminal. Of course, she blames engine trouble or sandstorms on the delay.
| South to West | Leave | Arrive |
|---|---|---|
| Mos Eisley -> Anchorhead | 09.00 | 10.50 |
| Anchorhead -> Motesta | 11.20 | 13.40 |
| Motesta -> Arnthout | 14.10 | 16.15 |
| Arnthout -> Bestine | 16.45 | 18.20 |
| Bestine -> Mos Eisley | 18.50 | 20.20 |
| West to South | Leave | Arrive |
|---|---|---|
| Mos Eisley -> Bestine | 09.00 | 10.30 |
| Bestine -> Arnthout | 11.00 | 12.35 |
| Arnthout -> Motesta | 13.05 | 15.10 |
| Motesta -> Anchorhead | 15.40 | 18.00 |
| Anchorhead -> Mos Eisley | 18.30 | 20.20 |
Welcome to a clinic run by a doctor with outstanding warrants on over 53 planets. A doctor who has been given the death sentence in 14 systems. This scourge of the galaxy is none other than the infamous Doctor Evazan. Under the name of Dr. Cornelius, this evil man runs an office out of a nondescript building in the heart of Mos Eisley. The shop is a four-room affair. The reception room is a tiny area containing little more than four chairs and a receptionist. His clerk is a Devaronian named Jubel. The clinic specializes in cyborging, but the operations are seldom successful. The deranged doctor has even used Droid parts instead of cybernetic equipment upon occasion. Normally, his patients, often desperate and destitute smugglers, ship hands, and other transitory individuals, disappear after his failed operations, and the authorities haven't the time or inclination to look into the matter.
DEXTERITY 3D+2
Blaster 4D+2, brawling parry 4D+2
KNOWLEDGE 2D+2
Business 3D, languages 4D, streetwise 4D+2
MECHANICAL 2D+2
Repulsorlift operation 4D+2, starfighter piloting 3D+2
PERCEPTION 2D+1
Bargain 3D+1, con 4D+1, gambling 3D+2
STRENGTH 3D+2
Brawling 4D+2
TECHNICAL 2D
First aid 5D, (A) medicine 1D, (A) medicine: cyborging 2D+1
Force Sensitive?: No
Force Points: 1
Dark Side Points: 2
Character Points: 6
Move: 10
Description: A medium-built man, whose most startling aspect is his twisted, squinty-eyed face. His stilted speech and obnoxious manner contribute to his loathsome appearance.
Background: Dr. Cornelius is none other than the infamous Dr. Evazan, scourge of the galaxy. His obsession with surgical cutting and sewing has caused untold death and horror. His narrow escapes are the stuff of legend. His return to Tatooine in the dead of night is bad news for anyone unlucky enough to come under his knife. He is hiding from his Aqualish companion, Ponda Baba, who was nearly killed by one of Evazan's failed cyborging operations.
Personality: Evazan is as twisted as his countenance. Although he can assume the attitude of a concerned doctor, the moment the patient is asleep the maniacal laughter of the doctor is proof enough of his insanity.
Objectives: To keep practicing his creative surgical procedures.
Quote: "Yes, I understand how important good looks are. Now, here is the hand that will be installed."
Visitors to Mos Eisley are quite likely to encounter street preachers praising the wisdom and perfect nature of the Bantha. These preachers are from a "model" community out in the wilderness run by monks of the Dim-U religion. However, there is a splinter group with a monastery in Mos Eisley itself; this group has no street preachers, but those who would seek enlightenment and aid may approach the monastery. Both groups are opposed to the continued expansion of settlements that encroach upon the Bantha's traditional foraging grounds, including the introduction of new industry. Other than that, the two groups seldom associate with each other.
However, the monastery has a much more sinister truth. The building, despite the assertions of its "abbot," was chosen for its low rent, low visibility, and proximity to the Mos Eisley Bureau of Ships and Services (BoSS) office. The Dim-U monastery is a cover for a criminal group that actively spies on the BoSS offices, and operatives make a small fortune forging transponder codes for wanted starships.
The building was an abandoned greenhouse that the Dim-U sect offered to refurbish at no cost. Drayk, the abbot of the monastery, is a shrewd deceiver. He changes both the location and facade of his organization every few seasons, and since his last front was a Bantha stable, he had enough visits from the Dim-U clergy to fake an organization based on their religion. The constant harping and harassment about ecological concerns for the Banthas, along with the ongoing religious disagreements with Oasis, ensures that the focus of attention is on the antics of the monastery, and not the monastery itself.
From the crypts of the monastery, corrupt agents tap into the datafiles of the local BoSS office and monitor the transmissions from the office. Every six months a BoSS ship drops out of hyperspace and orbits Tatooine just long enough to receive updated transmissions from the office, and for the office to download updates from the rest of the galaxy. The BoSS ship then kicks back into hyperspace to continue its route.
These transmissions are decoded for review prior to transmission. It is during these times that Drayk's slicers break into the BoSS computer system, altering, adding, or deleting data as necessary. The monastery employs a group of mechanics who can pull apart a sublight engine in order to alter its transponder codes. His mechanics work in complete secrecy, and normally only at night for added protection. If a ship is too large for a landing bay, a special expedition can be mounted outside the city, but of course, at extra cost. This all costs money, with payment in advance.
Every ship in the civilized portions of the galaxy is equipped with a transponder code: a unique signal beamed out continuously to identify each ship. The code includes the ship's name, type, owner, and any pertinent data about the ship. This code is built into each sublight engine, and is created by giving slight variation to the frequency of the engine's emissions. This variation, as well as data about the ship, is encoded in the transponder director that is sealed into the engine itself. This information is regulated, handled, and dispersed by the Bureau of Ships and Services (BoSS).
There are three ways to alter transponder codes.
Drayk has learned how to tamper with decoded files, making this process much simpler. Agents from BoSS are reputed to be incorruptible; Jabba the Hutt has found this to be largely accurate. BoSS's Tatooine agents were long ago approached by Jabba the Hutt; the gangster received no special deals, but was offered the opportunity to purchase information on par with other governments.
This payment plan might startle newcomers to the business, but Drayk has no need to swindle a prospective purchaser. For a file change, with no engine work involved, Drayk usually charges 5,000 credits (although if a ship is particularly infamous, such as the Millennium Falcon, the cost is much higher). For custom jobs requiring dismantling a ship's engine to change the transponder director, the fee begins at 5,000 credits (for the file change) and goes up from there. A typical Corellian light freighter might cost another 5,000-10,000 credits, while any Mon Calamari ship, each as unique as its designer, might run as high as another 100,000 credits.
Drayk is aware that some of his business can only be attributed to Rebel activities. He has no position on the civil war, but does appreciate the added profits it brings him. Drayk is also very well connected; he can put a customer in contact with gun smugglers, forgers, bounty hunters, hired guns, or any other questionable service.
How difficult is it to completely change a smuggler's identity and ship information? The short answer is: it depends. It may take a while: "Sure, I can give you new IDs, but your Droid, see, I don't do Droids. A friend of mine on the fifth moon, however ..." On the other hand, it can be a brief, painless, but nonetheless expensive process. The amount of time and hassle can easily be customized to fit the adventure at hand.
DEXTERITY 2D
PERCEPTION 2D
STRENGTH 5D
Orneriness: 2D
Move: 15
Size: 2.5 meters at the shoulder
Attacks: Horns (7D damage), trample (8D damage)
Banthas are commonly used as beasts of burden. The rare Bantha that has been trained for combat will attempt to trample, but most are shy, fighting only when necessary. Banthas can carry about 500 kilograms of cargo, or up to five beings. The six Banthas at the Dim-U monastery are domesticated, and will flee when frightened.
DEXTERITY 2D+1
Dodge 3D+2
KNOWLEDGE 1D+1
Bureaucracy 4D, business 5D, languages 4D+2, law enforcement 4D+1, streetwise 6D+2
MECHANICAL 2D
Repulsorlift operation 4D+2
PERCEPTION 2D
Bargain 7D+1, con 6D, forgery 9D
STRENGTH 2D+2
TECHNICAL 1D+2
Computer programming/repair 3D, repulsorlift repair 2D
Force Sensitive?: No
Force Points: 2
Dark Side Points: 2
Character Points: 14
Move: 3
Equipment: GoCorp hoverscooter, datapad, comlink, blaster pistol (4D damage).
Description: Drayk uses a GoCorp hoverscooter to get around. He has a penchant for clothes which suggest a military style.
Background: Drayk, the abbot of the Dim-U monastery, is quite a jump from the political clerk of yesteryear. After a speeder accident left him paralyzed from the waist down, Drayk stopped chasing short-term goals and set out to build a personal fortune. Drayk has an uncharacteristic soft spot for those he thinks are in trouble through events not of their own making. Being what he calls "a victim of circumstance" himself, he will go out of his way to correct a wrong.
Personality: Drayk is a very calm man who plans as far ahead as possible, and has at least three contingencies for every problem. He is unruffled by most turns of events, and the only time he gets excited is at the thought of an unhappy customer.
Objectives: To get rich.
Quote: "The job will cost 5,000 credits."
Craft: GoCorp JL7 Elixir Hoverscooter
Type: Hoverscooter
Scale: Character
Skill: Repulsorlift operation: hoverscooter
Crew: 1
Passengers: None
Cover: 1/4
Cargo Capacity: 5 kilograms
Altitude Range: Ground level - 1 meter
Cost: 2,000 credits
Move: 10; 30 KPH
Maneuverability: 3D
Body Strength: 2D
Weapons: None
Template Type: Dim-U Priestess
DEXTERITY 3D
Blaster 4D, dodge 4D+2
KNOWLEDGE 3D
Bureaucracy 4D+1, languages 3D+2
MECHANICAL 2D
Astrogation 3D+1, starfighter piloting 4D, starship shields 2D+1
PERCEPTION 3D
Con 5D
STRENGTH 2D+2
TECHNICAL 4D
Computer programming/repair 5D+2, space transports repair 6D, starfighter repair 6D
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 1-5
Move: 10
Equipment: Comlink, hold-out blaster (damage: 3D+1, range: 3-4/8/12), Dim-U robes
Quote: "The way of the Bantha is one of majestic beauty and calm peace. Oneness with the natural world. We strive to understand the power of the creature."
Notsub is easily the largest company on Tatooine and employs almost 1,000 beings and 300 Droids. Located on the northern edge of the city, the company is far from the cramped downtown area, while being close enough to allow many employees to walk to work. Notsub's main industry is shipping, but the company also owns a stock brokerage, as well as a half-dozen other minor interests, and owns controlling stock in over 50 more companies. Notsub also owns Notsub Security, one of the largest private security firms in Mos Eisley. Notsub owns a cluster of several warehouses, some of which have roofside landing pads, docking bays, as well as its corporate headquarters, which is a large, two-story affair. Diversification has been the thrust of Notsub for the past ten seasons, thanks to CEO Armanda Durkin. As Notsub has spread its influence, its financial picture has improved as well.
Notsub's upward-looking balance sheets weren't always so optimistic. When she first began at Notsub, Armanda Durkin was determined to make a good showing and wanted to make quick credits. She invested in high-risk enterprises early in her tenure at Notsub, but things did not turn out as she had hoped: a water-drilling investment came up dry, a telescope manufacturer folded, and a brokerage house went broke.
Undaunted, Armanda decided to take matters into her own hands. She reviewed the shipment manifest for the next few months and came up with three very interesting prospects from different manufacturers. All were raw materials, all were to be shipped on Notsub's corvettes, and all were insured by Maltsett Insurance Company. Since she had a personal grudge against Maltsett, Armanda set into motion a wild swindle.
Getting financing to purchase an armed and armored freighter required little effort. Getting a transponder signal altered was no problem, and picking up a signal jammer was easy considering her wealth. Aligning herself with people willing to do the tasks she required was also easy in Mos Eisley. She and her group of toughs left that night on a new freighter, the Vengeful Sandstorm. A corvette carrying plastisteel left a Notsub dock destined for an office building at the Imperial maintenance facilities on Myomar. The ship never made it out of the system.
Armanda's freighter overtook the plodding corvette; undermanned and poorly armed, the corvette's crew surrendered. Armanda's thugs lightened the corvette's load and left for the far side of Tatooine's moon, where they waited for the rest of the night. Armanda was later able to sell the plastisteel at a tremendous profit, and claim insurance money for a stolen cargo.
Thus began Armanda Durkin's double life as the pirate named Duchess. Armanda has continued her piracy and her actions helped to turn Notsub around. With fluid capital, she was able to diversify, pursue highly profitable but legal cargos, and make a lot of money. Her piracy continued in other systems, and thanks to companies that would not question the source of products, she made a fortune. Notsub also purchased smaller companies that use materials directly, write off raw material purchases to bogus corporations, and manufacture high-profit items.
Of course, Armanda is getting worried. If she continues, her piracy is likely to be revealed. She feels it is time to get out of the business. She was also spooked by a recent incident, when cargo haulers thought a shipment of Droid parts was worth fighting over and twelve of them lost their lives. Armanda discovered that the Droid parts were actually smuggled medicines. Through various contacts she deduced that they were most likely destined for the Rebellion.
DEXTERITY 3D+1
Blaster 4D+1, dodge 4D+2, melee combat 5D
KNOWLEDGE 3D
Bureaucracy 4D, planetary systems 3D+1, planetary systems: Tatooine 5D
MECHANICAL 3D+1
Astrogation 4D, repulsorlift operation 3D+2, space transports 5D+1
PERCEPTION 4D
Command 6D, con 7D+1
STRENGTH 2D+1
Brawling 4D+2, stamina 6D+2
TECHNICAL 2D
Computer programming/repair 3D, security 5D+2, space transports repair 2D+1
Force Sensitive?: No
Force Points: 3
Dark Side Points: 2
Character Points: 21
Move: 10
Equipment: Comlink, high-quality spacesuit, blaster pistol (4D damage, 3-10/30/120).
Description: Armanda has a penchant for brocade and silks, and only the finest of those. Her hair is luxurious and often styled in complicated arrangements. When disguised as the Duchess, she tucks her auburn hair under an aviator cap and hides her svelte figure in a flight jumpsuit.
Background: Armanda Durkin is a wealthy power broker and shipping magnate. She is driven by tragedy: her husband was injured and their business destroyed in a mysterious fire. The insurance company, Maltsett, refused to pay, citing an obscure legal reference. Without the insurance payment they could not afford treatment to save his life. She now leads a double life, stealing her own shipping to make Maltsett pay for its crimes.
Personality: After so much tragedy, Armanda cares for little beyond money or success, although her conscience has been troubled by unnecessary deaths caused by her piracy.
Objectives: To keep Notsub's coffers full, using the blood of the Maltsett Insurance Company.
Quote: "Please remain seated or we will be forced to knock you unconscious."
DEXTERITY 4D
Blaster 4D+2, dodge 5D, melee combat 5D+1
KNOWLEDGE 3D
Streetwise 3D+1
MECHANICAL 2D+2
Repulsorlift operation 3D, starship gunnery 4D+1, starship shields 3D+1
PERCEPTION 2D
Gambling 3D+2, search 4D, sneak 2D+1
STRENGTH 3D
Brawling 4D+1, lifting 4D
TECHNICAL 3D+1
Computer programming/repair 4D+1, demolition 3D+2, space transports repair 4D+2
Force Sensitive?: No
Force Points: 3
Dark Side Points: 3
Character Points: 10
Move: 10
Equipment: Comlink, high-quality spacesuit, 2,500 credits, blaster carbine (5D damage, 3-25/60/250).
Description: Thrung is a Ho'Din who has bound his ample violet locks to his head and wears a cap. His height can be intimidating to those unfamiliar with his species' natural gentleness.
Background: Thrung Alewune is a typical pirate under Armanda's command. This Ho'Din has been around the galaxy many times and has ample experience. Thrung is getting weary of Armanda's moral code against killing. The group has missed out on choice opportunities for wealth simply because Armanda will not allow her crew to strip passengers of their personal valuables. He has suggested to Armanda that it is time for her to hang up her pirate career; Thrung is gaining converts among her crew.
Personality: Thrung considers it an asset to exhibit none of his species' characteristic gentleness. He has renounced his species' love of nature and turned his energies toward technology.
Objectives: To ensure profitable runs.
Quote: "Look, I'm here just for the cargo. Don't try anything and we'll be out of here in no time."
Notsub Security is the largest private security firm in Mos Eisley, employing over 500 people full time, and providing security to numerous small businesses and corporations. Like most Mos Eisley company patrol craft, Notsub's ships are licensed only for atmospheric travel. The company is based in a two-story warehouse facility, only a few blocks from Notsub's corporate headquarters, containing no less than a dozen cloud cars, several unarmed landspeeders, and all supplies and equipment for its guards.
Guards are typically given landspeeders for long-range patrols around large facilities, or conduct foot patrols for smaller buildings. All Notsub-contracted buildings have alarm systems, so that if they are tampered with, Notsub can dispatch guards quickly.
DEXTERITY 3D+1
Blaster 4D, dodge 4D+2, melee combat 3D+1
KNOWLEDGE 3D
Cultures 3D+1, languages 4D, streetwise 5D+2
MECHANICAL 2D
Beast riding 2D+1, repulsorlift operation 3D
PERCEPTION 2D
Search 4D, sneak 2D+2
STRENGTH 3D
Brawling 4D+2
TECHNICAL 2D+2
Security 3D+1
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 0-3
Move: 10
Equipment: Protective desert clothing, comlink, filtermask, Sharpshooter V blaster (4D+1 damage, 3-30/80/350).
Quote: "Trespassing is against the law. Leave now or we will take you into custody by whatever means necessary."
Craft: Bespin Motors Hurricane 506 Cloud Car
Type: Twin-Pod Cloud Car
Scale: Speeder
Skill: Repulsorlift operation: cloud car
Crew: 1
Passengers: 1
Cover: Full
Cargo Capacity: 15 kilograms
Altitude Range: 50-100 km
Cost: 60,000 credits
Move: 520; 1500 KPH
Maneuverability: 2D+2
Body Strength: 2D+2
Weapons: Double Blaster Cannon (fire linked)
Fire Arc: Front
Skill: Vehicle blasters
Fire Control: 1D
Range: 50-400/900/3000
Damage: 3D
The twin-engine Hurricane Cloud Car is a single-cockpit vehicle, with a cramped toboggan-like space for the pilot and co-pilot. One of the variant predecessors of the highly popular Storm IV, the Hurricane has a tendency to roll to the left when accelerating. Other than that, however, it is a durable machine with an excellent repair record.
Mos Eisley is a rich and varied adventure locale, providing countless conflicts and personalities to interact with. Because of Mos Eisley's nature as a lawless smuggling center, characters can be drawn here for any number of reasons. Smugglers and cargo handlers can be called here on a simple cargo run. Rebel Alliance operatives may have to come here to get information, weapons, or contraband supplies (such as military-issue blast vests or heavy-duty power generators). Characters may come here on a tour of the Kuari Princess, intent on a Krayt Dragon hunt. In the end, if characters are landing on Tatooine, they will pass through Mos Eisley.
A new spice merchant has come to Mos Eisley in an attempt to win Jabba's trade. The characters are targeted as one group who can help start this new smuggling ring. This adventure allows characters to get a feel for the nature of Mos Eisley and the people who live there; gullible characters are in for an interesting time.
This hook works best if the characters are destitute and willing to do almost anything to earn a few hard credits. There are two ways to enter this plot: either the characters learn about the smuggling ring and volunteer for work, or they stumble into the situation and are forced to participate as pawns for Jabba.
Episode One: When the characters arrive at Mos Eisley, they hear that a new spice dealer has entered the local crime scene. Most people talking about it emphasize how dangerous it is to intrude upon the Hutt's trade, and that once Jabba finds out who is behind this, they are dead. Nonetheless, the dealer is offering excellent prices. If someone can get one or two loads before Jabba cracks down, they stand to make a fortune.
The group can spend time tracking down rumors, going from bar to bar. If they are too obvious, they attract the attention of Jabba's goons (see their stats in location 13, "Jabba's Townhouse"), who clumsily follow them around town. Eventually, they hear that a group of the new spice smugglers are meeting that evening in Docking Bay 56, a decrepit and abandoned docking bay on the northern edge of the city. If they want a contract, they are to be there.
Episode Two: Arriving at Docking Bay 56, things appear suspicious. The characters are justified in suspecting a trap, although the information they received is legitimate. Characters making Difficult search or Perception totals will notice disguised thugs near the bay, and as the characters pass, the thugs call someone on comlinks.
At the entrance, a tough-looking thug emerges from a dark alley and questions the characters about their intentions and who sent them. If they answer truthfully, they are allowed inside. The bay appears abandoned for decades: machinery is falling apart, the cargo ramp creaks, and only a few dim landing lights still work. Soon, three or four other smuggler groups emerge from the darkness.
A weaselly Rodian named Dwess introduces himself as an employee of the new smuggling lord. He repeats what the characters have already heard and offers spice at 45,000 credits per "smuggle load" (half a ton), less than a third of what a crime lord normally pays. Buyers may resell to anyone at any price. To participate, each group must bring a 5,000-credit deposit to the next meeting in two days.
Episode Three: The characters now have to raise money from less-than-legitimate sources. They may approach Jabba with a cover story, approach Valarian, or approach old customers. If they are in trouble, an eccentric rich patron may offer a loan in exchange for a cut.
If the characters are meant to "stumble" into this plot, they hear about the previous meeting second-hand. Unfortunately, Jabba's goons assume they attended and threaten them into going to the next meeting to help catch Dwess.
At the next meeting, Dwess appears with new thugs and a six-person airspeeder. He explains that loading will happen in sand flats south of town, gives each smuggler a datamap in exchange for the 5,000-credit deposit, and tells them to meet there in five hours. As proof of good faith, he gives each group a small spice bag worth about 1,000 credits. If any characters balk, he tells them to leave and may send enforcers after them.
Episode Four: The final meeting site is in the sand flats outside Mos Eisley, late at night. Dwess is absent. Instead, two forces arrive:
The militia confiscates spice and credits, then departs. Jabba's goons hold the smugglers until just before dawn, when Jabba arrives by sail barge. He laughs and explains they were conned: Dwess had no other spice and took their deposits. Jabba releases them and encourages them to hunt Dwess down. If the characters ask around, especially in the Mos Eisley Cantina, they learn a Rodian con man in a battered freighter lifted off a few hours ago, destination unknown.
The characters are investigated by Lieutenant Harburik, under suspicion of being Rebel Alliance agents. They must prove they are innocent.
Episode One: The characters encounter an acquaintance in Mos Eisley who warns them that something is up with the local Prefect and it appears to involve them. He advises them to keep their heads low and learn what is happening. He also suggests they avoid leaving town, since militia and stormtroopers are likely trailing them. He points them toward Beeyon Nace at the Mos Eisley Cantina.
Episode Two: On the way to the cantina, they encounter typical street trouble: a firefight between thugs, a Jawa trying to sell a malfunctioning Droid, and a thief trying to lift credits while they are distracted. At the cantina, Nace is willing to talk so long as drinks flow.
Between ramblings, Nace reveals that the Prefect thinks Voren Na'al, a Rebel researcher, is back on Tatooine. The Prefect believes one of the characters is Na'al, and Nace even describes Na'al's companions as matching the rest of the group. The Prefect is trying to decode a datatape Na'al left on a prior visit. The tapes are currently in the Regional Government Offices (location 11).
Nace asks for a ride off-world. The episode ends when militia members enter the cantina and a short alien points directly at the characters.
Episode Three: The characters conclude they must enter the Regional Government Offices. By day, three lazy clerks are present and only object if the group tries to enter Prefect Talmont's office. By night, the building is empty; the main door has an alarm and requires an Easy security total to open without triggering it. Windows can be pried open with a Very Easy Dexterity total and have no alarms.
In Talmont's office they find two datadisks labeled "V. Na'al Investigation." The first disk contains memos on the incident. The characters should alter the data, ideally to something obviously harmless or absurd. Altering the information requires a Moderate computer programming/repair total while avoiding militia patrol checks.
Episode Four: The characters learn from Nace or other contacts that Talmont realizes this is a case of mistaken identity and they are no longer wanted. They also learn that the decoded data now reflects whatever the characters inserted. Their contact obtains a copy of Talmont's memo to Harburik.
The characters learn that a modified Corellian Corvette crash-landed in the desert during a brutal sandstorm. Notsub Shipping is offering a finder's fee of 5,000 credits to the first team that finds it. Notsub can only narrow it to a 2,000-square-kilometer area, and sensor scans cannot isolate the hull. The characters will be racing other groups, and possibly Jawa sandcrawlers, for the find.
Episode One: The characters hear about the crash through Notsub contacts or off-duty guards. Notsub will hire them: 500 credits search fee up front, plus 4,500 more if they find the ship. They get one night to prepare before boarding a search vessel with three rival teams.
Episode Two: At Notsub headquarters, all groups load aboard a corvette and receive two airspeeders plus survival gear. The trip introduces rival groups, at least one of which should be openly antagonistic. Notsub guards do not care who finds the ship, only that it is found.
The search itself should include Tatooine hazards: Krayt dragons, Tusken Raiders, sandstorms, and other predators. Eventually, near nightfall, the characters find the wreck but likely return to camp first. Rival groups may trail them.
Episode Three: Use the Corellian Corvette maps from The Rebel Alliance Sourcebook (pages 64-65). Notsub security says the objective is cargo in the forward hold on deck four. Decks three and four are buried, so the characters must cut through deck two and move downward through damaged areas and access shafts. Obstacles can include:
DEXTERITY 2D
PERCEPTION 1D+1
STRENGTH 2D+1
Move: 5
Size: 2.1 meters long
Attacks: Claws (2D+2 damage), teeth (3D+1 damage)
Combat: These vicious Tatooine natives attack in packs of up to five. They usually circle once, then lunge. They scatter when a total of three wounds has been inflicted upon the pack as a whole, or when any one individual is incapacitated.
When the characters finally reach the forward hold, they learn the cargo is power fusion crystal chips used to regulate fusion generators. Recovery is quick and safe. Notsub awards the normal fee and can provide a 500-credit bonus to each group that helped unload the chips.
A friend of the characters, Kieth Cairn, disappears after a medical visit to the Cutting Edge Clinic. It appears Doctor Cornelius has made one mistake too many.
Episode One: Kieth Cairn contacts the characters while in port and says he wants to meet them later to discuss business. Before the meeting, he plans to stop at Jawa Traders. He never arrives. Investigating Jawa Traders, the characters encounter the Squib and Jawa owners. While they are there, Dr. Cornelius arrives to pick up "Droid parts" for cyborging work.
The doctor mentions to a Jawa that the messenger sent yesterday was delightful. If pressed, the Jawa acts evasive. Street inquiries reveal Kieth was the messenger. Neither Kieth nor the Squib knew Cornelius would subdue him, experiment on him, and dispose of the body in caves below Mos Eisley.
Episode Two: The characters learn Dr. Cornelius' address and likely investigate. During business hours, the receptionist blocks them and offers appointments for the next day. If they leave a return address, their lodgings are ransacked later. An after-hours break-in reveals blood on smocks, unclean tools, and horrifying files on the clinic computer describing body disposal and related atrocities.
A medical Droid appears deactivated in a corner, then powers up and starts preparing for an operation. Its olfactory and visual systems have been torn out, but it still attacks.
Episode Three: With proof in hand, the characters must decide how to act. Police may investigate, but Dr. Cornelius tries to hunt the characters down. A night fight in Mos Eisley's alleys is an ideal climax. For added tension, Ponda Baba, Cornelius' former Aqualish companion, arrives seeking revenge.
Height: 1.85 meters
Species: Aqualish
Sex: Male
Homeworld: Ando
Age: 29
DEXTERITY 3D+1
Brawling parry 4D+1, melee combat 4D+1
KNOWLEDGE 2D+1
Alien species 3D+2, intimidation 5D
MECHANICAL 3D+2
Astrogation 4D+1, space transports 4D+2, starship gunnery 4D+2
PERCEPTION 3D
STRENGTH 3D
Brawling 5D, stamina 5D
TECHNICAL 2D+2
Space transports repair 3D+2
Story Factor: Obsessed with revenge against Dr. Evazan for failed cybernetic experiments.
Force Sensitive?: No
Force Points: 0
Dark Side Points: 0
Character Points: 12
Move: 10
Equipment: Blaster pistol (4D damage), grenades (5D damage), club (STR+1D damage)
Description: Imposing and intimidating, Ponda Baba dresses in common spacers' garb. He lost his right hand in a battle with Obi-Wan Kenobi and has not yet received a prosthetic replacement.
Background: Ponda Baba was a long-time companion of Dr. Evazan. Their reputation for violence in cantinas made them feared. After Baba lost his arm, Evazan attempted a cybernetic replacement, but the operation failed. Baba recovered and then dedicated himself to finding and killing Evazan. He has now traced him to Tatooine, where Evazan operates under the name Dr. Cornelius.
Personality: Gruff, intimidating, greedy, and cruel.
Objectives: Hunt down and kill Dr. Evazan.
Quote: "Neggrh ghogola woldewa!" ("I don't like your face. Want to fight?")
A Sleeft Docking Bay Maintenance freighter was checked out by a Bith named Angor Fam. He accidentally got the wrong ship: the cargo is a load of high-quality Droid parts stolen from one of Armanda Durkin's warehouses by Sleeft. While Sleeft hired Angor to move power convertors to the Corellian system, he hit the jackpot with this stolen cargo.
Angor has decided to skip town with the parts. To do that, he needs a transponder change, so he goes to the Dim-U monastery. Sleeft knows where he went, but not why. Angor has contacted Armanda to sell the parts for liquid credits. Armanda suspects Angor is trying to sell back her own cargo. Angor's ship sits at Docking Bay 31 while he waits for either the new transponder code or Armanda's payment.
Armanda plays cautiously because she cannot openly buy the parts without exposing her own piracy. She also wants proof that Sleeft is behind attacks on her interests.
Episode One: Coral Ohah, one of Sleeft's directors, contacts the characters. Coral claims a high-level corporate partner, Angor Fam, has been kidnapped. Because Biths are pacifistic, Coral argues Angor may not resist and might even impede his own rescue by trying to negotiate. Coral says Angor is being held at the Dim-U monastery and asks the characters to infiltrate it with him.
Episode Two: The characters can pose as Bantha buyers, new converts, or ecology advocates. Inside, they discover more than expected. Coral meets the abbot, then hustles everyone out, insisting immediate assault is necessary because Angor will soon be moved.
Episode Three: Coral pushes for an attack within the hour. Depending on tactics, monks and nuns defend or flee. If threatened, Drayk destroys the database and escapes. Coral finds Angor and the group extracts him. In private debrief, Coral learns Angor's betrayal and where the freighter is docked. He also learns Armanda's security is moving to seize the ship.
Coral pays the characters and pitches a second job: retake the freighter from supposed kidnappers. In reality, the ship is being watched by undercover Notsub security.
Episode Four: With Angor but without Coral, the characters seize the freighter and take off without clearance. They are pursued by Mos Eisley cloud cars, then by Notsub Z-95 Headhunters. Once forced down, Angor explains the entire scam to both the characters and Armanda. Armanda keeps the Droid parts and ship as payment, but may offer the characters future work to offset Coral's deception.
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