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Tatooine Hicks, D6 Conversions
A Star Wars Campaign, June to August 2002


Setting –

The game that was to become known as "Tatooine Hicks" is set in and around Mos Espa and the small moisture farming village of Mudwall, some nine years prior to the Battle of Yavin. Mudwall sits in the rocky badlands and canyons across the Northern Dune Sea, nearly 200 kilometers east-northeast of Mos Espa. The village proper is built into the sand-blasted stone walls of a shallow canyon that runs a winding north/south course. Mudwall gets its name from an ancient, meter-tall adobe wall that runs the length of the canyon. The population of Mudwall was always sparse, numbering less than thirty-five individuals at its height. Little under half of these people lived on the outskirts of the village proper, existing as hermits or maintaining moisture vaporators and livestock herds.

Things changed overnight, as a sequence of events lead to disaster for the tiny community. Wrin, the local barkeep and gossip, was caught selling small quantities of Ryll to some unsavory individuals by Coby, Mudwall's mayor/sheriff. The two had an argument, which ended with Coby threatening to expose Wrin's sideline to either the Hutts or other local authority figures. In response, Wrin paid a local swoop jockey named Peco to deliver a data spike to the Imperial authorities in Mos Espa. The spike implicated Coby as a rebel sympathizer, an accusation that was backed up by very little evidence.

The Imperial officer who initially received Wrin's anonymous tip was Lieutenant Ral Yarrow. Yarrow dismissed it as a prank. Captain Dylan Vosk of the ISB, on the other hand, took an immediate interest in the case, following up on the investigation personally. While visiting Mudwall in the guise of a prospector, he noted with interest the ancient wall that ran through the center of the village. Taking a reading or two, he determined the age of the structure to be somewhere between three and four thousand years old.

Imperial interest in archaeology had increased recently, and the Emperor had several teams combing the galaxy for ancient Jedi and Sith ruins. Vosk saw this as his chance to turn a boring, back-water assignment into something more important to his career. With the Mudwall site waiting to be excavated, the only obstacles that remained were its citizens. With the Imperial Senate still a strong political force in the galaxy, the actions of the Imperial military were by and large restricted by complicated regulations and procedures. Going through the motions of legally relocating even the small population of Mudwall could take weeks or months.

Unwilling to waste a single day, Vosk used Wrin's anonymous tip as an excuse to have the entire town arrested on suspicion of treason. With the Rebellion a growing stain on the glory of the Empire, those suspected of being in league with the fledgling Alliance were not granted the same considerations as loyal Imperial citizens. Vosk permanently silenced the one dissenting voice, that of Lieutenant Yarrow, and went forward with his plan to raze the village to its very foundations. Mudwall's surviving populace was secretly confined in Mos Espa to await an Imperial transport, and the attack on the village was made to look like the work of Tusken raiders.

Even now, Imperial archaeologists have started to delve into the secrets of Mudwall. What they might find, none can say…

Game Progression –

In all, there were five games in the Tatooine Hicks campaign. The first game, as an introductory session (both to the game system and the setting), covered a good bit of ground. The three player characters – Miller Freeman, Leet Farlo, and JP-9 the J9 worker drone – were introduced to the population of Mudwall. They were fed rumors of Coby and Wrin's disagreement, and witnessed Wrin passing a data spike to Peco outside of the Mudwall Cantina.

Deciding to mind their own business, the trio found themselves assisting Kizzen, a Duros moisture farmer. One or more creatures had been killing Kizzen's eopies, and both Leet and Miller (with JP-9 in tow) went off to investigate. They soon discovered that two massive bird-like scavengers called woodoo were responsible for the killings. In the end, the woodoo were put down, and the three heroes were paid with fresh eopie milk and a sporting blaster rifle.

In response to requests that we establish exactly how the group met up originally, the second game was a flash-back scenario. While gambling in Mos Espa a year earlier, Miller had acquired a map to an ancient spacecraft that had been uncovered by a storm in the Northern Dune Sea. Time was short, as another storm was quickly moving in and would more than likely cover what little of the ship had been exposed.

Being city-bred and unfamiliar with the vast, sandy desert, Miller confided in a Mos Espa antique dealer named Korq. Korq suggested that Miller seek out Leet Farlo, a scout residing in the small village of Mudwall. He also suggested that Miller take care, for there were others who might be interested in his "treasure map." Korq's advice was well-sounded, as several others had seen Miller win the map, and were hungry for its potential riches. Jawas, hired by the thugs, placed a small tracking device on Miller's speeder, which remains attached to this very day.

Miller made his way to Mudwall and met up with Leet and his droid, JP-9. Though distrustful of one another, the three managed to pull together for mutual profit. Piling in to Miller's speeder, they struck off into the very heart of the Dune Sea to seek their fortunes. The map led them to a site between two large dunes, where a ship's observation dome (scoured to opacity by the desert sands) could be seen. Forcing entry into the ship, the three managed to salvage several hundred credits worth of high-quality cloth and textiles, as well as an old jade sculpture.

With the winds already picking up, the group headed back to Leet's place with the storm at their back. Arriving shortly before dawn, they discovered that several unwelcome strangers, after tailing Miller to Mudwall, had taken over Leet and JP-9's bungalow. A fight ensued, ending a short time later with Coby's arrival. Coby arrested the surviving thugs, and the players were able to sell their hard-won gains in Mos Espa.

The third game took them back to the present. Local gossip indicated that a human had been in town over the last week, taking some readings at the wall. To what purpose, none could fathom. Sissk, Mudwall's local handyman (especially in regards to droids), asked the PCs to pick up a shipment of droid parts from a businessman in Mos Espa. Happily taking the assignment, the three friends hopped into their speeder and headed west. En route, they encountered an Imperial patrol "looking for Tusken raiders." After being inspected by the troopers (as well as kissing the proper amount of Imperial butt), they were allowed to be on their way.

They picked up Sissk's parts from a Baragwin "equipment" dealer named Ghrul, and then spent some time gambling in one of Mos Espa's card emporiums before heading home. On the way back, they took a moment to investigate a flock of circling urusais. They discovered the body of a man who had apparently been executed in the desert, with bantha tracks surrounding the corpse. One of the man's pockets held a key labeling it as belonging to room 506 of the Mos Espa Inn.

Continuing home, the group noticed dark smoke rising from the direction of Mudwall. The village had been ransacked, and the population was nowhere to be found. Broken gaderffii and slugthrower shell casings littered the floor of the canyon, scattered between rows of bantha tracks. Coby's office blazed, black smoke pouring thickly from the doorway, and Dewey (Sissk's droid) lay scattered in pieces in front of Sissk's shop. While first suspecting sand people, Leet's discovery of a print from an Imperial-issue combat boot changed their minds. Fearing that more troops might be coming back, the PCs collected Dewey's remains and spent the evening in the now-vacant woodoo cave.

The fourth game dawned with JP-9 restoring Dewey to a semblance of functionality. Dewey, when asked, revealed that stormtroopers had come and told the village that they were being relocated. Before he could escape, several troopers had deactivated him with gaffi sticks. A crate of thermodet was also found while searching Ghrul's shipment for additional Treadwell parts (for Dewey). Why would Sissk want ten kilograms of thermodet? Dewey didn't know.

With the sun still low, Miller and Leet performed a quick reconnaissance of the area around Mudwall. An encounter with a lone Imperial scout ended poorly (for the scout), and the PCs headed off to Mos Espa by roads that were seldom traveled. Most of the rest of the third game was spent investigating leads, such as speaking with Ghrul, who wanted nothing more to do with the PCs or their explosive cargo, and searching the corpse's hotel room. Investigation of room 506 at the Mos Espa Inn revealed that the corpse in the desert was that of an Imperial lieutenant named Ral Yarrow. The room, sparsely furnished and looking as if it were vacated in a hurry, contained both Yarrow's Imperial uniform and a letter saved in an Imperial data slate:

Attn: Lieutenant Harburik
Imperial Army Liason
Mos Eisely Garrison
Tatooine

Sir,

With respect, Captain Vosk has gone too far.

Mere rumor of rebel activity in the vicinity of Mudwall is insufficient reason to "relocate" the townsfolk. Regardless of the potential nature of the ruins, there are other methods at our disposal that are more trustworthy than the testimony of a common swoop thug. While there is reason to believe that insurgent forces are active in the surrounding wastes, there is little direct evidence to implicate the citizens of Mudwall as culpable.

The disappearance of an entire township, followed by the timely excavation of their homesteads, will no doubt draw suspicion from an already disaffected populace. My attempts to persuade Captain Vosk of this have been met with open scorn and veiled threats. I can no longer support the direction that this precinct has taken since Vosk's arrival. To Captain Vosk, investigation of such a serious allegation is secondary to the convenience of common genocide.

I cannot in good conscience remain a part of this operation. Therefore, I formally request a transfer to another assignment. Lacking that, I tender my resignation as an officer in the Imperial army.

Most respectfully yours,
2nd Lieutenant Ral Yarrow
Officer in Charge of Imperial Occupation
Mos Espa Precinct
The letter, written by Yarrow some days earlier, was a protest against the unethical behavior of a Captain Vosk. Reference in the letter to "a common swoop thug" brought to mind Peco, Mudwall's resident swoop jockey. Knowing that Peco was scheduled to race in the coming weeks, the PCs set out to find him. Investigation revealed that Peco was shacked up with a girl named Janis in one of Mos Espa's old slave quarters. Leaving Dewey and JP-9 to watch the street outside, Miller and Leet forced their way into Janis' apartment and confronted Peco in regards to his involvement in the Mudwall disaster. Peco couldn't reveal very much before a squad of sandtroopers arrived to take possession of him. So ended the fourth game.

The fifth game began with Leet, Miller, and JP-9 dispatching the six sandtroopers who had come to claim Peco. Racing off into the dark, twisting alleys of Mos Espa with both Janis and Peco in tow, the group seemed at a loss for a direction to take. After some discussion with Janis, who worked as a ship hand in the Mos Espa spaceport, it was revealed that Imperial forces had quietly taken possession of docking bay 43. Questions about Mudwall's importance to the Empire also surfaced: what was so important about the village?

While JP-9 and Dewey did some snooping in the area around docking bay 43, Leet, Miller, Peco, and Janis took a drive to Korq's Antiques to see what they could smell out about Mudwall. Korq, being a gracious Ortolan host, fed the PCs, and did some quick research in one of his ancient tomes. According to his books, Mudwall was originally settled some 4,000 years ago, about the same time as Anchorhead. Though the mists of time have obscured its original purpose, there is cause to assume that the wall may be in some way related to Sidrona and Dace Diath, a pair of Jedi Knights who were on Tatooine at that time. Korq's overall opinion was that the Imperials are probably looking for artifacts relating to the Jedi on Tatooine.

Meanwhile, JP-9 and Dewey were able to establish Imperial activity in docking bay 43. An Imperial captain, who Dewey recognized as the human who had been investigating the wall a week or so earlier, entered the docking bay and left a short time later, looking displeased. Once the PCs had regrouped, they endeavored to break into the docking bay and investigate whatever might be stored there. After a short firefight with a squad of stormtroopers, during which Leet was wounded, the group discovered that the bay's warehouse held twenty-nine of Mudwall's citizens, all of them hungry and shaken, but alive. In the end, the PCs were able to contact an Alliance cell who assisted them in moving the Mudwall villagers to the relative safety of a secluded settlement in the Jundland Wastes.

Player Characters –

Miller Freeman (by Alan Krause)

VH1 presents...

Behind the Rebels - Miller Freeman

You may be familiar with Miller Freeman as he is today, but few know the true inside story of Miller before his rebel alliance days. It is a familiar tale of a childhood shattered by something, followed by a bit of gambling and experimentation with distillation of alcoholic beverages, quickly followed by a visit to the Betty Ford clinic, and then a lucky hand of bacca which led to the path of the good and righteous. Like Tommy Lee and Pamela, Miller is now a completely normal member of society.

We start our story on the planet of Tatooine, in the city of Anchorhead. Miller Freeman was born to two human parents at the relatively young age of zero, and has continued to age ever since. It is a problem all humans must deal with, or so I am told.

The early years found Miller discovering fun stuff to do with sand, of which there is plenty on Tatooine. He made sand celestial beings, faked bantha tracks, played hide n' go suffocate in the sand, and generally irritated those about him with his curiosity and quick wit. But that quick wit was soon trodden down to a dull curiosity, so Miller got a job at a local speeder-shop to pass the time and earn a few credits as a bonus.

He had a knack for breaking things, then fixing them, which his boss appreciated. He worked his way up from doing speeder 5,000 dune inspections to complete reactor overhauls complete with chroming out accessories. He made quite a name for himself in Anchorhead as one of the best human speeder mechanics who could also make sand angels, and his star was rising.

But all was not well in sand-land. A dust storm was a brewin' on the horizon, and Miller was at the center of it. That is, he WOULD be at the center of it. Yea, that is what I meant.

[ BEGIN COMMERCIAL ]

Cheesy Euro-commercial showing some blonde getting stuck behind an imperial dewback. To solve the problem, she pops a Mentos-amphetamine laced pill into her mouth, then mows down the trooper / dewback combo, smiles at the camera, then drives off.

[ END OF COMMERCIAL ]

Just as Miller was beginning to make his mark in Anchorhead, things at home got a little out of kilter. His dad went mad one night, and decided that he'd rather try and irrigate the desert than sell the extra water from the vaporators. Despite pleas from his wife ( "It's just sand you freaking idiot!" ), Miller's dad slid down the slippery ( yet sandy ) slope, dragging his family with him.

Miller could only take so much, so he bailed and headed for Mos Espa to try and find a repair gig there. If that didn't work out, there was always show business or prostitution, options to be considered not necessarilly in that order.

He found a steady job at Rocco's Repulsorlift Repo and Repair shop, which contracted out it's services to the Empire when people defaulted on their payments. Naturally, Miller was exposed to a seedier side of Tatooine, including a gambling den or two. There, he learned to play bacca against the best by losing a lot. Over time, his gambling skills improved to the point that others no longer salivated when he walked through the door.

One memorable evening, Miller won a map off a grizzled local. It was memorable because Miller actually won something. This find led him to the town of Mudwall, where he met up with his current companions: Leet and Gip.

What is next for this sand vagabond? Only time will tell. There are rumors of raging lust in the Gamorrean district, but so far nothing has materialized on this front.

[ FADE TO BLACK ]

Miller Freeman, male human
Dexterity 3D+2
blaster 4D+2, dodge 5D, melee combat 4D, pick pocket 4D+1
Knowledge 3D
scholar: technology 4D+1
Mechanical 3D+1
repulsorlift operation 3D+2
Perception 2D+1
gambling 3D+2, hide 3D+2, search 5D
Strength 2D+1
brawl 2D+2
Technical 3D+1
computer programming/repair 4D+2, droid repair 4D, first aid 4D, repulsorlift repair 6D+1
Force Points: 3
Dark Side Points: 0

Leet Farlo (by Brant Clabaugh)
Leet's father was killed by Sand People before he was born and his mother died of a fever when he was two years old. Subsequently, Leet was adopted by the entire town of Mudwall, usually sleeping in the Mudwall Cantina and helping out Wrin with the place. Leet has always loved being outdoors, even in the heat, dust, and rock that make up most of Tatooine. As a youngster, he spent days roaming around area, finding secret places and surviving on his own.

Time passed and Leet grew into a tough young man. He eventually decided, as most young people do, that he wanted to have his own place, so he worked hard, saved for a while, and bought up some land outside of town. He put a dome on it and some vaporators, got a droid to help out with the work, and went into the water farming business.

Having been around alcohol much of his life, he learned a bit about how to make a still and experimented with distilling the mash from various roots when he had the time. After meeting with Miller, the still's overall reliability and capacity have been increased immensely and the process has been refined tremendously from those early days. Now their home brews are well received in Mudwall. The duo make about the same amount of money from their sale as they do from water farming. They aren't exactly sure where JP-9, the droid, fits into all of this, but try to share their earnings fairly when they think about it.

Occasionally some stranger will come into town who needs a guide. Leet's the man the entire town points such people to because of his knowledge of the Mudwall area from his childhood. He knows just about every nook and cranny of every crag and dune in the region and while he doesn't brag about it, he's happy to make a little extra cash from his knowledge once in a while.

Leet is basically a simple man. He just wants to do the right thing when he can think of what that might be and enjoys helping most people. He's got a fairly strong personal code of ethics, but doesn't have a lot of experience with social situations. He's a bit of a loner, but has learned to enjoy the company of his droid, JP-9, and his good friend, Miller. Occasionally, Leet takes a blaster rifle, some water, some food, and a cloak and just goes out for a couple of days, leaving JP-9 and Miller to mind the farm and the still. He seldom goes very far, but enjoys the company of sand and stars without having to talk to anyone.

Leet wants to visit other planets to see what they're like someday. He'd like to walk around on some ground besides sand, maybe see some grass, trees, maybe even an ocean. He knows there's more to existence than being stuck on this one planet and while he's not sure when he'll be able to get out there, he knows it will happen if he works hard enough at it.

Leet Farlo, male human
Dexterity 4D
blaster 4D+1, dodge 4D+2, melee combat 4D+1
Knowledge 3D
languages 3D+1, streetwise 4D, survival 5D, value 3D+1
Mechanical 3D+1
astrogation 3D+2, repulsorlift operation 4D+1
Perception 3D
con 3D+1, hide 3D+2, investigation 3D+2, search 5D, search: tracking 3D+2, sneak 3D+1
Strength 2D
brawl 2D+1, climbing/jumping 2D+1
Technical 2D+2
computer programming/repair 3D, distilling 3D+1, first aid 3D, repulsorlift repair 3D
Force Points: 2
Dark Side Points: 0

JP-9 (by Amy Luther)
The droid known as JP-9 is a modified J-9 Worker Drone. Produced during Roche's initial run of J-9 units, it was designed to be a protocol droid and operates best in that capacity. When the J-9 series was retrofitted for sale on the gross labor market, JP-9's designation was changed to J(P)-9 to indicate that it was one of the original protocol models. Since JP-9 has been memory-wiped at least once and heavily reprogrammed in the meantime, the (P) doesn't really mean anything any more, but it does serve as a way for the knowledgeable dealer to recognize how old this particular unit is.

JP-9's history is largely unknown. While the droid is aware that a long period of time passed between its activation date and its most recent set of memories, it has no way of accessing the data for its previous service periods, and it doesn't like having gaps in its memory. It is therefore keenly interested in preserving its current programming, especially those parts which pertain to its relationship with its former master, Cayle Avorn.

Most of JP-9's after-market parts were installed by Avorn. These include several concealed storage compartments and an improved night-time sensor package, all intended to assist Avorn in his line of work: burglary and disposal of any goods acquired thereby. Avorn also subverted JP-9's programming, weakening the droid's ethical inhibitors so that JP-9 would be able to lie, cheat, and steal on his behalf. He worked with the droid for more than a year before he was captured in the commission of a theft and presumably sent off-planet, leaving JP-9 to fend for itself.

Despite its modifications, JP-9 is essentially "good-hearted." It has little concept of private property, but likewise has trouble understanding profit, and has never cheated anyone in order to benefit itself. Though it's been known to make up stories in order to protect its own well-being, it still puts the welfare of organics above its own. JP-9 understands that its capacity for independent behavior came out of Avorn's tinkering, and misses working with a master who not only appreciated its autonomy, but encouraged it. While the droid is resigned to its current duties (repairing moisture vaporators and performing odd jobs for Leet Farlo and Miller Freeman), it is anxious to return to Mos Espa to find out what happened to its former master. Avorn's final fate remains to be seen.

Externally, JP-9 appears to be a standard (albeit battered) J-9 unit. Its alloy frame has been painted various shades of brown and tan during its lifetime, but the harsh environment of Tatooine has not been kind to its exterior.

"I am a Roche J 9 Worker Drone. My stock designation is J P 9, and that is my personal desigation as well. I am capable of fulfilling most standard labor functions. I am also programmed to perform as a protocol droid, as indicated by the "P" in my stock designation.

"My master's name is Cayle Ayvorn. I have not seen him for two months, fourteen days, five hours, and eight minutes. He was damaged by storm troopers, during an unscheduled inspection of our merchandise. When my master could not produce his import license, they deactivated him, and took him away. They said they would take care of him, but his repairs are taking longer than I expected.

"After I lost contact with my master, I was acquired by some jawas, who sold me to a parts dealer named Sissk, in the town of Mudwall. I am currently the property of Leet Farlow and Miller Freeman. I perform basic repair functions on their moisture vaporator units. I do not mind the work, but I am waiting for an opportunity to leave their custody so that I may return to Mos Espa, and determine whether my master is functional yet."

JPR-9 "JP-9," Roche J9 Labor Droid (modified)
Dexterity 3D
Knowledge 4D
alien species 5D+1, languages 11D, planetary systems 5D+1, value 5D
Mechanical 1D
Perception 5D
con 6D+2, con: disguise 6D+2, investigation 7D, persuasion 5D+2, search 5D+2
Strength 2D
Technical 3D
droid programming 4D+1, droid repair 4D+1, first aid 4D, security 5D+1
Force Points: 0
Dark Side Points: 0
Quirks: Inquisitive (+2 to Investigation, –2 to Persuasion)
Equipped With:
Audio Recording Unit (The droid can record and play back up to 5 minutes of footage)
Comlink (The droid has an integrated comlink system)
Environmental Compensation (The droid is adapted for a sandy environment)
Heuristic Processor (The droid is able to use skills it is untrained in)
Improved Sensor Package (The droid has a +2 bonus to all Search skill checks)
Infrared Sensors (The droid can see in the dark up to 30 meters)
Internal Storage (The droid has 5kg available for storage or upgrades)
Locked Access (The droid's shut-down switch is secured or internally located)
Low Light Vision (The droid can see twice as far as a human in dim light)
Spring Loaded Mechanism (The droid can "throw" a stored item)
Translator Unit (Gives the droid a +7D bonus to Knowledge: Languages)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)

Mudwall NPCs –

Sissk
Sissk was an orphan scratching out a living on the streets of Mos Espa. He was eventually caught and forced into a life of slavery for the Hutts. Repairing damaged droids proved a successful line of work for him, and kept him from the more dangerous jobs. Sissk is a trandoshan in his thirties with pale brown scales and olive green eyes. He dresses in loose fitting desert robes, with a tan cap perched jauntily on his head.

Sissk, male Trandoshan
Dexterity 3D
blasters 3D+2, dodge 3D+1
Knowledge 3D+1
business 4D+2, survival 5D, value 5D
Mechanical 2D+2
beast riding 3D, repulsorlift operation 3D
Perception 3D+1
con 4D, persuasion 4D+1, search 4D
Strength 3D
Technical 2D+2
computer programming/repair 4D, droid programming 4D+2, droid repair 5D+1, security 4D+1
Force Points: 0
Dark Side Points: 0

Dewey
Dewey is Sissk's nickname for his only employee, a WED Treadwell droid. Dewey is dutiful, responsible, and incredibly loyal. It is also JP-9's only inorganic friend. Although it has a fairly dull personality, Dewey is beginning to develop its own personality, and a strong sense of self-worth. This manifests in the droid's recent habit of doing things its own way. Dewey is a standard model WED with red trim. When speaking with others, it has a tendency to cock its head to one side in an almost quizzical manner.

WED-75 "Dewey," Sissk's WED Treadwell Droid (modified)
Dexterity 2D
Knowledge 1D+1
scholar: electronics 2D+2
Mechanical 1D
Perception 3D
search 3D+2
Strength 1D
Technical 3D+2
computer programming/repair 5D, droid programming 4D+1, droid repair 5D, security 5D
Force Points: 0
Dark Side Points: 0
Quirks: Prefers to do things his own way, instead of following instructions.
Equipped With:
Environmental Compensation (The droid is adapted for an arid environment)
Microbinoculars (Provides a +2D bonus to Search or Repair-based skills that involve microscale work)
Telescopic Appendage (A telescopic appendage can reach up to 2 meters away from the droid)
Tool Mounts x6 (The droid has six appendages that have tools attached to them)
Vocabulator (The droid has a speaker that allows it to replicate organic speech)

Coby
Coby is both sheriff and mayor of Mudwall. Once a slave mediator for the Hutts, he has moved on to a simpler life. It is an unverified rumor that he has contacts within the Rebel Alliance. His dark skin and hair are contrasted by his bright blue eyes, and he wears loose-fitting trousers and an open-necked shirt. Being the sheriff, Coby wears a blaster slung low in a holster on his hip. He rarely uses the gun for anything more than intimidation. Coby has made his own share of enemies over the years, one of them being the Rodian innkeeper, Wrin. Wrin has been on his best behavior since Coby discovered him dealing in Ryll. The two don't like one another, but they're civil in public. Coby is killed by Imperial troops while defending Mudwall.

Coby, male human
Dexterity 3D
blaster 3D+2, dodge 4D+2
Knowledge 3D+2
bureaucracy 5D+2, intimidation 5D, languages 4D+1, politics 5D, survival 4D+1, value 4D+2, willpower 5D
Mechanical 2D+2
beast riding 3D+1, repulsorlift operation 3D+2
Perception 3D+2
con 5D+2, investigation 5D+1, persuasion 6D+2, search 5D
Strength 2D
brawling 2D+2
Technical 3D
Force Points
: 0
Dark Side Points: 0

Landra
Landra is Mudwall's matron, an older woman who sees to the healing and spiritual needs of the villagers. In her fifties, she has black hair shot through with white strands. Her dark eyes are wise, but hide an unknown danger. She dresses simply, always carries a walking stick, and is rarely seen far from home. Of her past, no one knows much. She wandered into Mudwall several years ago and settled down. Always a productive and helpful member of the community, she is nonetheless shunned unless her wisdom is required.

Landra, female human
Dexterity 2D+2
dodge 4D, melee combat 3D+1, melee parry 4D
Knowledge 4D
occultism 6D+1, survival 5D+2, value 5D
Mechanical 3D
beast riding 3D+1
Perception 2D+1
con: disguise 3D+1, investigation 4D, storytelling 4D
Strength 2D+1
brawling 3D
Technical 3D+2
carving 5D+1, first aid 7D, medicine 2D+1
Control 2D
Alter 1D+2
Force Powers
: Accelerate Another's Healing, Control Another's Pain, Control Pain, Enhance Attribute, Telekinesis.
Force Points
: 1
Dark Side Points: 0

Kizzen
Kizzen was once a star-faring trader who lost his ship in one of Tatooine's storms. Financially unable to leave Tatooine, Kizzen sold the remains of his ship for scrap and bought a parcel of land near Mudwall. He currently supplements his moisture farm's normal income by raising eopies and selling their milk. Young for a Duros, Kizzen is nonetheless wise and possessed of a good deal of common sense. He won't take any risk that he deems unnecessary, and is never too proud to ask others for help. He wears loose, off-white clothes, and carries a gaffi stick wherever he goes.

Kizzen, male Duro
Dexterity 3D+2
blaster 4D, dodge 5D+1, melee combat 4D, melee parry 5D+1
Knowledge 2D+1
scholar: moisture farming 3D+2, scholar: spacer lore 3D+1, survival 3D+2
Mechanical 4D
astrogate 6D, beast riding 5D, space transports 6D, starship gunnery 4D+1, starship shields 5D
Perception 2D+1
search 4D
Strength 2D+2
brawling 3D, stamina 3D+1
Technical 3D
sensors 4D+1, space transports repair 4D
Force Points: 0
Dark Side Points: 0

Wrin
Wrin runs the Mudwall Cantina, a dingy bar and adjoining hotel. As such, he is privy to a wide variety of gossip and rumor, which he happily spreads amongst his loyal customers. He spends what little spare time he has brewing tahnah, a dark, sweet Rodian beer. He supplements his drink list with locally-produced booze (including the paint that Brant's character distills). Wrin also has several less-than-savory sidelines, the most profitable of which is selling Ryll. Coby recently discovered Wrin's business, and threatened (in no uncertain terms) to shut him down and/or prosecute him. Wrin has toned down his unscrupulous activities, but harbors a deep grudge against Coby. There have been rumors in the past that point to some sort of Rebel activity in Mudwall, and Wrin has recently put a name to them: Coby. With Wrin and Peco's help, this rumor eventually reaches the ears of the local ISB, with disastrous results. Wrin is a Rodian in his mid-forties, with yellow-gold eyes and moss-green skin. He wears fine clothes, typically of green or blue brocade. Though he seems friendly, he is less-than-trustworthy.

Wrin, male Rodian
Dexterity 2D+2
blaster 3D+1, dodge 3D
Knowledge 2D+1
business 3D+1, scholar: bad jokes 3D+2, scholar: bartending 3D+1, scholar: pod racing 3D, survival 3D+2, value 3D
Mechanical 2D+2
repulsorlift operation 3D+1
Perception 2D+2
forgery 4D, gambling 4D, investigation 4D+2, search: track 3D+1
Strength 2D+1
Technical 2D+1
brewing 5D+1, computer programming/repair 3D, first aid 3D, security 4D+1
Force Points: 0
Dark Side Points: 3

Korah
Korah is Mudwall's hooker with a heart of gold. She works out of Wrin's Cantina, paying rent to him out of her earnings. She was orphaned early on, but has managed to survive with incredible luck. Looking somewhat older than her sixteen years, Korah is a pretty girl who is also somewhat naive. She has sandy brown hair, worn long in ringlets, and deep green eyes. She knows all too well what makes people tick, especially men.

Korah, female human
Dexterity 3D
melee combat 3D+1
Knowledge 2D
intimidate 2D+2, languages 2D+1, scholar: prostitution 3D+1, value 3D, willpower 3D
Mechanical 2D+1
Perception 2D+2
con 5D+2, gambling 3D+2, investigation 3D+2, persuasion 4D
Strength 3D
brawling 3D+1
Technical 2D
Force Points
: 0
Dark Side Points: 0

Mos Espa NPCs –

Peco
Peco is a local tough who sees himself as a swoop jockey. Not much more than an arrogant teenager, he nonetheless has some contacts with some of the local criminal element in Mos Espa. He's able to wrangle a small group of toughs (his "gang") if he needs them, and can usually be found in the company of 2 to 4 of them. Peco is a lanky human male in his late teens, with bleached hair shorn close to his scalp. He has hazel eyes, and a crooked nose. He wears an all-weather jacket made from scuffed leather, a pair of fingerless gloves, and gray denim trousers. His swoop has a stylized bonegnawer painted on the control surfaces.

Peco, male human
Dexterity 3D+1
dodge 3D+2, melee combat 3D+2, melee parry 3D+2
Knowledge 2D+1
intimidation 3D+2, streetwise 3D+1
Mechanical 3D+1
beast riding 4D, repulsorlift operation 4D
Perception 2D+1
Strength 3D+2
brawl 4D
Technical 3D
Force Points
: 0
Dark Side Points: 1

Ghrul
Ghrul is a Baragwin weapons dealer in Mos Espa, dealing primarily in explosives. He is selling a load of thermodet (a high-yield plastic explosive that is difficult to detect with conventional scanners) to Sissk (who will eventually pass it on to his Rebel allies). The thermodet is hidden amongst several cartons containing miscellaneous junk and droid parts. Ghrul is middle-aged (late 70's), stands over two meters tall, with a thick hide and pale pinkish eyes. He dresses in scarred combat gear, a ragged tunic and pants, and wears a heavy blaster pistol in a hip holster. He's gruff, but possesses a dry wit and enjoys laughing at his own jokes.

Ghrul, male Baragwin
Dexterity 2D+2
blaster 4D+1, dodge 3D+2, melee combat 3D+2
Knowledge 2D+1
scholar: explosives 4D+2, value 4D+1
Mechanical 2D+1
Perception 3D+1
con 4D+2, forgery 4D, investigation 4D+2, persuasion 4D+1, search 5D+1
Strength 3D+2
brawling 4D+2
Technical 3D
blaster repair 4D+2, demolitions 6D+1, heavy equipment repair 4D+1, security 4D+2
Force Points: 0
Dark Side Points: 1

Korq
One of the players' few contacts in Mos Espa, Korq is a junk dealer who, unlike Sissk, has no specialty. He buys just about anything, and knows a good deal about objects d'art. He has a musty shop in one of the old slave quarters, and the elderly Ortolan delights in new and interesting wares. Korq is an Ortalan with dark blue skin and large black eyes. His left eye is marked by a whitish-blue cataract. He wears a faded brown robe, and is always eating something (typically fried gorgs in sweetroot sauce).         Unknown to anyone, Korq is an apprentice Jedi Consular who went into hiding after the Jedi purge began.

Korq, male Ortolan
Dexterity 2D+2
blaster 4D+1, dodge 5D+1, lightsaber 5D
Knowledge 3D+2
intimidation 4D+2, scholar: antiques 6D+2, scholar: xenoarchaeology 7D+1, survival 4D, willpower 5D
Mechanical 2D+2
Perception 3D+1
con 4D+1, hide 4D+2, investigation 5D+1, persuasion 5D+1, search 6D+1
Strength 2D+2
brawling 4D+1
Technical 3D
artifact restoration 4D
Control 1D+1
Sense 2D+2
Force Powers
: Farseeing, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential.
Force Points
: 1
Dark Side Points: 0

Janis
Peco's girlfriend is a Corellian immigrant named Janis. She was a hand aboard a freighter that was impounded for some nebulous customs violation, which in turn stranded her in Mos Espa. She's a tough cookie, yet still young and somewhat naïve. At one point, she thought that Peco was a wonderful swoop jockey, and she was banking on the "prestige" of his position and his potential for victory (and money). Her impression of the little punk has recently changed, however. Janis is average height, thin, and pretty. She wears gray trousers, an all-temperature jacket over a lace-up linen shirt, and ankle-high boots. Her hair is dark brown, and her eyes are blue.

Janis, female human
Dexterity 3D+2
dodge 5D+1
Knowledge 2D+2
value 3D+2
Mechanical 3D+2
astrogation 5D+1, space transports 5D+2, starship shields 4D+1, sensors 4D+2
Perception 2D+2
con 3D+1, forgery 3D+1, gambling 3D+2, hide 3D+1, investigation 3D+1, search 3D, sneak 3D+1
Strength 2D
Technical 3D+1
demolitions 4D, security 5D
Force Points: 1
Dark Side Points: 0

Somne
Somne, a Bith gambler, is a nervous little fellow who dresses in very fine clothing. He will refuse to admit he knows anything unless he is properly intimidated. He's worried that his cover will be blown by the players, but he'll do their bidding if they seem sincere enough.

Somne, male Bith
Dexterity 2D
Knowledge 4D+1
scholar: games of chance 5D+2, scholar: Rebel Alliance 5D+1, survival 5D+1, value 5D+2
Mechanical 3D+1
Perception 3D+2
con 4D+1, con: disguise 5D, forgery 4D+2, gambling 6D+2, investigation 4D+2
Strength 1D
Technical 3D+2
computer programming/repair 4D+2, first aid 4D+2, security 4D+2
Force Points: 0
Dark Side Points: 0

Alliance NPCs –

Xara
The leader of the "Tusken" rebel cell is a human woman named Xara. She's been fighting this war for six years now. Her people are loyal to her. Xara is in her mid-thirties, with long auburn hair and hazel eyes. She was a minor noble at one point, but her family was dispossessed. If seen by Dewey, he will recognize her as being one of Sissk's guests. She is accompanied by five rebel troopers, the "Tusken rebels," who are all human.

Xara, female human
Dexterity 3D
blaster 6D, brawling parry 5D+1, dodge 5D+1, melee combat 5D, melee parry 5D+2, slugthrowers 4D+2
Knowledge 3D+2
intimidation 6D+1, value 5D, willpower 5D+2
Mechanical 3D
beast riding 4D+2
Perception 3D+2
command 5D, con 4D+1, con: disguise 5D, persuasion 4D+1
Strength 2D
brawling 3D+2
Technical 2D+2
computer programming/repair 4D+2, demolitions 5D+1, first aid 5D
Force Points: 3
Dark Side Points: 1

"Tusken Rebels," humans (5)
Dexterity 3D+2
blaster 4D+1, dodge 4D+2, melee combat 4D+1, slugthrowers 4D+1, vehicle blasters 4D+1
Knowledge 2D+1
intimidation 3D+2, survival 3D
Mechanical 2D+2
beast riding 4D, repulsorlift operation 4D
Perception 2D
Strength 3D+1
brawling 4D
Technical 2D
computer programming/repair 3D+1, demolitions 3D+1, first aid 3D+1
Force Points:
Dark Side Points:

Imperial NPCs –

Dylan Vosk
Captain Dylan Vosk is an up-and-coming ISB operative assigned to Tatooine and its environs. He works alone, rooting out enemies of the Empire. He is known as an ISB agent to few of the senior officials on Tatooine, and even those that outrank him are afraid of him. Vosk is a somewhat short human, standing only 5'8" tall. His physique is lithe and muscular, like a gymnast's. He has short black hair, steely gray eyes, and a fair complexion that he keeps covered beneath a gray all-temperature cloak. He serves his Imperial masters without question, though he isn't immune to greed or lust. He prefers to work from the shadows, but will get personally involved if his lackeys fail him too often. To those that disappoint him, he is an unforgiving master.

Dylan Vosk, male human
Dexterity 3D+2
blaster 6D+2, brawling parry 6D+1, dodge 5D+2, melee combat 6D+2, melee parry 5D+2, vehicle blasters 6D
Knowledge 2D+1
intimidation 4D+2, scholar: Imperial law 4D, survival 3D+2
Mechanical 3D
astrogation 4D+1, space transports 5D, starship gunnery 5D+1, starship shields 4D
Perception 3D
search 4D+2
Strength 3D+1
brawling 6D
Technical 2D+2
computer programming/repair 3D+1, demolitions 4D, sensors 3D+1, space transports repair 5D+1
Control 2D+2
Sense 3D+1
Alter 2D+1
Force Powers
: Absorb/Dissipate Energy, Channel Rage, Combat Sense, Control Pain, Danger Sense, Emptiness, Force Lightning, Force Strike, Hibernation Trance, Inflict Pain, Injure/Kill, Life Detection, Life Sense, Telekinesis.
Force Points
: 1
Dark Side Points: 6

Equipment –

Thermodet
Model
: Thermodet
Type: High-yield thermal explosive
Scale: Speeder
Skill: Demolitions
Cost: 1,000 credits per kilogram
Availability: 2, X
Blast Radius: 0-4/8/12/16
Damage
: 8D/6D/4D/2D
Game Notes: When detonating multiple blocks of explosive, damage and blast radius for each block past the first is halved. For example, 2 kilograms of thermodet would have a damage of 12D/8D/6D/4D, and a blast radius of 0-6/12/18/26.

Vehicles –

Peco's Swoop
Craft
: Celavale Inc. "Sunspot" Swoop
Type: Swoop
Scale: Speeder
Length: 2.4 meters
Skill: Swoop Operation: Sunspot
Crew: 1
Crew Skill: Repulsorlift Operation 4D (Peco)
Passengers: None
Cargo Capacity: 2 kilograms
Cover: 1/4
Altitude Range: Ground level to 45 meters
Cost: 8,300 (new), 2,150 (used)
Maneuverability: 3D+2
Move: 225; 650 km/h
Body Strength: 1D+1
Weapons: None
Notes
: Celavale's "Sunspot" swoop is a capable design. The swoop's repulsorcoils produce a loud whine when fully charged, and the sound carries well enough to give advance warning of the vehicle's approach. Built in a reverse configuration, the control surfaces of the swoop are mounted behind the pilot, while the repulsorfield generator is below and slightly in front.



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