FUDGE Starwars: the Easiest Way ch. 7
by Jorge Arredondo

Campaign background Chapter 1 Chapter 2
Chapter 3 Chapter 4 Chapter 5
Chapter 6 Chapter 7 Chapter 8
Chapter 9 Chapter 10 Chapter 11

DISCLAIMER

This article is not authorized or supported by West End Games. This conversion is unofficial and has not been reviewed by anybody at West End Games or Lucasfilm, Ltd. Star Wars (R), TM, & (C) by Lucasfilm, Ltd. All Rights Reserved. Trademarks of Lucasfilm, Ltd., used without authorization, that use isn't intended as a challenge to those trademarks.

ABOUT FUDGE

Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

DISCLAIMER

The following materials based on Fudge, entitled Fudge Starwars: the Easiest Way, are created by, made available by, and Copyright (C) 2006 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.


Note: if you are one of my players or intend to play this campaign, stop reading now!


Chapter 7: Buried secrets

Introduction

The PCs have travelled to the Corporate Sector hoping to locate there either Eberr or the two dark jedi who killed the rodian master Inquiss, or both groups. Unfortunately, the sector is huge and after the first jump all the elusive jedis could be anywhere. With little information they were forced to track them system by system, world by world, during the last 6 months. This search proved fruitless in most cases though in others Neelyx had strong feelings about Eberr having been in those places, too. Finally, they managed to find a good clue; an ubese whose identity Neelyx is sure of (his presentiments are strong), travelling on an small ship to a more or less neutral system not too far from them...

Arrival

[ Soundtrack music: The Phantom Menace, Jar Jar's Introduction and The Swim to Otoh Gunga ]

The characters arrive to Mesa Central, second planet (of 3) of the system Abraxas on the Corporate Sector. It is a mining planet property of the Banking Clan. Mesa Central is neutral land because right now the Banking Clan "works" with both factions. The PCs fly slowly getting near to the orbital space station, some kind of rusted and old cylinder filled with docks on its middle sections and antennas over its inverted dish like top. This space station is mainly a distribution station, where the ore freigthers are loaded. There are few comforts in places like this.

This space port has few magnetic seals, having in mind most of the ships which visit it are very large freighters, instead the ships dock in the vaccuum of space, are braced with magnetic locks and are refueled with automatic pipes and energy cables. A boarding ramp connects with the ships' entrances and that's all of it. Only small ships, like single person yachtes can land fully inside the station.

While they're ready to moor, they can see through the windows of the Falcon a long modular ore freigther leaving the station and moving away of the gravity well of Mesa Central. That ship, strangely enough, brings weird feelings to Neelyx (or maybe repressed memories?) though it looks perfectly normal. It is an old corellian freighter specially designed to unload its cargo using the modules it is made of.

On the other hand, Neelyx knows Eberr Torunn is or was at the station, but not on that ship.

[ GM's note: if the PCs manage to follow this ship and are detected, the captain will change it's destination to anywhere else, probably Nar Shaddaa, where he can request help to get rid of them. If not detected, they make a jump to an uninhabited system where the ship regroups with other cargo ships and jump to its final destination... in this intermediate system the PCs will be detected much more easily... with the same result as said previously. ]

As soon as the PCs reach the docks, they find this area covers the whole circunference of the station. There are a good number of security guards and spider droids, to enforce security. Fortunately, the PCs aren't a menace, are they? Besides security there are a lot of technicians working on the docks, probably to avoid the station falling apart!

[ GM's note: 20 years ago, when Torunn was working against the slaver gangs, he found weird information about a long term project he couldn't made sense of till he crossed his data with the late Bakli, so many years later. Something about a weapon so terrible no one could ever hope to win against it. After the fiascos of Saylo Dyas and Count Dooku, he feared corrupt jedis working in this conspiracy and with the typical jedi arrogance he left, all alone, to investigate. He's followed Bakli's reports to worlds where raw materials where collected; slaves with special skills on Ryloth, weapons and tibanna gas on Bespin, heavy machinery and construction ships on Kuat and finally raw ore on the Corporate Sector. His last clue was Mesa Central where he infiltrated on one of those ships to arrive to its final destination. He also knows Neelyx will find him soon, and actually wishes him to do so. He somehow thinks the young padawan owes him so. Thus he's left here a few extra clues specially for him. ]

Banking Clan Spider droids

Attributes: Mediocre Dexterity, Mediocre Perception, Fair Strength

Skills: Blasters Fair, Dodge Mediocre

Health levels: Ok, Damaged, Out of Order.

Equipment: armor DDF +2, Light laser cannon (OF +5), range like a rifle

Banking Clan Security Guards

Attributes: Good Dexterity, Good Perception, Fair Strength, Good Knowledge

Skills: Blasters Fair, Dodge Fair, Brawling Fair, Melee Fair, Search Fair, Sneak Fair, Brawling parry Fair

Health levels: Ok, Wounded, Out of the Fight.

Equipment: armor +2 (jacket and helmet), heavy blaster (OF +4)

Bureaucracy

[ Soundtrack music: The Phantom Menace, Passage Through the Planet Core ]

The PCs may want to visit the spaceport authority offices to check if anyone they can identify visited this place lately. The main office is quite small (barely 25 square meters) with two muun guards and a muun public officer not very prone to give information to visitors.

Unless the PCs have appropriate credentials, the muun won't tell them anything about the ship traffic here, no matter how unimportant is it. However, a Great Bureaucracy roll, an appropriate bribe, the subtle use of jedi mind tricks, etc. might help. However, there is no record of the species of the visitors, only the identification of their ships which as we've seen it's so easily forged. However, there is a small ship which arrived 1 week ago and according to the records it hasn't left yet. It is located on the docks, near engineering (as said small ships might be able to land fully inside the station). The records don't show its origin nor its destiny, it seems security is a bit lax around here.

The PCs may check this ship, about which Neelyx has strong feelings of belonging to Torunn. If you want the PCs may find the datapad the ubese left for Neelyx here, instead of at the hotel (see that scene below). The ship is locked and will require a Great Security roll to open (don't forget the ship is landed at a public dock... are there witnesses of their shaddy activities?). However, the hyperspace computer has been cleaned and the last visited world is the one the PCs came from.

About the ore freighter the characters saw (the "Bucket Head") when they were landing, it is property of a company called Space Cargo Unlimited whose headquarters are located, suspiciously, on Nar Shaddaa, the Smugglers Moon, located in the middle of Hutt space! Again, there is no record of origin nor destiny, only general information about the cargo (30,000 tons of mineral ore), its identification number and little else.

A Superb Streetwise roll (which can be easier according to the specific character trying it; alternatively their contacts might know it too) lets the PCs know that such company is a cover for the organization of the crime lord Ploovo Two for One, so this could become much more dangerous. Ploovo is well known as a crime lord of the Corporate Sector, and to add a free murder when you hire their assassins for a work, and also to kill you and someone close to you (for free, too) when you become a nuissance to its organization. However, probably the only way to find out the destiny of the freighter is getting that information at the company headquarters.

Talking with the dock engineers and other workers the PCs may find almost the same information they could get in the offices about the freighter, though they'll probably need diplomacy, bribes, jedi tricks or pure intimidation to get it, anyway.

The cantina

[ Soundtrack music: Star Wars, Cantina Band ]

There are graphical displays of the station to help the visitors navigate through it. There are a few main sections, most of which are forbidden to them. The open sections are the cantina (the only place of entertainment here), the offices, the docks and the "hotel". The forbidden areas are maintenance and machinery, life support, the Personnel lodgings, and the cargo areas.

As a mining station, most miners work on long shifts then travel to the station to rest a few days. In this case, two weeks/2 days shifts. When resting at the station they stay at the Personnel Lodgings area. The hotel is mainly for the occasional (and rare) visitor.

The cantina (The Lost Star) is a moderately large circular place, with circular cubicles set in the walls around an also circular bar. It is a bit filthy and grotty, too. It is filled with dirty human and alien miners covered with a flour like reddish dust (from the planet) who try to have a good time or just rest in the twilight of the noisy local.

The bar is attended by a four armed service droid and a good looking twilek girl with perhaps a bit (or two) of overweight (who also has a heavy blaster on a holster on her belt, permanently set on stun, just in case of miners becoming too "affectionate"). She speaks a very correct basic, besides twilek, and attends the characters cheerfully though she knows nothing about Torunn. She however asks her mechanical workmate (AD-44) about it. The droid evaluates its memory banks and returns a not found code. It seems if he visited the cantina he didn't look like an ubese nor a jedi.

Nobody has seen a jedi or ubese at the cantina, though they can find out with a bit of streetwise or the appropriate questions that lately there is a substantial bounty offered by Count Dooku for jedis (5,000 credits for padawans, 10,000 for knights and 20,000 for masters!). Is there any bounty hunter in the party?

The miners are a rough lot but they're friendly enough. They don't mind visitors bringing news from offworld, and enjoy meeting other tough guys who don't mind getting their hands dirty with a bit of hard work. They can be very talkative to the point of being garrulous if invited to a few drinks!

In any case, a Good or better Investigation roll or (again) the appropriate questions will make anyone at the cantina tell them to check at the hotel. After all, any visitor who did stay a day at least should have slept somewhere.

Miners

Attributes: Fair Dexterity, Great Strength

Skills: Brawling Fair, Brawling parry Fair

Health levels: Ok, Wounded, Out of the Fight.

Twilek wench

Attributes: Fair Dexterity, Good Strength

Skills: Blasters Fair, Preparing exotic drinks Good

Health levels: Ok, Wounded, Out of the Fight.

Equipment: heavy stun blaster (OF +4)

The hotel

[ Soundtrack music: Revenge of the Sith, Grievous speaks to Lord Sidious ]

This area, almost hidden after a maze of corridors, is a little section with three floors connected through a repulsorlift elevator in the middle of it and with an open area between its two arms, like the inverted U of an appartment building where the elevator is at the bottom of the U. There are 3 rooms per corridor up to 18 rooms in total. The doors are circular (very hobbit-like) and are closed with fair security measures (opened with encrypted key cards). It is not luxurious but at least it's clean.

The one in charge of the hotel is a thin protocol droid, a MerenData EV series (like the one Jabba had on episode VI) who isn't prone to help anyone but it's quite interested on being bribed in a subtle and complicated way. Besides being slightly rude, with replies like "why would I tell you such information?", "none of your business", and "will I have to suggest you bribery as a successful way of achieve the information you seek?", "any idiot would already have thought of that" the droid will want 100 credits to tell them an ubese did actually stay there 1 week ago, with a few days more still covered; for 100 credits more it'll even lend them the keycard! (the room is located on the second floor).

[ GM's note: following the clues of the freigthers, Eberr came to this station, investigated a bit more and managed to leave in one of them, to the system they regroup in. He also left a datapad with some information on this room just in case Neelyx managed to find him. The datapad has a password, which can be broken with a Great Computers roll or with a bit of wit (the password is "neelyx", which is also a clue to understand some of Torunn's motivations). ]

Neelyx is 100% sure Eberr was in that room, a Fair Search roll lets them find a datapad under the bed. If the PCs manage to check its contents, they'll find a lot of reports about many cargo ships travelling all around the galaxy in the last 2 decades and banishing on the Corporate Sector; amongst them the ship in which he found Neelyx so many years ago. Actually Neelyx didn't know the name of that ship, what is curious is a reference on its cargo, clearly slaves, grouped by species; an entry is a bit strange... amongst more normal entries, one of them quotes "1 neelyx (too young)". Is perhaps his name the name of his species? Did Torunn know more about his species than he said?

[ GM's note: Eberr knew much more than he told Neelyx about his origin, but he didn't tell him as he didn't deem it important enough. As he never did tell him about the information he had, this is a clue about Eberr's future deeds. It was supposed Eberr knew very little about the ship, that he rescued the baby Neelyx and they fled before the ship self destructed. In fact it was Eberr who activated the self destruction to make some people think Neelyx died. ]

Before the PCs leave the hotel, decide in which moment they'll be ambushed by bounty hunters. A good scene might involve the jedi characters having to jump down from the first floor and the mundane characters seeking cover on the doors of the rooms.

[ Soundtrack music: Revenge of the Sith, Grievous and the droids ]

Seeking the ubese jedi, and not the PCs actually, a dangerous and infamous bounty hunter has arrived to this dirt ball following a clue, sadly too cold by now. The door of the hotel opens and the PCs find on the other side a pale humanoid woman dressed in red and armed with a slugthrower, and four other bounty hunters. Aurra Sing! They also seem surprised when they see the PCs, but Aurra quickly senses the jedi and at least for a round or two she considers trying to get the bounty for them. As soon as they lose the upper hand, however, she leaves with force speed to fight another day (you don't become a good bounty hunter if you don't learn when leaving is a better option).

Aurra Sing

Attributes: Great Dexterity, Good Strength, Good Knowledge, Fair Perception. 7 Fudge points.

Skills: Blasters Superb, Slugthrowers Superb, Grenade Great, Great Search, Dodge Superb, Sneak Great, Control Good, Sense Good, Alter Good, Lightsaber Good, Weapon parry Good.

Gifts and faults: Ambidextrous, Quick reflexes, Tough hide.

Health levels: like a PC.

Equipment: twin blaster pistols (OF +3), slugthrower rifle (OF +4), flak jacket (DF +1), thermal detonator, lightsaber collection.

Bounty hunters

Attributes: Good Dexterity, Good Strength, Good Knowledge, Good Perception

Skills: Blasters Good, Dodge Good, Brawling Fair, Melee Fair, Search Fair, Sneak Fair, Brawling parry Fair

Health levels: Ok, Wounded, Out of the Fight.

Equipment: heavy blaster pistol (OF +4), flak jacket and helmet (DF +2).

[ GM's note: this is just a cameo, Aurra isn't involved at all in the plot. Thus, make sure the PCs don't waste time running after her. She might just burn a lot of Fudge points to flee, or use a thermal detonator as a deterrent, etc. ]

The remaining bounty hunters, however, aren't as clever and probably will stay till they're all defeated. Besides their weapons they carry datapads with the same bounty for jedi the PCs could hear from at the cantina, and also information about the same world the PCs came from before Mesa Central. It seems clear they managed to track Eberr to this place but were too late.

After the skirmish the PCs ought to hurry, the local security might easily try to lock them up for having a fight inside the station (which might be very dangerous after all). If the PCs have to flee quickly, they can force their exit with the Falcon without following the security protocols, breaking the magnetic locks and energy cables, damaging lightly the ship but letting them flee without further questions. Whoever owns the Falcon has probably done such hasty retreats more than once!

Cutscene

In the way to the docks to flee, the camera catches a glimpse of an ominous presence in the shadows, a cloaked figure of 7+ feet tall which quickly dissapears as soon as it is seen. The place where the being dissapeared, when the camera gets near, has no other exits besides climbing vertically through inaccessible shafts or run not unlike a jedi to the next corridor...

[ GM's note: this is the second time this character appears after the PCs... will it be the last time? ]

Recapitulation

[ Soundtrack music: Star Wars, The Throne Room and End Titles ]

The best option the PCs have now is the Smugglers Moon, though it will be a quite hard mission. Getting secret information from a crime syndicate!

Campaign background Chapter 1 Chapter 2
Chapter 3 Chapter 4 Chapter 5
Chapter 6 Chapter 7 Chapter 8
Chapter 9 Chapter 10 Chapter 11


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Jorge Arredondo
Last update: 30/October/2006